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by Published on 2014-06-13 09:55 PM

Warlords of Draenor Alpha Patch Notes Update - Jun 13
You can find a full version of the notes with more context on the Blue Post Tracker.



Originally Posted by Blizzard Entertainment
Itemization Changes
General
  • New secondary stats added:
    • Bonus Armor: Increases Armor and Attack Power for tanking specializations.

Hit and Expertise Removal
Druid
  • Balance of Power has been removed. A new level-100 talent with the same name has been added.

Secondary Stat Attunements
A new concept that we’re introducing is each specialization having an attunement to a particular secondary stat. These take the form of a passive ability that grants a 5% increase to the amount of a specific secondary stat gained. This provides a good starting point for where to focus your secondary stats. Usually, it will be your highest throughput stat (not counting Spirit for Healers, and Bonus Armor for Tanks, which is an optimal secondary stat in most cases). There are exceptions, and raw throughput may not even be the biggest concern in some situations. Treat this as a guideline, not a rule, about which secondary stat to favor.

  • New passive abilities granting a 5% bonus to specific secondary stat bonuses received from equipped items have been added for all specializations.
  • Death Knight
    • Blood: Multistrike
    • Frost: Haste
    • Unholy: Multistrike
  • Druid
    • Balance: Mastery
    • Feral: Critical Strike
    • Guardian: Mastery
    • Restoration: Haste
  • Hunter
    • Beast Mastery: Mastery
    • Marksmanship: Critical Strike
    • Survival: Multistrike
  • Mage
    • Arcane: Mastery
    • Fire: Critical Strike
    • Frost: Multistrike
  • Monk
    • Brewmaster: Critical Strike
    • Mistweaver: Multistrike
    • Windwalker: Multistrike
  • Paladin
    • Holy: Critical Strike
    • Protection: Haste
    • Retribution: Mastery
  • Priest
    • Discipline: Critical Strike
    • Holy: Multistrike
    • Shadow: Haste
  • Rogue
    • Assassination: Mastery
    • Combat: Haste
    • Subtlety: Multistrike
  • Shaman
    • Elemental: Multistrike
    • Enhancement: Haste
    • Restoration: Mastery
  • Warlock
    • Affliction: Haste
    • Demonology: Mastery
    • Destruction: Critical Strike
  • Warrior
    • Arms: Mastery
    • Fury: Critical Strike
    • Protection: Mastery

Active Mana Regeneration (Section Removed)
Another part of the changes to healing is providing a way for them to better manage their mana. There are ways to spend more mana for more healing but we’re also adding methods for healers to trade extra time, healing, or more mana to use later in a fight when they really need it.
  • Druid
    • Innervate has been redesigned to now have a 2-second cast time with no cooldown, and restore 2.5% of the Druid's maximum mana every 4 seconds for 8 seconds. Spending any mana on a healing spell will cancel this effect.
  • Monk
  • Paladin
    • Divine Plea has been redesigned to be instant cast ability with no cooldown, and consume 3 Holy Power to immediately regain 7% of the Paladin's maximum mana.
  • Priest
    • Atonement is no longer triggered by Penance.
    • Chakra: Chastise in addition to existing effects, now also causes Smite and Holy Fire to restore 0.75% of the Priest's maximum mana each time they are cast instead of costing mana.
    • Penance now also refunds 1.1% of the Priest’s maximum mana each time it deals damage.
  • Shaman
    • Telluric Currents is now a passive ability for Restoration Shaman and causes Lightning Bolt to restore 1.25% of the Shaman's maximum mana each time it is cast instead of costing mana.
    • Glyph of Telluric Currents has been removed.

Ability Pruning
We attempt to prune abilities with the intent to reduce the amount of keybind/macro bloat and merging abilities that served a similar purpose but are otherwise redundant together.

  • Death Knight
  • Druid
    • Barkskin is now available only to Guardian Druids, and no longer provides pushback protection, but its base cooldown has been reduced to 30 seconds.
    • Entangling Roots is now available only to Balance and Restoration Druids.
    • Faerie Fire is now available only to Feral and Guardian Druids.
    • Innervate has been removed (again). is now available only to Restoration Druids. Mana costs for Druids have been adjusted accordingly.
    • Hibernate has been removed.
    • Hurricane is now available only to Balance and Restoration Druids.
    • Lacerate is now available only to Guardian Druids.
    • Leader of the Pack no longer restores Mana.
      • Mana regeneration for Feral and Guardian Druids has been increased by 100%.
    • Lifebloom can no longer stack. Its healing has been increased to compensate.
    • Maim is now available only to Feral Druids.
    • Maul is now available only to Guardian Druids.
    • Might of Ursoc is now available only to Guardian Druids, and no longer automatically activates Bear Form.
    • Moonfire is now available only to Balance and Restoration Druids.
    • Nature’s Grasp has been removed.
    • Nature’s Swiftness is now available only to Restoration Druids.
    • Nourish has been removed.
    • Omen of Clarity (Feral) now affects all Druid spells and abilities.
    • Owlkin Frenzy has been removed.
    • Rake is now only available to Feral Druids and also stuns the target for 4 seconds when used while stealthed.
      • Pounce has been removed. Abilities which modified Pounce now modify Rake instead.
    • Regrowth now has a duration of 12 seconds (up from 6 second), but no longer refreshes itself on targets below 50% health.
    • Rejuvenation is no longer available to Guardian Druids.
    • Rip is now available only to Feral Druids.
    • Shred is now available to all Druid specializations and now deals an additional 35% damage in addition to having twice the normal chance to critically strike while stealthed. Additionally, both Shred and Mangle now naturally apply the Infected Wounds snare for Feral and Guardian Druids.
    • Skull Bash no longer increases the mana cost of the victim’s spells.
    • Swipe is now available only to Feral Druids, and is only usable in Cat Form. Swipe (Bear Form) has been removed. Swipe (Cat Form) remains unchanged.
    • Thick Hide has been removed.
      • Bear Form now increases armor by 330% for all Druid specializations. For Guardian Druids, it also naturally reduces magical damage taken by 25%, reduces physical damage taken by 12%, reduces the chance to be critically hit by 6%, and reduces the chance for attacks to be parried by 3%.
    • Track Humanoids has been removed.
    • Travel Form now automatically transitions between Aquatic, Land, and Flight versions, as is appropriate to the Druid’s location.
      • Glyph of the Stag now teaches the Druid a separate shapeshift ability, Stag Form. Stag Form will not switch between different Travel Form, and allows the Druid to act as a mount for other players.
  • Hunter
  • Mage
    • Combustion now replaces Deep Freeze for Fire Mages, and no longer deals direct damage or stuns.
  • Paladin
  • Priest
    • Binding Heal is now only available to Holy Priests. no longer available to Shadow Priests.
    • Borrowed Time has been removed.
    • Dispersion and Vampiric Touch no longer restores mana.
      • Base mana regeneration rate for Shadow Priest has been increased by 200%, Shadow Word: Pain and Vampiric Touch mana costs have been reduced by 50% to compensate.
    • Divine Hymn now heals all party or raid members instead of a variable number depending on raid size. Its healing has been adjusted to compensate.
    • Evangelism is now available only to Discipline Priests and no longer affects the damage or mana cost of spells. Damage of affected spells have been adjusted to compensate.
    • Focused Will now triggers from any damage taken instead of being limited to being the victim of any damage above 5% of total health or being critically hit by non-periodic attacks.
    • Inner Focus has been removed. no longer provides any mana cost reduction.
    • Inner Will has been removed.
    • Lightwell’s healing effect is no longer canceled if the target takes enough damage.
    • Pain Suppression no longer reduces the target’s threat by 5%.
    • Shadowform no longer allows any healing spells to be cast but also no longer has a restriction on casting other Holy spells.
    • Spirit Shell has been removed.
    • Strength of Soul has been removed.
    • Train of Thought has been removed.
    • Vampiric Embrace now heals all party and raid members for 10% of damage done, and this healing is no longer split between targets (up from 75% of damage done, split between targets).
  • Rogue
  • Shaman
    • Bind Elemental has been removed.
    • Burning Wrath has been removed.
    • Chain Heal is now available only to Restoration Shamans.
    • Chain Lightning is no longer available to Restoration Shamans.
    • Earth Shock is now available only to Elemental Shamans. Enhancement and Restoration Shamans should use Frost Shock in its place.
    • Earthliving Weapon has been removed.
    • Earthquake has been removed.
    • Elemental Focus has been removed.
    • Elemental Fury has been removed. Elemental Shamans now naturally have critical strike damage increased to 250% of normal damage.
    • Elemental Oath and Unleashed Rage have been removed.
      • Grace of Air now also provides 5% Haste to all party and raid members.
    • Flametongue Weapon and Windfury Weapon have been removed. is no longer available to Restoration Shaman, and only causes damage on weapon swings for Enhancement Shaman.
      • Enhanced Weapons is a new passive ability available to Enhancement Shamans, causing main-hand weapon attacks to have a chance to trigger 3 extra attacks, and off-hand weapon attacks to deal additional fire damage.
      • Lava Lash’s damage done is no longer increased by Flametongue Weapon, and its damage has been increased to compensate.
    • Flurry’s duration has been increased to 30 seconds.
    • Frost Shock no longer generates additional threat.
    • Healing Tide Totem now heals all party or raid members, but amount healed per target has been reduced to compensate.
    • Mana Tide Totem has been removed.
      • Restoration Shaman Mana costs have been adjusted to compensate.
    • Primal Wisdom has been removed.
      • Enhancement Shaman mana regeneration has been increased by 100% to compensate.
    • Rolling Thunder has been removed.
      • Elemental Shaman Mana regeneration has been increased by 50% to compensate.
      • Fulmination now causes Lightning Bolt and Chain Lightning damage and multistrike damage to always generate an additional Lightning Shield charge, up to a maximum of 15. Earth Shock will consume any charges beyond 1, dealing their total damage to the enemy target.
    • Shamanistic Rage no longer reduces Mana costs while active.
    • Spiritwalker’s Grace is no longer available to Enhancement Shaman.
    • Thunderstorm no longer regenerates Mana.
    • Totemic Recall has been removed.
      • Totems will no longer cause hostile creatures to enter combat with the Shaman based on proximity.
    • Unleashed Fury has been split into different versions based on specialization. It now modifies Unleash Elements for Enhancement, modifies Unleash Life for Restoration, and modifies Unleash Flame for Elemental.
      • Unleash Elements is now available only to Enhancement Shaman, and always provides the previous benefits of Unleash Elements with Windfury and Flametongue.
      • Unleash Flame has been made into a separate ability available only to Elemental Shaman, and always provides the previous benefits of Unleash Elements with Flametongue.
      • Unleash Life has been made into a separate ability available only to Restoration Shaman, and always provides the previous benefits of Unleash Elements with Earthliving.
    • Water Shield is now available only to Restoration Shaman, replaces Lightning Shield, and now only triggers from melee attacks.
      • Mana costs for Restoration Shaman have been adjusted to compensate.
      • Resurgence no longer requires Water Shield to be active.

Crowd Control and Diminishing Returns
  • Shaman
    • Hex’s cast time has been increased to 1.7 seconds.

Buffs and Debuffs
All specializations provide some common buffs and debuffs. These are important to the game because they encourage cooperation, make you stronger when you work together with others, and promote Raid composition diversity. However, we saw room to revise these buffs and debuffs. In addition to the above changes, we revised which buffs and debuffs are provided by Hunter pets. Please see the Hunter Pet Abilities section for a full list of changes.

Two new stats have been added that benefitted all players. Also added were three new debuffs (Weakened Armor, Physical Vulnerability, and Magic Vulnerability) that each benefitted only half of the group. While that could be interesting, the two physical debuffs were redundant, and felt that the two new stats would be better suited as raid buffs. So, we made that replacement.

  • Weakened Armor, Physical Vulnerability, and Magic Vulnerability
    • Physical Vulnerability increases physical damage taken by 5% (up from 4%).
    • The following abilities no longer apply the Weakened Armor effect.
    • Death Knight (Frost): Brittle Bones has been removed.
    • Death Knight (Unholy): Ebon Plaguebringer no longer causes Physical Vulnerability.
    • Druid: Faerie Fire longer applies Weakened Armor. now applies Physical Vulnerability, increasing Physical damage taken by 5% for 30 seconds.
    • Hunter Pets: Tallstrider: Dust Cloud, Raptor: Tear Armor (See the Hunter Pet Abilities section.)
    • Paladin (Retribution): Judgments of the Bold no longer causes Physical Vulnerability.
    • Rogue: Expose Armor no longer applies Weakened Armor.
    • Rogue: Master Poisoner has been removed.
    • Warlock: Curse of the Elements has been removed.
    • Warrior: Sunder Armor no longer applies Weakened Armor.
    • Warrior (Arms, Fury): Colossus Smash no longer causes Physical Vulnerability.
    • Warrior (Protection): Devastate no longer applies Weakened Armor.
  • Versatility
    • Death Knight (Frost, Unholy): Unholy Aura now also provides 3% Versatility.
    • Druid: Mark of the Wild now also provides 3% Versatility.
    • Paladin (Retribution): Sanctity Aura is a new passive ability for Retribution Paladins which grants 3% Versatility to the Paladin and all allies within 100 yards.
    • Warrior (Arms, Fury): Inspiring Presence is a new passive ability for Arms and Fury Warriors which grants 3% Versatility to the Warrior and all allies within 100 yards.
  • Multistrike
    • Monk (Windwalker): Windflurry is a new passive ability for Windwalker Monks which grants 5% Multistrike to the Monk and all allies within 100 yards.
    • Priest (Shadow): Mind Quickening now also grants 5% Multistrike.
    • Rogue: Swiftblade’s Cunning now also grants 5% Multistrike.
    • Warlock: Dark Intent now grants 5% Multistrike instead of 10% Stamina.
      • Blood Pact is a new passive ability for Warlocks which grants 10% Stamina to the Warlock and all allies within 10 yards.

Weakened Blows was a debuff that mattered almost exclusively to tanks, and that every tank automatically applied. We removed the debuff and reduced creature damage to compensate.

The following abilities have been removed.
  • Hunter Pets, Bear: Demoralizing Roar; Carrion Bird: Demoralizing Screech (See the Hunter Pet Abilities section.)

The Cast Speed Slow was a debuff type that mattered almost exclusively to PvP, and made combat much less fun for casters in addition to encouraging the use of instant-cast spells. We decided that it was best to remove casting speed debuffs.

The following abilities have been removed.
  • Hunter Pets, Core Hound: Lava Breath; Fox: Tailspin; Goat: Trample; Sporebat: Spore Cloud (See the Hunter Pet Abilities section.)

As part of a push to combine the different types of Haste in the game as much as possible, we merged Spell Haste and Attack Speed into just Haste, which benefits everyone.

  • Spell Haste and Attack Speed
    • The following abilities now provide a 5% increase to melee, ranged, and spell Haste to all Party and Raid members (previously they only increased spell Haste).
      • Druid (Balance): Moonkin Form
      • Hunter Pet (Sporebat): Energizing Spores (See the Hunter Pet Abilities section.)
    • The following Hunter pet abilities have been removed.
      • Hyena: Cackling Howl; Serpent: Serpent's Swiftness (See the Hunter Pet Abilities section.)

Some classes received new abilities to provide some of harder-to-find buffs/debuffs, increasing their utility to the Party or Raid.
  • Other
    • The following abilities now also increase magic damage taken by the target by 5% for 15 seconds.

Instant Cast Heals
  • Priest
    • Divine Star now has a 1.5-second cast time (up from instant cast), but can be cast while moving.

Tank Vengeance and Resolve
Then, to keep tank DPS meaningful, we'll be raising their damage, since it would be meager with no Vengeance Attack Power (Vengeance accounted for 70-90% of a tank's damage on high-tank-damage fights in Mists). To do that, we're increasing the damage of several prominent tank abilities, as well as having tanks also gain increased Attack Power from Mastery and Bonus Armor, in addition to the stat’s existing benefits. For plate-wearing Tank specializations, Riposte has been redesigned to convert Critical Strike into Parry, a defensive stat. That also helps keep secondary stats balanced in offensive value for them.
  • General
    • Bladed Armor is a new passive ability for Blood Death Knights, Guardian Druids, Brewmaster Monks, Protection Paladins, and Protection Warriors.
      • Bladed Armor increases Attack Power by 100% of the character's Bonus Armor.

Tooltip Clarity
Being able to quickly understand what an ability does by glancing at the tooltip is of paramount importance to learn how to play with a given class or specialization. We’ve taken an extensive look at the tooltips for all class abilities, and revised them to be as clear and concise as possible.

In some rare cases, we’ve removed mention of niche information that we don’t think is needed. If that's the case, please note that a change to the ability's tooltip does not mean that functionality has changed. If the change in question is not mentioned in the Patch Notes, there has been no change to the ability.
  • Tooltips for nearly all class abilities have been revised for increased clarity.

Self-Sustainability
Another area of gameplay that we polished is how characters are able to sustain their own health, primarily when frequently killing enemies, such as in solo questing.
  • Death Knight
    • Dark Succor is now a passive ability learned by all Death Knights at level 60 (instead of being a glyph).
  • Druid
  • Hunter
    • Kill Shot now heals the Hunter for 15% of maximum health if it kills the target.
    • Survivalist is a new passive ability learned by Survival Hunters at level 10:
      • Survivalist: After killing a target, the Hunter gains 15% health over 10 seconds.
  • Monk
  • Paladin
  • Priest
  • Rogue
    • Recuperate now heals for 5% of maximum health per tick (up from 3%).
  • Shaman
  • Warrior
  • Warlock
    • Drain Life now heals for 1.5% of maximum health per tick (up from 1.0%).
    • Harvest Life now increases the healing from Drain Life to 3% of maximum health per tick (up from 2.5%).

Glyphs
At level 25, the following Glyphs are automatically learned by characters of the appropriate class:

At level 60, the following Glyphs are automatically learned by characters of the appropriate class:
  • Dark Succor, Shifting Presences

Class Changes

Death Knight
  • Rune Tap now grants an absorption shield equal to 30% of your missing health. It also now has 2 charges, with a 30-second recharge time.

Druid
The loss of Symbiosis (see Ability Pruning above) will primarily impact druids’ survival, as many of the abilities received through Symbiosis were defensive cooldowns. To compensate for that change, and for the removal of Barkskin for non-Guardian Druids, we buffed Survival Instincts significantly and the ability is now available for all specializations.
  • Survival Instincts is now available to all Druid specializations. Survival Instincts now reduces damage taken by 70% (up from 50%) with a 2-minute cooldown (down from 3 minutes), and for Feral and Guardian specializations can have up to 2 charges (up from 1 charge).

Guardian Changes
  • Mangle now generates 30 Rage, and its cooldown is reduced by Haste.

Feral Changes
Feral Druids received one major change, and few tweaks beyond what's been mentioned above in Ability Pruning and Facing Requirements. Combo Points are now stored "on the player", meaning that when you switch targets, any accumulated Combo Points remain with you. Pounce was buffed significantly, in order to bring it up to par with Ravage. Primal Fury was changed to let it affect area attacks as well. Critical strike chance of Ferocious Bite was changed in order to increase the value of Critical Strike. Glyph of Savage Roar was reworked to better achieve its intended effect.

  • Mangle now generates 15 Rage (up from 5 Rage), and its cooldown is reduced by Haste.
  • Pounce damage has been increased by 100%.
  • Ferocious Bite now has double the normal chance to critically strike against bleeding targets (instead of having an additional 25% chance to critically strike).

Balance Rebalanced
  • Astral Showers no longer increases direct dmg. (Source)
  • Balance Energy system has been redesigned. Balance Energy is a bar that cycles back and forth between Lunar and Solar sides, like night and day, with a 40 second cycle time (from Lunar to Solar and back to Lunar).
  • Moonfire now has a base duration of 20 seconds (up from 14 seconds), but is no longer extended by Starfire and Starsurge critical strikes.
  • Sunfire now has a base duration of 20 seconds (up from 14 seconds), but is no longer extended by Wrath and Starsurge critical strikes. Additionally, Sunfire is no longer its own spell. Sunfire replaces Moonfire on the action bar whenever Balance Energy is on the Solar side. Enemies may still suffer from both Moonfire and Sunfire’s periodic damage components simultaneously.
  • Astral Showers calls upon greater Lunar and Solar energy to permanently empower the Druid's Moonfire and Sunfire spells.
    • Moonfire's initial damage is increased by 100%, and The duration of it's periodic damage effect duration is increased by 100%.
    • Sunfire's initial damage is increased by 100%, and its periodic damage effect is now applied to all enemies within 5 yards of the target.
  • Shooting Stars now adds 1 full charge of Starsurge and Starfall when it triggers, and now has a 5% chance to trigger when the most recent Moonfire or and Sunfire deals periodic damage. This chance is doubled on critical strikes.
  • Celestial Alignment has been redesigned.
  • Euphoria has been removed. A new level-100 talent with the same name has been added.
  • Equinox has been replaced with a new talent, Balance of Power.
  • Sunfall has been replaced with a new talent, Euphoria.
    • Euphoria grants the Druid a deeper connection to the stars, causing Balance Energy to cycle 50% faster. Additionally, Lunar and Solar Empowerments also reduce the cast time of affected spells by 20%.
  • Several Glyphs and Draenor Perks will be redesigned in a future build, and so are currently TBD.
    • Glyph of Omens
    • Glyph of Sudden Eclipse
    • Empowered Starfall
    • Enhanced Mushrooms
    • Enhanced Starsurge
    • Enhanced Storms

Restoration Changes
Genesis and Wild Mushroom: Bloom fill a similar need for burst healing, so Wild Mushroom: Bloom has been removed, leaving Wild Mushroom to focus on the Efflorescence effect.

  • Genesis has been redesigned.
    • Genesis now consumes all of the Druid's Rejuvenation effects on party or raid members within 60 yards and applies the Genesis effect to them instead. Genesis heals the target for an amount equal to the remaining healing from the consumed Rejuvenation effects over 3 seconds. Healing from Genesis counts toward Wild Mushroom as if it was from Rejuvenation.
  • Wild Mushroom (Restoration) now has a 30-second cooldown, lasts for 30 seconds, provides periodic healing to nearby allies, and no longer collects Rejuvenation overhealing.
  • Swiftmend no longer causes Efflorescence. Instead, Wild Mushroom (Restoration) now causes Efflorescence to appear at the mushroom’s location.

And the Druid changes are capped off by merging Glyph of Stampede effects into Glyph of Stampeding Roar.

Hunter

Burst Damage Cooldowns
Each specialization received a revision to the burst-damage-cooldowns that they have access to. All specializations now have one burst-damage-cooldown available baseline, and can add to that through talent choices.

Beast Mastery Hunters retain Bestial Wrath. Rapid Fire is a good fit for Marksmanship, and we improved it. Survival opts to focus on sustained damage without burst cooldowns. However, if the situation calls for a burst-damage-cooldown, there are a few available via talents. we wanted to both increase the prominence of their traps, and give them a new damage cooldown. So, a new trap called Bear Trap has been created to fit that role. Note that Bear Trap's base cooldown can be reduced by other passive abilities and perks, such that it has roughly a 2 minute-cooldown afterwards.

  • Bear Trap is a new ability for Survival Hunters.
    • Bear Trap places a trap with duration of 1 minute that immobilizes the first enemy that triggers it for 8 seconds and deals heavy bleed damage over 20 seconds. Damage from other sources may break the immobilization effect. The ability has a 4 minute cooldown.
  • Careful Aim now also provides its effect against all targets when Rapid Fire is active, and increases critical strike chance by 60% (down from 75%).

Hunter Pet Abilities
  • Increased Multistrike buff Magic Damage Taken debuff: Basilisk, Bat, Chimaera, Core Hound, Dragonhawk, Fox, Rhino, Wind Serpent
  • Increased versatility buff Physical Damage Taken debuff: Bird of Prey, Boar, Porcupine, Ravager, Rhino, Worm
  • An ability that increases dodge chance of the pet by 30% for 10 seconds: Bat, Fox, Monkey


Mage
Presence of Mind was extremely strong for instant CC, which we wanted to curtail. Rather than completely remove Presence of Mind or make it not affect CC abilities, we made it a base Arcane spell, where we don't expect that it will be a problem, since Arcane has less CC than the other Mage specs already. In its place, we've added a new talent, Evanesce. It may seem out of place on a movement-focused talent row at first. In practice, we expect that the similarity will bear out as Mages use it instead of moving away from avoidable damage.

The right level-75 Talent slot is now filled by a new Talent that varies by specialization.
  • Blast Wave: Cause an explosion of fiery force around the target enemy or ally, dealing Fire damage to all enemies within 8 yards, and dazing them, reducing their movement speed by 70% for 4 seconds. If the primary target is an enemy, they take 100% increased damage. Replaces Frost Nova. Instant cast ability with a 25-second cooldown and 2 charges.
  • Ice Nova: Cause a whirl of icy wind around the target enemy or ally, dealing Frost damage to all enemies within 8 yards, and freezing them for 4 seconds. If the primary target is an enemy, they take 100% increased damage. Replaces Frost Nova. Instant cast ability with a 20-second cooldown and 2 charges.
  • Supernova: Cause a pulse of Arcane energy around the target enemy or ally, dealing Arcane damage to all enemies within 8 yards, and knocking them into the air. If the primary target is an enemy, they take 100% increased damage. Replaces Frost Nova. Instant cast ability with a 25-second cooldown and 2 charges.

Monk

Mistweaver Changes

Paladin

Holy Changes
We adjusted the critical strike chance of Holy Shock, to increase the value of Critical Strike for Holy Paladins.

  • Holy Shock now has twice the normal chance to critically strike (instead of having an additional 25% chance to critically strike).

Miscellaneous
We also revised how Eternal Flame interacts with Holy Power, and allowed it to once again trigger Illuminated Healing. One big change for Retribution that isn't mentioned here is the removal of Inquisition (see Ability Pruning), which will have a notable effect on their rotation.

  • Eternal Flame’s periodic healing effect has been changed. Its duration now scales with Holy Power, instead of its healing. Its effect at 3 Holy Power remains unchanged.
  • Illuminated Healing can once again be triggered by Eternal Flame.

Priest

Level-90 Talents and Atonement
To get back to a balanced place, we've reapplied the AoE caps to the level-90 Talents, making them consistent with all other AoE heals, and reduced their effectiveness across the board. We’ve compensated for this in the tuning of Priest baseline heals.

Holy Changes

Shadow Changes
The cooldown of Mind Blast has also been adjusted to make Haste more valuable for Shadow, and removes Haste breakpoints.
  • Mind Blast’s cooldown is now reduced by haste, but its base cooldown is now 9 seconds (up from 8 seconds).

Talent Revisions
Several talents were split into different versions by specialization. We revised the effectiveness of some of these talents to better balance talent choices on their row. We also swapped the Level-15 and Level-60 talent rows so players are presented with core Priest themed abilities earlier in the leveling process.
  • Divine Insight’s effects have been split based on specialization.
  • From Darkness, Comes Light has been split into Surge of Light for Discipline and Holy, and Surge of Darkness for Shadow for Shadow.
    • Surge of Darkness now has a maximum of 3 charges (up from 2).
  • Power Infusion now grants 25% Haste (up from 20%), but no longer increases damage (down from 5%).

Miscellaneous
We removed the Mana generation from Shadowfiend, in order to simplify it to being a burst-damage-cooldown.

  • Inner Focus: No longer provides immunity to Dispels, Interrupts, and Silence. This effect will be returning as a Major Glyph.

Shaman

Elemental and Enhancement Changes
  • Fire Nova now has a cooldown of 4.5 second (up from 4.0 seconds).
  • Flurry has been redesigned. Melee haste effects now reduce the global cooldown and cooldowns of Stormstrike, Lava Lash, Shocks, Unleash Elements, and Fire Nova.
  • Lava Lash now has a cooldown of 10.5 seconds (up from 10 seconds).
  • Stormstrike now has a cooldown of 7.5 seconds (down from 8 seconds).
  • Earthquake damage has been increased by 36%.
  • Frost Shock’s damage has been reduced by 50%.
  • Magma Totem’s damage has been increased by 100%.
  • Unleash Frost no longer deals direct damage, but now always snares the target by 70% (rather than only when the target is already snared by a Frost spell).

Warrior

Burst Damage Cooldowns
  • Heroic Throw is now a high-threat ability, generating 300% extra threat, has a 6-second cooldown (down from 30 seconds), but now has a 15 yard minimum range.

Haste for Warriors

Talent Changes
We adjusted the effects of a few talents in order to make them more competitive with the talents on their row.

Recent Bloody Coins Hotfixes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
When we were developing the Timeless Isle, we wanted to add some incentive for players to engage in world PvP independently of faction balance. To that end, we created the Censer of Eternal Agony and Bloody Coin mechanic. This created a “third faction” of sorts on the Isle, and brought an extra element of danger to players adventuring there.

We’re happy with how that worked out when Patch 5.4 released, but as time has passed, the general atmosphere of the Timeless Isle has changed. The majority of players who venture there today are either gearing up alts, or chasing after rare drops. As a result, we feel that it’s time to let the sun set on the Censer of Eternal Agony, and have increased its cooldown to 1 hour. Players who want to use it for its original purpose still can, but it will be a much larger setback when they’re defeated in battle.

That said, we still want players to be able to collect Bloody Coins (and the rewards that come with them), so we’re making some adjustments to the Fire-Watcher’s Oath item, which can now be purchased from Speaker Gulan for 100 Timeless Coins. The Fire-Watcher’s Oath allows the collection of Bloody Coins from PvP kills, doesn’t change your faction, and it can be used anywhere – including Battlegrounds. We’ve reduced its cooldown to 10 minutes (which matches its duration), removed the mounting restrictions, and have dramatically increased the ability to earn coins from PvP kills while it’s active. We want players interested in earning Bloody Coins to seek them out in a Battleground with use of the Fire-Watcher’s Oath.

Overall, we feel that these changes will not only make the Timeless Isle more attractive to players interested in its rewards, but will also give players collecting Bloody Coins a better way to earn them. We’re monitoring your feedback, and will continue to make adjustments as necessary.
by Published on 2014-06-13 06:16 AM

Dev Stream Summary, [T6] INVIS' Monk Pure Dashing Strike, Diablo Inspired Hearthstone Cards, Witch Doctor DoTs Mythbusting

Banter With the Blues Recap, HearthWars June 23, Hearthside Chat: Deck Building, Noxious' Card Talk: Dark Cultist

Skin Spotlight: Mecha Tassadar, Town Hall #17

Warlords of Draenor - Nagrand Zone Preview
Today we are taking a look at Nagrand, which has seen significant updates since the original preview. Keep in mind that parts of the zone are clearly not finished.



Warlords of Draenor - Old Raid Finder Loot
Watcher confirmed that the loot system in older Raid Finder content is remaining the same for now.



Warlords of Draenor - Black Market Auction House
Watcher confirmed that the Black Market Auction House is just moving, as the guard suggests.



MMO-Champion Forums Moderator Recruitment
Good news everyone! We're recruiting moderators for the forums again! The amount of users and posts keeps increasing and we reached the point where we need some help before the trolls take over and play Whack-a-Mod in the Darkmoon Faire. I know it sounds fun, but I'm going to assume we don't want that.

Please be sure to read the entire post before applying!



Blue Posts
Originally Posted by Blizzard Entertainment
Hunter (Forums / Skills / WoD Talent Calculator)
Combined Revive Pet and Mend Pet
We actually had a similar idea: merging Revive Pet and Mend Pet. If your pet is alive and active, you'll cast Mend. If they're dead, you'll cast Revive instead. I don't believe that made it into the current Alpha build.

EDIT: Actually, looks like it did, but in an incomplete state. Next build should clean it up a bit. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Achievements
Possible for A Tribute to Dedicated Insanity come back? Kind of like how Herald of the titans stayed? It was fun going back.
Changes made to raid structure in Cataclysm broke the way we used to track ToC attempts, unfortunately; that's why it was removed. (WatcherDev)

It would make more sense to have them under Dungeons and Raids -> Legacy if anything.
It's a new category for deprecated achievements. It has other stuff in it too, like "Loot 100 Stone Keeper Shards" (WatcherDev)

Warlords of Draenor Stats
in regards to minor stats, is it random among end-game raid gear? ie. variance on BiS with the minor stat bonuses?
Yes, it'll be on end-game raid gear. Some gear that drops will randomly have a minor stat. (Celestalon)

how will the new minor stats appear on PvP gear? Particular those purchased through CQP. Is hate to buy/sell cycle to get stats.
We don't plan on doing any random loot for conquest points. Possible that rolls from RBGs would have extra stats or gem slots. (holinka)

Readiness stat that works like the new Echo of the Elements (% chance to not invoke a CD on rotational abilities). Viable?
Not really. That'd be a huge wrench thrown in the gears of every spec's rotation, and is even less valuable than Readiness. (Celestalon)
Does that imply that the new EotE is troublesome at the moment?
No, not at all. It just wouldn't work as a stat for most rotations. Works fine as a Shaman Talent. (Celestalon)

How about readiness increasing both the cooldown recovery rate AND the potency of the cooldown?
We explored that, and many similar options. Problem there is that that further complicates it, then necessitates... (Celestalon)
...adding a DR on top of that. And, still has problems with talents doubling or even tripling its value. (Celestalon)

how does multistrike interact with paladin seals? with readiness gone does that mean seraphim is going to get reworked or gone?
Seal damage can Multistrike. Seraphim remains as is, except swap "Readiness" for "Versatility". (Celestalon)

How will Multustrike work with chain jump ? u can have 1 CH (4jump + 8 multistrike proc) 2 per each jump?
Each hit can multistrike, doing an additional hit of damage to just that target. (ie, it affects each target individually) (Celestalon)

Can appropriate MS strikes proc mastery (CS/TV/HoW)?Can mastery proc MS?Can appropriate MS strikes proc seals (CS/TV/Judge/Auto)
Multistrikes cannot proc anything, unless specifically called out as such. (Celestalon)

Does Leech trigger from any heals you perform on yourself?I assume no because it doesn't fit the name, but it's worth asking.
Despite it being a little weird for the name, Leech does work on self-heals (except for Leech itself, of course. No infinite loops) (Celestalon)

PvP
my biggest problem with Pvp is the rudeness of other players, especially of my own faction. Much too serious.
It's a significant problem for sure. (holinka)

will gladiator stance warriors be subject to the additional damage in Warlords PvP despite being DPS?
we'll see how it plays out but since they lose some of their tankiness, it's likely they wouldn't take extra damage. (holinka)

Hey are there any plans yet to address faction imbalanced servers for Ashran? It might not be fun if there is no other faction
We will point multiple realms at the same instance of Ashran (holinka)

World
Is FrostFire ridge going to be horde only, or can an alliance toon quest there? Wondering if I need to boost a horde char
Frostfire is a Horde-only leveling zone; Shadowmoon is Alliance-only. Everyone will have some endgame content in both. (WatcherDev)

Garrisons
when the garrison building is upgrading or constructing. Will we see peons/peasants working on the building?
That's the plan! (Muffinus)

Fire-Watcher's Oath Hotfix
After the Censer of Eternal Agony hotfix yesterday, the Fire-Watcher's Oath has been hotfixed to have a 10 minute cooldown, cost 100 Timeless Coins, and work while mounted. Improvements in battlegrounds may happen in the future.

by Published on 2014-06-12 10:03 AM

Exclusive Content for PS3/PS4, Reaper of Souls Ultimate Evil Stage Demo Kadala's Improved Set Item Ratios, Bracer Crafting Costs

Curse of Naxxramas - Priest Minion Card Revealed - Dark Cultist

Skin Spotlight: Psycho Stitches

Warlords of Draenor - Old Raid Finder and Scenario Content
The latest alpha build added NPCs that allow you to queue for older content, such as Dragon Soul Raid Finder, Mists of Pandaria Raid Finder, and Mists of Pandaria Scenarios.

You can queue by yourself or with a group for all of this content, and whoever is in the group will be able to enter the instance. There is no automatic matchmaking.



Warlords of Draenor Alpha - Shadowmoon Valley Next Build
It looks like things will be reversed next build, and players will only have access to Alliance and Shadowmoon Valley, rather than Horde and Frostfire Ridge.



Censer of Eternal Agony Hotfix
The Censer of Eternal Agony has been hotfixed to have a 1 hour cooldown, up from 10 minutes.



New Character Models - Facial Features Variation
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Are we expected to be happy with these faces? Of course you can see they aren't identical, but is this really their idea of being "true to the original model" or claiming this isn't "same face" syndrome?
No, not at all. But I don't think we've said anywhere the face options currently present in Alpha are the intended final result of the updated character models. We'll probably do an Artcraft piece on facial options sometime soon, as it's actually a somewhat complex and interesting piece on how the original art was created, and the difficulties of translating that to higher resolution models and animations.

Warlords of Draenor Theorycraft Discussion
Originally Posted by Blizzard Entertainment
-How is bonus armor working in terms of the mitigation, just like armor? I see a separate "damage reduction by xx.xx%" when I mouse over bonus armor and I guess that's multiplicative? Currently it looks very strong for tanks considering that it’s both offensive and defensive stat.
The tooltips on the character sheet are actually misleading. Base Armor DR and Bonus Armor DR can't be combined. You need to combine the Base Armor and Bonus Armor, and then formulate a Total Armor DR (DR=Armor/(Armor+K)). Future alpha build will have that fixed. K is looked up in the game tables as mentioned, but for easy reference, it's 3610 for a 100 attacker, and 5234 for a 103 attacker.

I realized that with stat-squish affecting everything, the stats of low level weapons are totally in a mess where 164lv 2h could be lower than 115lv 2h and a lv35 quest reward could not find update until lv70…do devs have any plan to fix that to make up for the feeling of powering up and rewarding during leveling of new toons?
I think what you're seeing is how the level jumps in between expansions were removed. I don't see the lvl35 quest reward that you're referring to. Also remember that in old expansions, the power of an item was based on its ilvl *and* its quality. That's not the case at high level gear, but still is in low level gear. A Karazhan item was better than a Netherstorm item. Now that there's a smooth progression from Netherstorm to Howling Fjord, the Karazhan item can be better than Howling Fjord too, which is appropriate for its difficulty.

Players vs Lower Level Creatures, Damage Taken/Dealt Adjustments
Here are the details about how you'll still be able to solo old raids (without being Mione). This includes pseudo-code, so get your imaginary interpreters ready.

Also asked of me on twitter... Bosses are treated as IntendedLevel+3. So Garr is a 63, and Lich King is an 83, as far as these formulae go.

Damage Taken Reduction
All players receive a damage reduction factor when attacked by a creature that is lower level. This applies only to creatures from expansions prior to Mists of Pandaria. All damage taken from qualifying creatures is multiplied by DamageTakenFactor, as determined below:

LevelDiff = PlayerLevel - CreatureLevel
if (CreatureExpansion < Pandaria) then
// 10% DR per level diff, with a floor of 10%
DamageTakenFactor = max(1.0 - 0.1 * LevelDiff, 0.1)
else
DamageTakenFactor = 1.0
end

Damage Dealt Increase
All players receive a damage increase factor when dealing damage to a creature that is lower level. This applies only to creatures from expansions prior to Mists of Pandaria. All damage dealt to qualifying creatures is multiplied by DamageDealtFactor, as determined below:

LevelDiff = PlayerLevel - CreatureLevel
if (CreatureExpansion >= Pandaria) then
DamageDealtFactor = 1.0
elseif (LevelDiff < 5) then
// Ranges from 1.0625 to 1.25 vs. 1-4 LevelDiffs
DamageDealtFactor = 1 + 0.0625 * LevelDiff
elseif (LevelDiff < 10) then
// Ranges from 4.0 to 6.0 vs. 5-9 LevelDiffs
DamageDealtFactor = 1.5 + 0.5 * LevelDiff
else
// Maximum factor of 16.5 vs. 10+ LevelDiffs
DamageDealtFactor = 16.5
end

Alternate Inter-Expansion Damage Adjustments
We also want to provide power growth within an expansion, despite the fact that we've flattened the ilvl power curve within each old expansion. This applies only to creatures from expansions prior to Mists of Pandaria. To do that, we calculate an alternate set of damage dealt/taken factors, and use either these ones, or the normal ones, whichever is most beneficial to the player.

MaxPlayerLevelsByExpansion = {69, 79, 84, 89, 99, 109}
IntendedItemLevelByExpansion = {65, 115, 200, 346, 463, 609}
MaxPlayerLevel = MaxPlayerLevelsByExpansion[CreatureExpansion]
IntendedItemLevel = IntendedItemLevelByExpansion[CreatureExpansion]

if (PlayerLevel <= MaxPlayerLevel and
PlayerEquippedItemLevel > IntendedItemLevel) then
AlternateDamageTakenFactor = 1 - 0.01 * (PlayerEquippedItemLevel - IntendedItemLevel)
AlternateDamageDealtFactor = 1 + 5/3*0.01 * (PlayerEquippedItemLevel - IntendedItemLevel)
DamageTakenFactor = min(DamageTakenFactor, AlternateDamageTakenFactor)
DamageDealtFactor = max(DamageDealtFactor, AlternateDamageDealtFactor)
end

Death Knight (Forums / Skills / WoD Talent Calculator)
The stacking health buff for Blood DKs is simply sliced in half. Every 15 Runic Power spent by Breath of Sindragosa increases Maximum Health by 2.5%
Every other tick of Breath of Sindragosa will trigger an Enhanced Death Coil effect. (5% every other tick, not 2.5% every tick)

Presuming that partial blood tap charges are effectively floored ( 1.3 charges is treated as 1 charge, not 2, in terms of being able to spend it or not), do you foresee any problems with the partial charges being useless? Focusing on raiding in PVE, and presuming that conversion seems similar levels of use to mists (read: none), we'll be getting 1 or 2 charges from everything bar Dsim, and it takes 4 Dsim's to generate a "bonus charge". Uses of Dsim are already few and far between, and looking for 4 or more uses in any one combat length is rare. Do you plan on having partial charges decay at the same rate as normal charges to avoid using Dsim 3 times prior to a fight to build up .9 charges?
It takes 3 Dark Sims to collect the partial charge into a full charge. Also, conversion will likely be more valuable because of this change. This is purely a bonus, so not concerned if a couple tiny fractions are left over unused at the end of a fight.

I'm also curious if you happen to have the ppm of rune of the fallen crusader, and cinderglacier, and if there are any plans to make ppms as transparent as rppms in the spell data.
Fallen Crusader is now 2 RPPM. Cinderglacier is now 1.5*Haste RPPM.

Druid (Forums / Skills / WoD Talent Calculator)
Ferals when shifting into caster form lose our Mastery, AP conversion from agility, Savage Roar, and the 5% crit we get from cat form. This is the way it has always been which hasn't been a problem until now. Previously if we shifted into caster form our snapshotted bleeds stayed ticking for the same amount.

Now that DoT's are updating dynamically if we shift into caster form current DoT's lose everything. I am guessing this is just something that hasn't been accounted for with the new dynamic DoT system, but I wanted to make sure it was on the radar, and verify that it is not expected.

A couple builds from now... Mastery will work regardless of form. Agi->AP already works regardless of form. Savage Roar will be snapshot on bleeds. Leader of the Pack will still be lost in caster form.

How does the new pandemic mechanic for DoTs work with specific abilities that snapshot?

For example: If I am specced into Bloody Talons and apply a Rip, then use a healing touch to gain the 30% increase on my next two abilities, and then Re-apply rip for the 130% duration. Does that entire duration of the new Rip benefit from Bloody Talons, or only the base 16 seconds(22 seconds with 3 extensions via shred)

The entire 130%-of-normal duration of the Rip would benefit.

Mage (Forums / Skills / WoD Talent Calculator)
To clarify Improved Blizzard perk: is it triggered once per tick per target, or just once per tick regardless of number of targets?
Per damage event. A Blizzard on empty ground does nothing. A Blizzard on 10 enemies reduces Frozen Orb's cooldown by 10sec per Blizzard tick. (Yes, that may be too strong; we'll see how it goes in testing.)

Does Improved Icy Veins affect glyphed Icy Veins? If so, how much additional Multistrike does it provide? (17.5%?)
Recently changed the glyph to be 30% Multistrike. Perk bumps that up to 45%.

Is Enhanced Arcane Blast just treated as 5% haste for that one spell (dividing cast time by 1.05, multiplicative with other haste)?
No, it's a multiplier on cast time. It multiplies Arcane Blast's cast time by (1-0.05*ChargeCount). (Blue Tracker / Official Forums)

Blue Posts
Originally Posted by Blizzard Entertainment
Item Level and Leveling with Existing Characters
Will the gear that will be obtainable from the first quests at the launch of WoD be this low in item level and therefore be completely overshadowed by players' current gear?
Yes. We want players who have spent the time and effort to collect endgame Mists of Pandaria gear to go into the expansion with a bit of an advantage. We also need to make sure that players who haven't been farming endgame gear aren't struggling just to complete their first few quests in Warlords. That means, much like previous expansions, your current epic gear will likely last you for a little while into Draenor. (Blue Tracker / Official Forums)

Profession Catch-Up - Skinning
Just following up: Skinning will be using a similar system as Mining and Herbalism, allowing someone to level up their profession purely through high level content by picking, mining, or skinning high level nodes and creatures, regardless of their professions's skill level, gain skill-ups from doing so, and obtain materials usable for crafting. (Blue Tracker / Official Forums)

Druid (Forums / Skills / WoD Talent Calculator)
Balance Druid Feedback
Yeah, the biggest problem I think is that Moon/Sunfire do too much direct damage at the moment. (Blue Tracker / Official Forums)

Shaman (Forums / Skills / WoD Talent Calculator)
Shaman Weapon Imbues
We didn't feel that Weapon Imbues were offering much in the way of gameplay. For many players, they felt like more of an annoyance ("why can't I Unleash... oh") than a buff. They're also prime targets for reducing action bar clutter. For those reasons, we decided to convert each spec's primary imbue(s) to passive effects.

However, while the effects of Windfury and Flametongue are a core part of the Enhancement rotation, Earthliving for Restoration and Flametongue for Elemental are little more than a raw numbers increase. Not really something that we need to clutter up the spellbook with. So, for Resto and Elemental, we decided to remove those effects entirely (and compensate for that when we start numbers tuning). For Enhancement, we merged Windfury and Flametongue into one passive (Enhanced Weapons) that gives the benefits of both effects.

Please be aware that the currently active Alpha build was taken in the middle of a pretty big wave of class changes (for everyone, not just Shaman). We'll be getting a full update to the patch notes out as soon as possible once we've completed that round of changes.

One extra thing I forgot to mention that goes along with this change: Unleash Elements is being split into three different spells, unique to each spec: Unleash Life for Restoration, Unleash Flame for Elemental, and Unleash Elements for Enhancement. Each of those spells acts as Unleash Elements currently does with spec-appropriate imbues active. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
with the ap change from veng will tank do same dps while questing and raiding? sounds good for questing
Yes (other than the benefit of raid buffs, same as any DPS). (Celestalon)

Were poison proc sounds removed? Not hearing it on Rzn's stream...
Yep! They were so extraordinarily spammy and annoying, we just removed them. (Celestalon)

Death Knight (Forums / Skills / WoD Talent Calculator)
what about dps dk's or survival? they're just % damage on spell schools. Overlap between mastery/versatility... (1/2)
% damage increase to a subset of your abilities is different; it can skew the importance of different abilities. (Celestalon)
But what about balance between the two stats? One increases only some of your damage. Other increases it all but less?
Correct. That's tunable. (Celestalon)

Remove Blood Soul Reaper? Will not be used in rotation at all, since it gives no SoB stacks.
It'll trigger Scent of Blood too. (Celestalon)

Druid (Forums / Skills / WoD Talent Calculator)
Since haste is becoming the overwhelming rage-generation stat for bears, perhaps crit needs some love? Crit=dodge?
We're going to improve Crit further for Bears, though no details quite yet. (Celestalon)

How is the damage of Stellar Flare calculated based on how much Balance Energy you have? And does this damage snapshot?
(1+SolarEclipse)*(1+LunarEclipse). In word... It benefits from both multipliers. Yes, Eclipses are snapshot. (Celestalon)
Can you make an example please? Don't get the formula.
Sure.You have a max Eclipse of 50%.You're currently at 40 Solar Energy.SolarEclipse=50%*(140/200)=+35%....continued... (Celestalon)
LunarEclipse=50%*(60/200)=+15%.Solar spells do 1.35x dmg.Lunar spells do 1.15x dmg.Stellar Flare does 1.35*1.15=1.5525x dmg. (Celestalon)

hey is the dmg bonus from moonkinform snapshot? so if we dot something switch to bear form and there is no 10% dmg loss ?
No, it would not be. (Celestalon)

sorry, last one and then I'll stop. I also assume that Rake (when used in stealth [Ravage] ) not awarding CP's is a bug aswell?
Rake from stealth is like Pounce, not Ravage. (Celestalon)
I got them backwards, but the concern remains. In the Alpha, Rake when used in stealth (pounce) doesn't award CP. Not intended?
Correct. Rake should award CP, regardless of stealth. (Celestalon)

Hunter (Forums / Skills / WoD Talent Calculator)
Any other ideas in mind to replace it? Survival's theme can create lot of traps, explosives, and poison ideas.
No, we don't think they need any more complication. Rather have one fewer button. (Celestalon)
Thanks. Any thoughts on the BM using AS bit then? Largely my biggest remaining concern with Hunter spec flavor.
We don't think a change is worth the confusion, currently. (Celestalon)

Priest (Forums / Skills / WoD Talent Calculator)
What is the design intent/strength of Void Entropy for Shadow? If you could elaborate on the thought process behind it.
Additional orb spender. Very strong damage when the target lives a long time. (Celestalon)

In 6.0, do the partial ticks of SPriest DoTs have a partial chance to proc Divine Insight or Surge of Darkness?
Currently, no, though we're prepared to do that if it becomes an issue. (Celestalon)

Rogue (Forums / Skills / WoD Talent Calculator)
such as combat rogues mastery
We think Combat's Mastery is still suitably different. Welcome to feedback on that matter; give it a try and see how it feels. (Celestalon)

Shaman (Forums / Skills / WoD Talent Calculator)
so resto can be the Palpatine of healing now?
No, it specifically doesn't do that; Chain Heal multistrikes just do additional heals to just that target; no beam. (Celestalon)
But can it fire a beam visual to the person it multistrikes on? This is The Most Important Part!
It recasts the visual for most spells, but not for chained spells. (Celestalon)

Character / Items
So when are the shamans that wasted hours on flex for tmog getting compensated? Bonus Rolls Something.
I know it's a terrible answer, but it's not something we have the ability to track and compensate at this point. (WatcherDev)

Will non-armor items be usable for every spec? Like a 5 man dungeon boss has a cloak in his loot table, can it roll every stat?
No, there'll be competition in those slots too. Just based on stats, instead of armor type. (Celestalon)
...class, since there will be so much rng around stats on gear (sockets, minor stats, warforged)
None of those affect who can use items. Nothing has changed regarding how you form 5-player groups. (Celestalon)

Will current SoO gear be reassigned tertiary stats in 6.0 with the squish? or just hit/expt/spirit replaced?
You'll start to see Minor Stats on Draenor gear. SoO gear will get stat replacements for the obsolete stats. (WatcherDev)

Versatility
So if you pick versatility you trade some DPS for healing / armor (and vice versa)?
Yes. (Damage reduction, not Armor.) (Celestalon)

Will pure dps want versatility over other stats?
Absolutely, sometimes. (Celestalon)

So its basically a stat only for Hybrids? pure dps should avoid it?
No, it's absolutely still valuable to pure DPS. (Celestalon)

Won't versatility be another "god stat"?
Only if we overtune it, which we won't. (Celestalon)
If it is tuned lower considering healing/armor, no one will take that stat. lose/lose either ways
It will not be the highest DPS stat for anyone, but will still be valuable for its versatility. (Celestalon)

Why not make Versatility increase healing taken instead of reducing damage? Would eliminate a lot of potential problems.
Because it feels more rewarding if upgrading your character is reflected in your own performance, not your allies', in general. (Celestalon)
There have been exceptions to that in a few cases, but for a widely-valuable secondary stat, it's a good guideline. (Celestalon)
Maybe increase healing taken and Stamina then? Just seems like the ability to gear into non-DRing damage reduction is an issue.
We initially planned to put diminishing returns on the damage reduction, but decided not to since it hardly makes a difference. (Celestalon)
We normally have to use DRs when some stat scales from -50% to -75% or so (doubles in value otherwise). This goes from 3% to 15%. (Celestalon)
You don't plan on having Vers trinket procs or fight mechanics like Primordius ever again?
Oh sure, we may, but even in those extreme cases, you're talking about going from -10% to -20%. Still negligible scaling. (Celestalon)

Will dps->healing conversions (atonement, leeching poison, etc.) double dip from versatility stat?
They shouldn't, no. We already have safeguards in place for other damage/healing bonuses. (WatcherDev)
Sad day, was hoping to have some fistweaving fun with it ;pah well, c'est la vie!
It's still excellent for Fistweaving, just doesn't scale exponentially. (Celestalon)

Will Versatility affect Mend Pet? Any chance Versatility's dmg reduction or Leech heals could also work on your pet?
Yes, to all of the above. (Celestalon)

if raid-wide Versatility min is ever high enough to be effective, isn't it just the new Shadow Resistance?
If your whole raid decides to stack Versatility, you'll do a bit less damage as a group and take a bit less damage. Seems fine. (WatcherDev)
Resistance was something like a 50-60% damage reduction from a few pieces of gear. Kind of a different story. (WatcherDev)

seems to me that versatilty is basically "all my main stats in a secondary stat", too strong, maybe?
That's down to the numbers tuning. It's definitely balanceable. (WatcherDev)

Versatility = tank stat, plain and simple
It offers something for everyone. You might even say it's... versatile. (WatcherDev)

That was my concern as well. Amplify at least had the benefit of interacting with secondaries.
Amplify didn't really interact - was just bonus stats. Playing up hybrid gameplay/survival is a difference. (WatcherDev)

Hello! Right now Versatility seems too good on paper for non-short enrage timer fight. How much rating will it takes for 1%? Thx
More than it takes for 1% crit. (Celestalon)

Warlords of Draenor - Black Market Auction House
It looks like the Mists of Pandaria location of the black market auction house has been retired and Madam Goya has moved elsewhere.

by Published on 2014-06-11 07:40 PM

Update: The Warforged Nightmare is now on the shop site!

Warforged Nightmare - Available Now In-Game Through the Shop
It looks like the Warforged Nightmare isn't available on the website yet, but it appears to be live in game in the US. This mount costs $30, which is $5 more than the usual $25 price.

Using the item that comes in the mail will give you the Nightmarish Hitching Post, which can be used to gain a buff that makes all of your mounts look like the Warforged Nightmare for the next 20 minutes.



by Published on 2014-06-10 11:19 PM

Warlords of Draenor Alpha - Build 18379
Notes are in progress, keep checking back for more info!

New Challenge Mode Weapons



Druid Tier 17
The helm is missing a texture, so it is not included in the preview.



Monk Mythic Tier 17



Shaman Mythic Tier 17



Mage Mythic Tier 17



New Creatures




New Maps




Updated Maps




New Minimap



New Icons










New Set Bonuses
Many of these set bonuses are placeholders.
Originally Posted by MMO-Champion
Death Knight (Forums / Skills / Talent Calculator)

Druid (Forums / Skills / Talent Calculator)

Hunter (Forums / Skills / Talent Calculator)

Mage (Forums / Skills / Talent Calculator)

Monk (Forums / Skills / Talent Calculator)

Paladin (Forums / Skills / Talent Calculator)

Priest (Forums / Skills / Talent Calculator)

Rogue (Forums / Skills / Talent Calculator)

Shaman (Forums / Skills / Talent Calculator)

Warlock (Forums / Skills / Talent Calculator)

Warrior (Forums / Skills / Talent Calculator)



New Items
There were many new items added in this build, only the more interesting ones are below. You can find the full list on the WoWDB Beta site.

Level Type Slot Name
1Junk Bloodclaw Charm
90Junk Chilling Memento
1Companion Pets Elekk Plushie
1Other Mining Carts
1Other Mine Guards
1Other Garrison Blueprint: Mine
510Other Punctured Breastplate
510Other Reforged Breastplate
510Other Seamless Breastplate
510Other Soleless Treads
510Other Shredded Greaves
510Other Two-Toned Greaves
510Other Blood-Washed Greaves
510Other Re-Soled Treads
510Other Old Balance Treads
100Quest Visions Joker
100Quest War Joker
100Quest Moon Joker
1Quest Shaman Stone
1Quest Apexis Interface
100Quest Iron Joker
1Quest Nagrand Cherry
90Quest Mysterious Flask
1Quest Teleportation Beacon
1Quest Volatile Spore
1Quest Engorged Heart
1Quest Heart of the Fury
1Quest Molten Core
60Parts Warbinder's Ink
100One-handed AxeOne Hand Singing Crystal Axe
476One-handed SwordOne Hand Starshatter
620StaffTwo Hand Crystalfire Spellstaff
90BagBag Gronnskin Bag
1Consumable Mythical Battle-Pet Stone
1Consumable Training Battle-Stone of Testing


New Strings
Originally Posted by MMO-Champion
  • CR_VERSATILITY_TOOLTIP -
  • GARRISON_BOOT_TIMER - This garrison does not belong to you or your group leader. You will be teleported outside the garrison in %d %s.
  • GARRISON_FOLLOWER_ITEM_LEVEL - iLvl %d
  • GARRISON_LANDING_AVAILABLE - Available Missions -
  • GARRISON_LANDING_BUILDING_COMPLEATE - Complete - Return to your garrison
  • GARRISON_LANDING_IN_PROGRESS - In Progress -
  • GARRISON_LANDING_INVASION_ALERT - Invasion Alert
  • GARRISON_MONUMENTS_TITLE - Monuments
  • GARRISON_REWARD_BRONZE_CHEST - Bronze Bonus Chest
  • GARRISON_REWARD_CHEST_TOOLTIP - Counter the Mission mechanics for an increased chance at opening the Bonus Chest.
  • GARRISON_REWARD_CURRENCY - Currency Reward
  • GARRISON_REWARD_GOLD_CHEST - Gold Bonus Chest
  • GARRISON_REWARD_MONEY - Money Reward
  • GARRISON_REWARD_PRESTIGE - Follower Prestige Level
  • GARRISON_REWARD_PRESTIGE_TOOLTIP - Increases the quality of a follower.
  • GARRISON_REWARD_SILVER_CHEST - Silver Bonus Chest
  • GARRISON_REWARD_XP - Bonus Follower XP
  • GARRISON_TROPHY_LOCKED_SUBTEXT - Earned by completing achievement:
  • ITEM_MOD_VERSATILITY - Versatility
  • ROLE_DESCRIPTION_DAMAGER - Indicates that you are willing to take on the role of dealing damage to enemies.
  • SPELL_FAILED_CUSTOM_ERROR_222 - You are already disguised!
  • STAT_NO_BENEFIT_TOOLTIP - |cff808080You gain no benefit from this stat|r
  • STAT_VERSATILITY - Versatility
  • UNDELETE_NAME_TAKEN - You already have an active character with that name. You can't restore this character at this time. Please contact Custom Service if you require further assistance.
  • XP_GAIN - +%s XP



Misc Changes
Originally Posted by MMO-Champion
CharTitle
  • CharTitle #391 - ... of the Black Harvest

Game Text
  • Game Text #77489 - Fly with me, hero. We will assist them from above!
  • Game Text #77490 - The purifying light of the naaru is both our hammer AND shield.
  • Game Text #77491 - They are at the very temple gates - fly closer! Hurry!
  • Game Text #77492 - Circle back. We must clear the steps.
  • Game Text #77493 - Exarch Akama! Watch your flanks!
  • Game Text #77494 - Thank you, old friend!
  • Game Text #77495 - Never again will you orcish hordes darken the light of Karabor!
  • Game Text #77496 - Press onward. By the light of the Naaru!
  • Game Text #79406 - Carry the light, brothers and sisters!
  • Game Text #79919 - Cho'gall! I sent you here to enslave this thing.
  • Game Text #80024 - Hero, meet us at Twilight Glade. We must save the prisoners.
  • Game Text #82258 - I know you're out there, cowards. I can smell your stink.
  • Game Text #82259 - This slaver and torturer speaks of honor.
  • Game Text #82260 - We cannot hide here forever.
  • Game Text #82261 - I'm offering you a choice: die afraid in your hiding-hole, or step into my arena and die with honor.
  • Game Text #82262 - You have entered my arena, strangers. You will either leave it as victors, or as corpses.
  • Game Text #82263 - Such is the way of the SHATTERED HAND.
  • Game Text #82264 - This slaver and torturer speaks of honor.
  • Game Text #83635 - Bring them to me alive, Roltall. They will fetch an excellent price.
  • Game Text #83847 - You're ride is ready miss Clutchpop... again. Please try to not push the engine till it explodes this time. Tips, of course would be appreciated.
  • Game Text #83848 -
  • Game Text #83849 -
  • Game Text #83850 -
  • Game Text #83959 - Well done, $n.
  • Game Text #83960 - This cave will serve us well.
  • Game Text #84009 - Follow me, and stay close.
  • Game Text #84020 - Now - kill your hundred, or die trying!
  • Game Text #84021 - Sorry, but we don't have that kind of time.
  • Game Text #84022 - Hmph. I only counted ninety-nine kills, wizard.
  • Game Text #84023 - Then I guess we owe you one.
  • Game Text #84024 - Everyone, with me!
  • Game Text #84025 - Quickly, into the cave, before they thaw.
  • Game Text #84062 - We've done all we can from up here...
  • Game Text #84086 - After them! Don't let them get away!
  • Game Text #84108 - I am pleased. I could watch you rats fight for hours.
  • Game Text #84122 - Exarch Maladaar, take Qiana with you and scout the cave.
  • Game Text #84123 - As you wish.
  • Game Text #84124 - $n - I have a special job for you.
  • Game Text #84125 - Lady Liadrin, take Olin with you and scout the cave.
  • Game Text #84126 -
  • Game Text #84248 - Your scurrying is at an end, rats.
  • Game Text #84249 - Not so fast, Ner'zhul.
  • Game Text #84250 - Yes... step closer! I will bury you alive for the glory of the Iron Horde!
  • Game Text #84268 - Worthless...
  • Game Text #84374 - I've seen it in my dreams... these strangers from other worlds would burn everything that we've fought for.
  • Game Text #84375 - But it is orc blood that runs in the veins of Draenor!
  • Game Text #84376 - Go forth, Iron Horde! Make corpses of our enemies.
  • Game Text #84377 - For the glory of Grommash!
  • Game Text #84445 - Where's my power, ogre?
  • Game Text #84446 - Your power? (It's MY power!)
  • Game Text #84447 - You will obey, disciple. Hand over its reins.
  • Game Text #84448 - I think not. (We're done taking orders from you!)

GarrAbility
  • GarrAbility #199 - Extra Training - Grants a bonus to XP upon mission completion.
  • GarrAbility #200 - Extra Training - Grants a bonus to XP upon mission completion.
  • GarrAbility #201 - Combat Experience - Grants a bonus to mission success chance.
  • GarrAbility #202 - Combat Experience - Grants a bonus to mission success chance.
  • GarrAbility #203 - Teleport - Reduces travel time of missions.
  • GarrAbility #204 - Teleport - Reduces travel time of missions.
  • GarrAbility #205 - Salvage Arms - Awards a bonus to Material upon mission completion.
  • GarrAbility #206 - Salvage Arms - Awards a bonus to Material upon mission completion.

GarrSpecialization
  • GarrSpecialization #40 - Mine Guards - Garrison guards patrol your mine, keeping it clear of hostile Goren.

ItemBagFamily
  • ItemBagFamily #20 - Toys

LFG Entry
  • LFG Entry #857 - Iron Docks
  • LFG Entry #858 - Grimrail Depot

Scenario
  • Many dungeons had scenario entries added to provide objectives and guidance in the dungeon.



Achievement Changes
Originally Posted by MMO-Champion
Draenor Dungeon
Dungeons & Raids
  • I Saw Solis (New) Cause three Piles of Ash to form Solar Flares at the same time during the Rukhran encounter in the Spires of Arak on Heroic difficulty.
  • Magnify.. Enhance (New) Defeat the Empowered Construct in Spires of Arak on Heroic Difficulty. 10 points.
  • Ready for Raiding IV (New) Defeat Ranjit in Spires of Arak without taking damage from any of the following abilities on Heroic difficulty: 10 points.
  • Tunnel Vision (New) Defeat High Justicar Viryx in the Spires of Arak on Heroic difficulty without killing any of the Shield Constructs. 10 points.

Draenor Raid
Dungeons & Raids
  • A Fungus Among Us Incinerate X Fungal Oozes within Y seconds Gain 15 stacks of Burning Infusion and then defeat Lord Krakkenspore in Highmaul on in Normal difficulty or higher. 10 points.
  • Gruul Gameplay Achievement [NYI] was renamed The Iron Price - Collect 3 Pristine True Iron Ores and then defeat Gruul in the Blackrock Foundry in Normal difficulty or higher. 10 points.
  • Kromog Gameplay Achievement [NYI] was renamed Would You Give Me a Hand? - Defeat 10 Grasping Earth hands within 5 seconds and then defeat Kromog in Blackrock Foundry in Normal Difficulty or higher. 10 points.

Feats of Strength
  • Breaker of the Black Harvest Defeat Kanrethad Ebonlocke and gain command over fel energy as a level 90 warlock. Defeated Kanrethad Ebonlocke and gained command over fel energy before the expedition to Draenor set out. Title Reward: Of the Black Harvest.



Spell Changes


Originally Posted by MMO-Champion
Mounts

Companions

Item Set Bonuses

Unknown Class
Major Glyphs
  • Glyph of Omens While you are not in an Eclipse, the following abilities now grant 10 Solar or Lunar Energy: Entangling Roots, Cyclone, Faerie Fire, Faerie Swarm, Mass Entanglement, Typhoon, Disorienting Roar, Ursol's Vortex, and Mighty Bash. Major Glyph. When you kill an enemy that yields experience or honor, your next Starfire or Wrath also applys Entangling Roots to your target. Major Glyph.
  • Glyph of Savage Roar When using Pounce or Ravage Rake or Shred while Prowling, you are granted Savage Roar as if it were used with 5 combo points. Major Glyph.

Death Knight (Forums, Talent Calculator)
  • Pestilence Deals [ 1 + 66.6% of AP ] Shadow damage to all enemies within 10 yards, and spreads existing Blood Plague and Frost Fever infections from your target to all other enemies hit. 1 Blood. Melee range. Instant. Instant.

Talents
  • Defile no longer lists a 3 times per second cap in the tooltip.

Blood

Frost

Unholy

Druid (Forums, Talent Calculator)
  • Astral Storm is now a Lunar spell. Mana cost is now 25%, down from 81%.
  • Bear Form (Balance, Feral, Restoration) Shapeshift into Bear Form, increasing armor contribution from cloth and leather items by 120% and Stamina by 40%. by 330% and Stamina by 40%. Significantly increases threat generation, causes Agility to increase attack power, and also protects the caster from Polymorph effects and allows the use of various bear abilities. While in Bear Form, Haste reduces your global cooldown. Rage is set to 10 upon shifting into Bear Form. Increases threat generation, protects the caster from Polymorph effects, and allows the use of various bear abilities.
  • Bear Form (Guardian) Shapeshift into Bear Form, increasing armor contribution from cloth and leather items by 330% and Stamina by 40%. Significantly increases threat generation, causes Agility to increase attack power, and also protects the caster from Polymorph effects and allows the use of various bear abilities. Also reduces all magical damage taken by 25%, reduces all physical damage taken by 12%, reduces the chance the Druid will be critically hit by 6%, and reduces the chance for attacks to be parried by 3%. While in Bear Form, Haste reduces your global cooldown. Rage is set to 10 upon shifting into Bear Form. Increases threat generation, protects the caster from Polymorph effects, and allows the use of various bear abilities.
  • Cat Form Shapeshift into Cat Form, causing Agility to increase attack power, increasing autoattack damage by 100%, and increasing movement speed by 25% (cumulative with most other movement speed increases and allowing the use of Cat Form abilities). Also protects the caster from Polymorph effects, allows the use of various cat abilities, and reduces damage taken from falling. Energy regeneration continues while not in Cat Form. The act of shapeshifting frees the caster of movement impairing effects. Can't be cast in Tree of Life Form, Moonkin Form. Shapeshift. 3.7% of Base Mana. Instant.
  • Dash no longer lists "Does not break prowling" in the tooltip.
  • Ferocious Bite now has spec specific tooltips. Now has critical strike chance doubled against bleeding targets. Now only lists Rip refresh for Feral.
  • Lifebloom healing ticks now do 3x the healing, but it no longer stacks 3 times. Healing of final bloom increased to 410.7% of Spell Power, up from 136.9%.
  • Mangle (Balance, Restoration) Mangle the target for 230% weapon damage and generate 15 Rage. Mangle's cooldown is reduced by haste. Mangle the target for [ 230% of Mainhand Damage ] damage, generating 15 Rage.
  • Mangle (Feral, Guardian) Mangle the target for 230% weapon damage, reduce the target's movement speed by 50% for 12 sec, and generate 15 Rage. Mangle's cooldown is reduced by haste. Mangle the target for [ 230% of Mainhand Damage ] damage, reducing the target's movement speed by 50% for 12 sec, and generating 15 Rage.
  • Prowl Balance, Guardian, Restoration: Allows the Druid to prowl around Activates Cat Form and places the Druid into stealth, but reduces movement speed by 30%. Lasts until cancelled. Using this ability activates Cat Form. Feral: Allows the Druid to prowl around, but reduces movement speed by 30%. Lasts until cancelled. Using this ability activates Cat Form. Your Prowl has a reduced chance to be detected compared to non-Feral Druids. Instant. 10 sec cooldown. Instant. 10 sec cooldown.
  • Rebirth Returns the spirit to the body, restoring a dead target to life with 60% health and 20% mana. Castable in combat. 40 yd range. 2 sec cast. 10 min cooldown.
  • Revive Returns the spirit to the body, restoring a dead target to life with 35% of maximum health and mana. Cannot be cast when Not castable in combat. Can't be cast in Moonkin Form. 4% of Base Mana. 40 yd range. 10 sec cast.
  • Shred (Balance, Restoration) Shred the target, causing 245% damage to the target. [ 245% of Mainhand Damage ] damage to the target. Damage increased 35% while stealthed, and increased 20% against bleeding targets. Being stealthed increases damage by 35% and doubles critical strike chance. Critical strike chance increased by 50% when used from stealth against targets over 80% health. Damage increased by 20% against bleeding targets.
  • Shred (Feral, Guardian) Shred the target, causing 245% [ 245% of Mainhand Damage damage to the target and reducing the target's movement speed by 50% for 12 sec. Damage increased 35% while stealthed, and increased 20% against bleeding targets. Being stealthed increases damage by 35% and doubles critical strike chance. Critical strike chance increased by 50% when used from stealth against targets over 80% health. Damage increased by 20% against bleeding targets.
  • Stampeding Roar The Druid roars, increasing the movement speed of all friendly players within 10 yards by 60% for 8 sec and removing all roots and snares on those targets. Does not break prowling. Using this ability outside of Bear Form or Cat Form activates Bear Form. Instant. 2 min cooldown.
  • Starfall A Lunar spell that summons a flurry of stars from the sky which strike all enemies within 40 yards of you that you're in combat with strikes all enemies within 40 yards. Deals [ 24.75% of Spell Power ] Arcane damage every 1 sec for 10 sec. Max 3 charges. Charges shared with Starsurge. Shapeshifting into an animal form or mounting cancels the effect. Any effect which causes you to lose mounting, or losing of control of your character will suppress the Starfall effect. Unlimited range. Instant. cancel the effect. Unlimited range. Instant.
  • Survival Instincts Reduces all damage taken by 70% for 12 sec. Instant. 12 sec cooldown. Max 2 charges. Instant. 12 sec cooldown.
  • Tranquility Heals all party and raid members within 0 40 yards for [ 250.2% of Spell Power ] every 2 sec for 8 sec. 40 yd range. Instant.
  • Travel Form Shapeshift into travel form, increasing movement speed by 40%. Also a travel form appropriate to your current location, increasing movement speed on land, in water, or in the air protects the caster from Polymorph effects. Only useable outdoors. The act of shapeshifting frees the caster of movement impairing effects. Can't be cast in Tree of Life Form, Moonkin Form. Shapeshift. 5.6% of Base Mana. Instant.
  • Empowered Starfall now increases the duration of your Starfall by 20%.
  • Enhanced Mushrooms was replaced by Improved Nature's Swiftness - Reduces the cooldown of Nature's Swiftness by 30 sec.
  • Enhanced Starsurge now makes Starsurge instnat.
  • Enhanced Storms Every 1 sec, your Hurricane and Astral Storm will generate 10 Lunar or Solar energy, whichever is more beneficial to you. Your Hurricane also causes affected targets to take 10% additional damage from your Moonfire, Sunfire, and Starfall.

Talents
  • Faerie Swarm Reduces the target's movement speed by 0% for 15 sec. While affected, the target cannot stealth or turn invisible. Deals [ 10 + 60.4% of AP ] damage when cast from Bear Form. Useable in all shapeshift forms, but incurs a 6 sec cooldown while in Bear Form or Cat Form. Can't be cast in Flight Form. Druid - LvL 45 Talent. 35 yd range. Instant.
  • Stellar Flare A powerful spell which benefits from both Lunar and Solar Eclipses, dealing the most damage when they are balanced. Burns the target for [ 1 + 94.5% of Spell Power ] Spellstorm damage, and then an additional [ 8 [ 10 + 33.75% of Spell Power ] damage over 16 20 sec. Druid - LvL 0 Talent. 8.4% of Base Mana. 40 yd range. 1.5 sec cast.

Balance
  • Astral Showers Couldn't parse description. Druid - Balance Spec. You call upon greater Lunar and Solar energy in order to empower your Moonfire and Sunfire spells. Increases the initial damage of Moonfire by 100%, and increases the duration of its periodic damage effect by 100%. Increases the initial damage of Sunfire by 100%, and causes its periodic damage effect to be applied to all enemies within 5 yards of the target. Druid - Balance Spec.
  • Balance (New) Druid - Balance Spec.
  • Mastery Attunement (New) You gain 5% more of the Mastery stat from all sources. Druid - Balance Spec.
  • Moonkin Form Balance: Shapeshift into Moonkin Form, increasing Arcane and Nature damage you deal by 10% and increasing your armor by 100%. While in this form, you increase the spell haste of Grants 5% haste to all party and raid members within 100 yards by 5%. Additionally, your Mana regeneration is increased by 150%, and is further increased by Haste. The act of shapeshifting frees the caster of movement impairing effects. Attacks done to you while in Moonkin Form have a 15% chance to cause you to go into a Frenzy, increasing your damage by 10% and causing you to be immune to pushback while casting Balance spells. Lasts 10 sec. Feral, Guardian, Restoration: Shapeshift into Moonkin Form, increasing Arcane and Nature damage you deal by 10% and increasing your armor by 100%. While in this form, you increase the spell haste of all party and raid members within 100 yards by 5%. Additionally, your Mana regeneration is increased by 150%, and is further increased by Haste. The act of shapeshifting frees the caster of movement impairing effects. Can't be cast in Tree of Life Form. Druid - Balance Spec. 9.3% of Base Mana. Instant.
  • Shooting Stars You have a 2.5% chance when you deal periodic damage with Moonfire or Sunfire (chance doubled if the damage critically strikes, and reduced against multiple targets), to trigger Shooting Stars 5% chance when your most recent Moonfire or Sunfire deals periodic damage to trigger Shooting Stars. Chance doubled on critical strikes. Shooting Stars restores 1 charge of Starsurge and Starfall. Druid - Balance Spec.
  • Solar Beam You summon Summons a beam of solar light over an enemy target's location, interrupting the target and silencing all enemies under the beam while it is active. Solar within the Beam lasts for 8 sec. Can be cast in Moonkin Form. Can't be cast in Tree of Life Form. Druid - Balance Spec. 16.8% of Base Mana. 40 yd range. Instant. 60 sec cooldown.
  • Starfall A Lunar spell that summons a flurry of stars from the sky which strike all enemies within 40 yards of you that you're in combat with strikes all enemies within 40 yards. Deals [ 24.75% of Spell Power ] Arcane damage every 1 sec for 10 sec. Max 3 charges. Charges shared with Starsurge. Shapeshifting into an animal form or mounting cancels the effect. Any effect which causes you to lose mounting, or losing of control of your character will suppress the Starfall cancel the effect. Can be cast in Moonkin Form. Can't be cast in Tree of Life Form. Druid - Balance Spec. Instant. 10 sec cooldown. 15% of Base Mana. Instant. 10 sec cooldown.
  • Starsurge You fuse the power of the moon and sun, launching a devastating blast of energy at the target that benefits from your strongest current Eclipse bonus. Causes [ 204.75% Instantly causes [ 280% of Spell Power ] Spellstorm damage to the target, benefitting from your strongest current Eclipse bonus. Also grants Lunar or Solar Empowerment, based on current Balance Energy side, which increases the damage of your next 2 Starfires or 3 Wraths by 30%. Max 3 charges. Charges shared with Starfall. Can be cast in Moonkin Form. Can't be cast in Tree of Life Form. Druid - Balance Spec. 15.5% of Base Mana. 40 yd range. 2 sec cast.

Balance & Restoration
  • 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 Balance: A Solar spell that creates a violent storm in the target area causing [ 15.82% of Spell Power ] Nature damage to enemies every 1 sec. Lasts 10 sec. Druid must channel to maintain the spell. Transforms into Astral Storm when you enter Lunar Eclipse. Feral, Guardian, Restoration: A Solar spell that creates a violent storm in the target area causing [ 15.82% of Spell Power ] Nature damage to enemies every 1 sec. Lasts 10 sec. Druid must channel to maintain the spell. Can be cast in Tree of Life Form, Moonkin Form. Solar. 50.3% Druid - Balance & Restoration Spec. 25% of Base Mana. 35 yd range. 10 sec cast (Channeled).
  • Moonfire A Lunar spell that burns the enemy for [ 1 + 47.25% of Spell Power ] Arcane damage and then an additional [ 8 [ 10 + 33.75% of Spell Power ] Arcane damage over 16 20 sec. Can be cast in Tree of Life Form, Moonkin Form. Lunar Druid - Balance & Restoration Spec. 8.4% of Base Mana. 40 yd range. Instant.

Balance, Feral, Restoration
  • Rejuvenation Heals the target for 0 and an additional 0 every 3 sec for [ 1 + 71.18% of Spell Power ] and an additional [ 4 + 71.18% of Spell Power ] over 12 sec. Can be cast in Tree of Life Form. Druid - Balance, Feral, Restoration Spec. 10.5% of Base Mana. 40 yd range. Instant.

Feral
  • Critical Strike Attunement (New) You gain 5% more of the Critical Strike stat from all sources. Druid - Feral Spec.
  • Maim Finishing move that causes 60% weapon damage and stuns the target. Causes bonus damage and lasts longer Damage and duration increased per combo point: 1 point : Mainhand Damage to Mainhand Damage [ 60% of Mainhand Damage ] to [ 60% of Mainhand Damage damage, 1 sec 2 points: Mainhand Damage to Mainhand Damage [ 60% of Mainhand Damage ] to [ 60% of Mainhand Damage damage, 2 sec 3 points: Mainhand Damage to Mainhand Damage [ 60% of Mainhand Damage ] to [ 60% of Mainhand Damage damage, 3 sec 4 points: Mainhand Damage to Mainhand Damage [ 60% of Mainhand Damage ] to [ 60% of Mainhand Damage damage, 4 sec 5 points: Mainhand Damage to Mainhand Damage [ 60% of Mainhand Damage ] to [ 60% of Mainhand Damage damage, 5 sec Requires Cat Form. Druid - Feral Spec. 35 Energy. Melee range. Instant. 10 sec cooldown.
  • Omen of Clarity Your autoattacks have a small chance to cause you to enter a Clearcasting state. The Clearcasting state reduces the Mana, Rage or Energy cost of your next cast-time damaging or healing spell or offensive feral chance to reduce the resource cost of your next spell or ability by 100%. Druid - Feral Spec.
  • Predatory Swiftness Your finishing moves have a 20% chance per combo point to make your next Entangling Roots, Healing Touch, Hibernate, or Rebirth become Healing Touch or Rebirth instant, free, and castable in all forms, and to increase the healing done by Healing Touch by 50%. Druid - Feral Spec.
  • Rake Rake the target for [ 46.62% of AP ] Bleed damage and an additional [ 46.62% of AP ] Bleed damage over 15 sec. Awards 1 combo points. If used while stealthed, the target will be stunned for 4 sec. Requires Cat Form. Druid - Feral Spec. 35 Energy. Melee range. Instant.
  • Rip (Balance, Guardian, Restoration) Finishing move that causes Bleed damage over time. Damage increases per combo point: 1 point : [ 199.9% of AP ] damage over 16 sec. 2 points: [ 319.9% of AP ] damage over 16 sec. 3 points: [ 439.9% of AP ] damage over 16 sec. 4 points: [ 559.9% of AP ] damage over 16 sec. 5 points: [ 679.9% of AP ] damage over 16 sec. Each time you Shred or Ravage the target while in Cat Form the duration of your Rip on that target is extended by 2 sec, up to a maximum of 6 sec. Finishing move that causes Bleed damage over 16 sec. Damage increases per combo point: 1 point : [ 199.9% of AP ] damage 2 points: [ 319.9% of AP ] damage 3 points: [ 439.9% of AP ] damage 4 points: [ 559.9% of AP ] damage 5 points: [ 679.9% of AP ] damage Shred extends the duration of your Rip by 2 sec, up to a maximum of 6 sec.
  • Rip (Feral) Finishing move that causes Bleed damage over time. Damage increases per combo point: 1 point : [ 230% of AP ] damage over 16 sec. 2 points: [ 380% of AP ] damage over 16 sec. 3 points: [ 530.1% of AP ] damage over 16 sec. 4 points: [ 680.1% of AP ] damage over 16 sec. 5 points: [ 830.2% of AP ] damage over 16 sec. Each time you Shred or Ravage the target while in Cat Form the duration of your Rip on that target is extended by 2 sec, up to a maximum of 6 sec. Finishing move that causes Bleed damage over 16 sec. Damage increases per combo point: 1 point : [ 230% of AP ] damage 2 points: [ 380% of AP ] damage 3 points: [ 530.1% of AP ] damage 4 points: [ 680.1% of AP ] damage 5 points: [ 830.2% of AP ] damage Shred extends the duration of your Rip by 2 sec, up to a maximum of 6 sec.
  • Rip Druid - Feral & Guardian Spec. Spec.
  • Savage Roar Finishing move that increases physical damage done by 40%. Only effective while in Cat Form. Lasts longer per combo point: 1 point : 18 seconds 2 points: 24 seconds 3 points: 30 seconds 4 points: 36 seconds 5 points: 42 seconds Druid - Feral Spec. 25 Energy. 100 yd range. Instant.
  • Swipe Swipe nearby enemies, inflicting 135% weapon damage [ 135% of Mainhand Damage ] damage. Awards 1 combo points. Deals 20% additional damage against bleeding targets. Awards 1 combo points if it strikes your current combo target. Requires Cat Form Requires Cat Form. Druid - Feral Spec. 45 Energy. 8 yd range. Instant.
  • Tiger's Fury Increases physical damage done by 15% for 6 sec and instantly restores 60 Energy. Cannot be activated while Berserk (Cat) is active. Only useable in Cat Form. Druid - Feral Spec. Instant. 30 sec cooldown.

Feral & Guardian
  • Faerie Fire Faeries surround the target, preventing it from stealthing or turning invisible, and applying the Physical Vulnerability effect. Deals [ 10 + 32.5% of AP ] damage when cast from Bear Form. Physical Vulnerability Weakens the constitution of an enemy target, increasing their physical damage taken by 5% for 30 sec. Can't be cast in Travel Form, Aquatic Form, Flight Form. 7.5% of Base Mana. 35 yd range. Instant. Druid - Feral & Guardian Spec. 35 yd range. Instant.
  • Infected Wounds Your Shred, Ravage, Maul, and Mangle attacks and Mangle cause an Infected Wound in the target. The Infected Wound reduces the movement speed of the target by 50%. Lasts 12 sec. Druid - Feral & Guardian Spec.
  • Leader of the Pack While in Bear Form or Cat Form, increases critical strike chance of all party and raid members within 100 yards by 5%. Also causes your melee critical strikes to heal you for 3% of your health and energize you for 8% of your mana. This effect cannot occur more than once every 6 sec. Requires Cat Form, Bear Form. Druid - Feral & Guardian Spec.
  • Mana Attunement (New) Your mana regeneration is increased by 100%. Druid - Feral & Guardian Spec.
  • Skull Bash You charge and skull bash the target, interrupting spellcasting and preventing any spell in that school from being cast for 4 sec. Increases the mana cost of the victim's spells by 25% for 10 sec. Requires Cat Form, Bear Form. Druid - Feral & Guardian Spec. 13 yd range. Instant. 15 sec cooldown.

Guardian
  • Barkskin The Druid's skin becomes as tough as bark. All damage taken is reduced by 20%. While protected, damaging attacks will not cause spellcasting delays. This spell is reducing all damage taken by 20% for 12 sec usable while stunned, frozen, incapacitated, feared or asleep. Usable in all forms. Lasts 12 sec and in all forms. Can't be cast in Flight Form. Instant. 60 sec cooldown. Druid - Guardian Spec. Instant. 30 sec cooldown.
  • Lacerate Lacerates the enemy target, dealing [ 1 + 176.8% of AP ] bleed damage and an additional [ 5 + 74.3% of AP ] over 15 sec. Stacks up to 3 times. Generates 5 Rage and has a 25% chance to reset the cooldown on Mangle. Requires Bear Form. Melee range. Instant. Druid - Guardian Spec. Melee range. Instant.
  • Mastery Attunement (New) You gain 5% more of the Mastery stat from all sources. Druid - Guardian Spec.
  • Maul (Balance, Restoration) Maul the target for 100% weapon damage. Maul the target for Mainhand Damage damage. Use when you have more Rage than you can spend.
  • Maul (Feral, Guardian) Maul the target for 100% weapon damage. Mainhand Damage damage. Use when you have more Rage than you can spend.
  • Maul Druid - Guardian Spec.
  • Might of Ursoc Increases current and maximum health by 30% for 20 sec. Activates Bear Form. Instant. 3 min cooldown. Requires Bear Form. Druid - Guardian Spec. Instant. 3 min cooldown.
  • Ursa Major Your auto attacks attack multistrikes, Mangle multistrikes, and Lacerate periodic multistrikes grant you Ursa Major. Ursa Major increases your maximum health by 2% for 30 sec. When this effect is refreshed, the remaining portion is added to the new effect. Requires Cat Form, Bear Form. Druid - Guardian Spec.

Restoration
  • Genesis Consumes all of the Rejuvenation effects from party or raid members within 60 yards and applies Genesis to the each target. Genesis heals the target for an amount equal to the healing from the consumed Rejuvenation effects over 3 sec. Druid - Restoration Spec. 23.2% of Base Mana. 40 yd range. Instant.
  • Haste Attunement (New) You gain 5% more of the Haste stat from all sources. Druid - Restoration Spec.
  • Lifebloom Heals the target for [ 12.2% [ 36.7% of Spell Power ] over 15 sec. When Lifebloom expires or is dispelled, the target is instantly healed for [ 136.9% [ 410.7% of Spell Power + 75.2% of Nature Spell Power ]. This effect can stack up to 3 times on the same target. Duration refreshed each time you cast Healing Touch or Regrowth Duration refreshed by casting Regrowth or Healing Touch on the target. Lifebloom can be active only on one target at a time, but all applications move to the new target when the target is changed if more than 2 sec duration remains. Can be cast in Tree of Life Form. Can't be cast in Moonkin Form. Druid - Restoration Spec. 5% of Base Mana. 40 yd range. Instant.
  • Nature's Swiftness When activated Causes, your next Entangling Roots, Healing Touch, Hibernate, Rebirth, or Regrowth becomes Rebirth, or Regrowth to be instant, free, and castable in all forms. The healing and duration of the spell is increased by 50%. Druid - Balance & Restoration Spec. Instant. 60 sec cooldown.
  • Regrowth Heals a friendly target for [ 1 + 165.24% of Spell Power ] and another [ 3 [ 6 + 9.1% of Spell Power ] over 6 12 sec. Regrowth has a 60% increased chance for a critical effect. Duration automatically refreshes to 6 sec each time Regrowth heals targets at or below 50% health. Can be cast in Tree of Life Form. Can't be cast in Moonkin Form. Druid - Restoration Spec. 23% of Base Mana. 40 yd range. 1.5 sec cast.
  • Tranquility Heals all party and raid members within 0 40 yards for [ 250.2% of Spell Power ] every 2 sec for 8 sec. Can be cast in Tree of Life Form. Druid - Restoration Spec. 23% of Base Mana. 8 sec cast (Channeled). 8 min cooldown.
  • Wild Growth Heals up to 5 friendly injured party or raid members within 30 yards of the target for [ 7 + 47.4% of Spell Power ] over 7 sec. Prioritizes healing most injured party members. The amount healed is applied quickly at first, and slows down as the Wild Growth reaches its full Healing amount starts high and declines over the duration. Can be cast in Spirit of Redemption. Can't be cast in Shadowform. Druid - Restoration Spec. 55% of Base Mana. 40 yd range. 1.5 sec cast. 8 sec cooldown.
  • Wild Mushroom Grow a magical mushroom with 5 health at the target ally's location. Efflorescence will be summoned at the target location, restoring [ 51.4% of Spell Power ] health to the three most three injured allies within 10 yards of the initial target its location every 2 sec for 5 min. After 6 sec, the mushroom will become invisible. The mushroom grows larger as it accumulates healing power from 100% of overhealing done by your Rejuvenation and Genesis, up to a maximum of 200% of your health in bonus healing. Recasting Wild Mushroom will move the Mushroom without losing this accumulated healing. Wild Mushroom: Bloom can consume your Mushroom to heal nearby allies. Only 1 mushroom can be placed at a time. Can be cast in Tree of Life Form, Moonkin Form. Druid - Restoration Spec. 27% of Base Mana. 40 yd range. Instant. 3 sec cooldown.

Minor Glyphs
  • Stag Form (New) Grants an alternate version of stag form which other players can ride as a mount. Can't be cast in Tree of Life Form, Moonkin Form. Minor Glyph. 5.6% of Base Mana. Instant.

Hunter (Forums)
Beast Mastery

Marksmanship

Survival

Mage (Forums)
Talents

Arcane

Fire

Frost

Monk (Forums)
Brewmaster

Mistweaver

Windwalker

Paladin (Forums)
Talents
  • Seraphim now increases Versatility instead of Readiness.

Holy

Protection
  • Haste Attunement (New) You gain 5% more of the Haste stat from all sources. Paladin - Protection Spec.
  • Holy Wrath now does 163.8% of Holy Spell Power damage, down from 268%.

Retribution

Priest (Forums)
  • Devouring Plague Consumes up to 3 Shadow Orbs to deal up to [ 1 + 337.5% of Spell Power ] Shadow damage and an additional 100% damage over 6 sec. Also then up to an additional [ 1 + 337.5% of Spell Power ] damage over 6 sec heals the caster for up to 2.50% of their maximum health when it deals periodic damage. Instant. 15% of maximum health over the duration. Instant.
  • Divine Star Fires a Divine Star in front of you, traveling 24 yds, causing [ 1 + 85% of Spell Power ] healing to all allies within 4 yds of its path. After reaching its destination it will return to you, also dealing damage and healing to all targets in its path. Instant. 100 yd range. Instant.
  • Divine Star Fires a Divine Star in front of you, traveling 24 yds, causing [ 68.3% [ 1 + 68.3% of Spell Power ] Shadow damage to all enemies within 4 yds of its path. After reaching its destination it will return to you, also dealing damage and healing to all targets in its path. Instant. 100 yd range. Instant.
  • Leap of Faith You pull the spirit of the friendly party or raid target to you, instantly moving them directly in front of you. 2.6% of Base Mana. 40 yd range. Instant. 1.5 min cooldown.
  • Mind Sear Causes an explosion of shadow magic around the target, causing [ 1 + 22.5% dealing [ 5 + 112.5% of Spell Power ] Shadow damage every 1 sec for over 5 sec to all enemies within 10 yards around the target. 3% of Base Mana. 40 yd range. 5 sec cast (Channeled).
  • Penance Launches a volley of holy light at the target, causing [ 1 + 84% [ 3 + 302.4% of Spell Power ] Holy damage to an enemy, or [ 128.46% [ 385.4% of Spell Power ] healing to an ally instantly and every 1 sec for 2 sec. Each time Penance deals damage, the Priest will regain 1% of maximum mana. 40 yd range. Instant. over 2 sec. 40 yd range. Instant.
  • Penance Launches a volley of holy light at the target, causing [ 1 + 84% [ 3 + 302.4% of Spell Power ] Holy damage to an enemy, or [ 128.46% [ 385.4% of Spell Power ] healing to an ally instantly and every 1 sec for 2 sec. Each time Penance deals damage, the Priest will regain 1% of maximum mana. 40 yd range. Instant. over 2 sec. 40 yd range. Instant.
  • Power Word: Shield (Discipline) Draws on the soul of the friendly target to shield them Shield a friendly target, absorbing [ 573.2% of Spell Power ] damage.
  • Power Word: Shield (Holy, Shadow) Draws on the soul of the friendly target to shield them Shield a friendly target, absorbing [ 508.2% of Spell Power ] damage.
  • Shadow Word: Pain A word of darkness that causes [ 5 + 44.02% of Spell Power ] Shadow damage instantly, and an additional 25 Shadow damage over 18 sec. 4.4% 2.2% of Base Mana. 40 yd range. Instant.
  • Smite Smite an enemy for [ 64.2% [ 77.04% of Spell Power ] Holy damage. 2.1% 1.5% of Base Mana. 30 yd range. 1.5 sec cast.

Talents
  • Angelic Feather Place a feather at the target location. If allies walk through it, they gain 60% increased movement speed for 6 sec. Only 3 feathers can be placed at one time. Accumulates an additional charge once every 10 sec. Maximum 3 charges. Priest - LvL 30 Talent. 40 yd range. Instant.
  • Clarity of Power Your Mind Spike, Mind Sear, and Shadow Word: Death deal 40% additional damage to targets not affected by your Shadow Word: Pain or Vampiric Touch. Casting Mind Spike also restores 5% mana and reduces the cooldown of Mind Blast by 1 sec. Priest - LvL 100 Talent. Also reduces the cooldown on Mind Blast by 3 sec and makes it instant cast. Priest - LvL 100 Talent.
  • Divine Star Fires a Divine Star in front of you, traveling 24 yds, causing [ 68.3% [ 1 + 68.3% of Spell Power ] Shadow damage to all enemies within 4 yds of its path. After reaching its destination it will return to you, also dealing damage and healing to all targets in its path. Priest - LvL 90 Talent. 2.5% of Base Mana. 30 yd range. Instant. 15 sec cooldown.
  • Power Infusion Infuses the Priest with power, increasing haste by 20%, all damage by 5% 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, dealing [ 152.9% [ 183.48% of Spell Power ] Holy damage and an additional [ 2.21% of Spell Power ] Holy damage over 7 sec, and restoring 1% of maximum mana. Replaces Holy Fire. Holy, Shadow: Strike an enemy with the power of the heavens, 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 for 150% of the damage dealt (75% 100% of the damage dealt (50% when healing the Priest). Replaces Holy Fire. Priest - LvL 45 Talent. 30 yd range. Instant. 10 sec cooldown.

Discipline
  • Atonement When you deal damage with Smite or Holy Fire Holy Fire, Penance, or Power Word: Solace, you instantly heal a nearby low health friendly target for 100% of the damage dealt. If the Priest is healed through Atonement, the effect is reduced by 50%. Priest - Discipline Spec.
  • Critical Strike Attunement (New) You gain 5% more of the Critical Strike stat from all sources. Priest - Discipline Spec.
  • Evangelism Discipline: When you deal direct damage with Penance, Smite, or Holy Fire you gain Evangelism. Stacks up to 5 times. Lasts for 20 sec. Evangelism Increases the damage and healing done by your Penance, Smite, or Holy Fire spells by 4% and reduces the mana cost of those spells by 6%. Holy: When you deal direct damage with Smite, or Holy Fire you gain Evangelism. Stacks up to 5 times. Lasts for 20 sec. Evangelism Increases the damage done by your Smite, or Holy Fire spells by 4% and reduces the mana cost of those spells by 6%. Priest - Discipline & Holy Spec. Consumed by the Archangel spell to increase healing done. Priest - Discipline Spec.
  • Pain Suppression Instantly reduces a friendly target's threat by 5%, and reduces all damage they take Reduces all damage taken by a friendly target by 40% for 8 sec. Castable while stunned. Priest - Discipline Spec. 1.6% of Base Mana. 40 yd range. Instant. 3 min cooldown.
  • Penance Launches a volley of holy light at the target, causing [ 1 + 84% [ 3 + 302.4% of Spell Power ] Holy damage to an enemy, or [ 128.46% [ 385.4% of Spell Power ] healing to an ally instantly and every 1 sec for 2 sec. Each time Penance deals damage, the Priest will regain 1% of maximum mana. Priest - Discipline Spec. 1.8% over 2 sec. Priest - Discipline Spec. 1.3% of Base Mana. 40 yd range. Instant (Channeled). 9 sec cooldown.

Discipline & Holy
  • Focused Will Whenever you are victim of any damage greater than 5% of your total health or critically hit by any non-periodic attack take any damage, you gain Focused Will reducing all damage taken by 15% lasting for 8 sec. Stacks up to 2 times. Priest - Discipline & Holy Spec.

Holy
  • Binding Heal Heals a friendly target and the caster for [ 133% of Spell Power ]. Priest - Discipline & Holy Spec. 1.8% of Base Mana. 40 yd range. 1.5 sec cast.
  • Chakra: Chastise Increases the damage done by your Shadow and Holy spells by 50%, grants a 10% chance for Smite to reset the cooldown of Holy Word: Chastise, causes Smite and Holy Fire to cost no mana and refund 0.75% of maximum mana, and transforms your Holy Word spell back into Holy Word: Chastise. Holy Word: Chastise Chastise the target for [ 1 + 63.6% of Spell Power ] Holy damage, and disorients them for 3 sec. 30 sec cooldown. Priest - Holy Spec. Instant. 30 sec cooldown.
  • Chakra: Serenity Caues Causes your single-target healing spells to refresh the duration of your Renew on the target. Transforms your Holy Word: Chastise spell into Holy Word: Serenity. Holy Word: Serenity Instantly heals the target for [ 1 + 415.29% of Spell Power ], and increases the critical effect chance of your healing spells on the target by 25% for 6 sec. 15 sec cooldown. Priest - Holy Spec. Instant. 30 sec cooldown.
  • Divine Hymn Heals 5 (12 in 25 player instances) nearby lowest health friendly party or raid targets within 40 yards for [ 371.52% of Spell Power ] every 2 sec for Heals all party or raid members within 40 yards for [ 743% of Spell Power ] over 8 sec, and increases healing done to them by 10% for 8 sec. The Priest must channel to maintain the spell. Priest - Holy Spec. 5.4% of Base Mana. 40 yd range. 8 sec cast (Channeled). 3 min cooldown.
  • Guardian Spirit Calls upon a guardian spirit to watch over the friendly target. The spirit increases the healing received by the target by 60%, and also prevents increasing healing received by 60% and preventing the target from dying by sacrificing itself. This sacrifice terminates the effect but heals the target of 40% of their and heals the target for 40% of maximum health. Lasts 10 sec. Castable while stunned. Priest - Holy Spec. 0.9% of Base Mana. 40 yd range. Instant. 3 min cooldown.
  • Holy Word: Chastise Chastise Chastises the target for [ 1 + 63.6% of Spell Power ] Holy damage, and disorients them for 3 sec. Priest - Holy Spec. 3% of Base Mana. 30 yd range. Instant. 30 sec cooldown.
  • Lightwell Creates a Holy Lightwell. Every 1 sec the Lightwell will attempt to heal party and raid members lower than 50% health for [ 109.89% of Spell Power ] every 2 for 6 sec. Attacks done to the target equal to 30% of your total health will cancel the effect [ 329.7% of Spell Power ] over 6 sec. Lightwell lasts for 3 min or until 15 heals are expended. Priest - Holy Spec. 4.6% of Base Mana. 40 yd range. 0.5 sec cast. 3 min cooldown.
  • Multistrike Attunement (New) You gain 5% more of the Multistrike stat from all sources. Priest - Holy Spec.
  • Renew Heals the target for [ 38% of Spell Power ] initially and [ 63.3% of Spell Power ] every 3 sec for and then an additional [ 253.2% of Spell Power ] over 12 sec. Priest - Holy Spec. 1.7% of Base Mana. 40 yd range. Instant.
  • Spirit of Redemption Upon death, the Priest becomes the Spirit of Redemption for 15 sec. The Spirit of Redemption cannot move, attack, be attacked or be targeted by any spells or effects. While in this form the Priest can cast any healing spell free of cost. When the effect ends, the Priest dies. Priest - Holy Spec.

Holy & Discipline
  • Holy Fire Consumes the enemy in Holy flames that cause [ 1 + 114.68% 137.61% of Spell Power ] Holy damage and an additional [ 7 + 3.32% of Spell Power ] Holy damage over 7 sec. Priest - Holy & Discipline Spec. 1.4% 1% of Base Mana. 30 yd range. Instant. 10 sec cooldown.

Shadow
  • Devouring Plague Consumes up to 3 Shadow Orbs to deal up to [ 1 + 337.5% of Spell Power ] Shadow damage and an additional 100% damage over 6 sec. Also then up to an additional [ 1 + 337.5% of Spell Power ] damage over 6 sec heals the caster for up to 2.50% of their maximum health when it deals periodic damage 15% of maximum health over the duration. Priest - Shadow Spec. All Shadow Orbs. 40 yd range. Instant.
  • Dispersion You disperse into pure Shadow energy, reducing all damage taken by 90%. but You are unable to attack or cast spells, but you regenerate 6% mana every 1 sec for Lasts 6 sec. Dispersion can be cast while stunned, feared or silenced. Clears all snare and movement impairing effects when cast, and makes you immune to them while dispersed. Priest - Shadow Spec. Instant. 2 min cooldown.
  • Haste Attunement (New) You gain 5% more of the Haste stat from all sources. Priest - Shadow Spec.
  • Mana Attunement (New) Your mana regeneration is increased by 300%. Priest - Shadow Spec.
  • Mind Blast Blasts the target for [ 1 + 207.9% of Spell Power ] Shadow damage, generates 1 Shadow Orbs, and causes the victim to take 5% increased damage from spells for 15 sec and generates 1 Shadow Orbs. Priest - Shadow Spec. 3% of Base Mana. 40 yd range. 1.5 sec cast. 8 sec cooldown. 9 sec cooldown.
  • Mind Quickening Assume a Shadowform, increasing your Shadow damage by 5%, reducing all damage done to you by 100%, and increasing Increases multistrike chance and haste of all party and raid members haste by 5%. However, you may not cast Holy spells while in this form. Passive. 32% of Base Mana. within 100 yards by 5% Priest - Shadow Spec.
  • Mind Spike Blasts the target for [ 1 + 97.5% of Spell Power ] Shadowfrost damage, but extinguishes your Shadow damage-over-time periodic damage effects from the target in the process. Priest - Shadow Spec. 1% of Base Mana. 40 yd range. 1.5 sec cast.
  • Shadow Word: Death A word of dark binding that inflicts [ 1 + 161.78% of Spell Power ] Shadow damage to the target and grants a Shadow Orb. Only usable on enemies that have less than 20% health. If the target does not die, the cooldown is reset, but this additional Shadow Word: Death does not grant a Shadow Orb. This effect has a 9 sec cooldown. Priest - Shadow Spec. 2.6% of Base Mana. 40 yd range. Instant. 8 sec cooldown.
  • Shadowform Assume a Shadowform, increasing your Shadow damage by 25%, increasing your armor by 100%, and increasing all party and raid members haste by 5% and increasing your armor by 100%. However, you may not cast Holy spells except for Renew, Prayer of Mending, and Leap of Faith any healing spells while in this form. Priest - Shadow Spec. 2.6% of Base Mana. Instant.
  • Vampiric Embrace Fills you with the embrace of Shadow energy, causing you and your allies to be healed for 75% 10% of any single-target Shadow spell damage you deal, split evenly between them. Lasts 15 sec. Priest - Shadow Spec. Instant. 3 min cooldown.
  • Vampiric Touch Causes [ 5 + 54.37% of Spell Power ] Shadow damage over 15 sec. Each time Vampiric Touch deals damage the caster gains 2% of maximum mana. If Vampiric Touch is dispelled, the dispeller flees in Horror for 3 sec. Priest - Shadow Spec. 3% 1.5% of Base Mana. 40 yd range. 1.5 sec cast.

Major Glyphs
  • Glyph of Vampiric Embrace Your Vampiric Embrace converts an additional 75% 10% of the damage you deal into healing, but the duration is reduced by 5 sec. Major Glyph.

Rogue (Forums)
  • Fleet Footed Your movement speed is increased by 15%. This does not stack with most other movement speed increasing effects. Passive. Passive.

Talents
  • Death from Above (Assassination) You whirl around, dealing up to [ 1 + 66% of AP ] damage to all enemies within 8 yds, then leap into the air and Envenom your target on the way back down, with such force that they deal an additional 50% damage. it deals an additional 50% damage.
  • Death from Above (Combat, Subtlety) You whirl around, dealing up to [ 1 + 66% of AP ] damage to all enemies within 8 yds, then leap into the air and Eviscerate your target on the way back down, with such force that they deal an additional 50% damage. it deals an additional 50% damage.

Assassination

Combat

Subtlety

Shaman (Forums)
  • Ascendance The Shaman surrenders his physical form to the power of the elements, gaining the ability to transform transforms into a being of raw elemental energy for 15 sec. Elemental: While in the form of a Flame Ascendant, Lava Burst has no cooldown and Chain Lightning is empowered to become Lava Beam. Enhancement: While in the form of an Air Ascendant, auto-attacks and Stormstrike become Wind attacks, bypassing armor, and having a 30 yard range. Restoration: While in the form of a Water Ascendant, all healing done is duplicated and distributed evenly among nearby allies. 5.2% of Base Mana. Instant. 3 min cooldown.
  • Earth Shield Protects the target with an earthen shield, increasing the effectiveness of Shaman healing spells on that target by 20%, and causing attacks to heal the shielded target for [ 40% [ 42% of Spell Power ]. 9 charges. Lasts 10 min. This effect can only occur once every few seconds. Earth Shield can only be placed on one target at a time, and only one of your Elemental Shields can be active on you at once. 300 yd range. Instant.
  • Fire Nova Causes the Shaman's Flame Shocked targets to emit a wave of flames, inflicting [ 44.92% [ 48.07% of Spell Power ] Fire damage to enemies within 10 yards of each. 100 yd range. Instant.
  • Flame Shock Instantly sears the target with fire, causing [ 1 + 25.05% 26.8% of Spell Power ] Fire damage immediately and [ 6 + 25.05% and then an additional [ 6 + 26.8% of Spell Power ] Fire damage over 30 sec. 11.9% of Base Mana. 25 yd range. Instant. 6 sec cooldown.
  • Frost Shock Instantly shocks an enemy with frost, dealing [ 1 + 28.5% 30.5% of Spell Power ] Frost damage and reducing the target's movement speed by 50%. Lasts 8 sec. Causes a high amount of threat. 21.1% of Base Mana. 25 yd range. Instant. 6 sec cooldown.
  • Grace of Air Empowering winds swirl around the Shaman, granting all nearby party and raid members 0 Mastery.and 5% haste.
  • Healing Rain Calls forth healing rains to Healing rains blanket the area targeted by the Shaman, restoring [ 15.61% [ 81.9% of Spell Power ] health to allies in the area every 2 sec for over 10 sec. Healing effectiveness diminishes for each player beyond 6 within the area. 27% of Base Mana. 40 yd range. 2 sec cast. 10 sec cooldown.
  • Healing Rain Healing rains blanket the area, restoring [ 15.61% targeted by the Shaman, restoring [ 81.9% of Spell Power ] health to the Shaman's allies. 100 yd range. Instant. allies in the area over 10 sec. Healing effectiveness diminishes for each player beyond 6 within the area. 100 yd range. Instant.
  • Healing Stream Totem (Elemental, Enhancement) Summons a Water Totem with 5 health at the feet of the caster for 15 sec that heals the most injured party or raid member within 40 yards for [ 44.4% of Spell Power ] every 2 sec. Summons a Water Totem with 5 health at the feet of the caster that heals the most injured party or raid member within 40 yards for [ 44.4% of Spell Power ] every 2 sec. Lasts 15 sec.
  • Healing Stream Totem (Restoration) Summons a Water Totem with 5 health at the feet of the caster for 15 sec that heals the most injured party or raid member within 40 yards for [ 83.3% of Spell Power ] every 2 sec. Summons a Water Totem with 5 health at the feet of the caster that heals the most injured party or raid member within 40 yards for [ 83.3% of Spell Power ] every 2 sec. Lasts 15 sec.
  • Healing Surge Heals a friendly target for [ 273.34% [ 287% of Spell Power ]. 23% of Base Mana. 40 yd range. 1.5 sec cast.
  • Improved Elemental Fury Increases the critical strike damage bonus from Elemental Fury by 20%. Your critical strikes now deal 270% damage instead of 250% damage.
  • Improved Lightning Shield Lightning Shield gains 2 5 additional maximum charges, and Lava Burst can now trigger Rolling Thunder's effects.
  • Lightning Bolt Elemental, Enhancement: Fires a bolt of lightning at the target, dealing [ 71.28% of Spell Power ] Nature damage [ 1 + 76.27% of Spell Power ] Nature damage. Restoration: Fires a bolt of lightning at the target, dealing [ 1 + 76.27% of Spell Power ] Nature damage, and restoring 1.25% of maximum mana. 7.1% of Base Mana. 30 yd range. 2.5 sec cast.
  • Lightning Shield The caster is surrounded by a reactive lightning barrier. When a spell, melee or ranged an attack hits the caster, the attacker will be struck for [ 21.15% [ 22.63% of Spell Power ] Nature damage. This effect may only occur once every few seconds. Lasts 60 min. Only one of your Elemental Shields can be active on you at once. Instant. Instant.
  • Lightning Shield Discharges lightning at an attacker, dealing [ 21.15% [ 22.63% of Spell Power ] Nature damage. 100 yd range. Instant. 3 sec cooldown.
  • Searing Totem Summons a Fire Totem with 5 health at the feet of the caster for 60 sec that repeatedly attacks an enemy within 0 to 25 yards for [ 1 + 9.65% 10.33% of Spell Power ] Fire damage. Fire Totem. 5.9% of Base Mana. Instant.
  • Stormstrike Instantly strike an enemy with both weapons, dealing 120% 160% weapon damage and granting you an additional 25% chance to critically strike that enemy with your Lightning Bolt, Chain Lightning, Lightning Shield, and Earth Shock for 15 sec. Damage is increased by 30% while you have Lightning Shield active. Melee range. Instant. Nature damage spells for 15 sec. Melee range. Instant.
  • Stormstrike Off-Hand Instantly strike an enemy with both weapons, dealing 120% 160% weapon damage and granting you an additional 25% chance to critically strike that enemy with your Lightning Bolt, Chain Lightning, Lightning Shield, and Earth Shock for 15 sec. Damage is increased by 30% while you have Lightning Shield active. Melee range. Instant. Nature damage spells for 15 sec. Melee range. Instant.
  • Windstrike Hurl a staggering blast of wind at an enemy, dealing Physical damage equal to 120% weapon damage, bypassing armor, and granting you an additional 25% chance to critically strike that enemy with your Lightning Bolt, Chain Lightning, Lightning Shield, and Earth Shock for 15 sec. Damage is increased by 30% [ 13 + 26.7% of Spell Power ]% while Lightning Shield is active. 100 yd range. Instant.
  • Windstrike Hurl a staggering blast of wind at an enemy, dealing Physical damage equal to 120% weapon damage, bypassing armor, and granting you an additional 25% chance to critically strike that enemy with your Lightning Bolt, Chain Lightning, Lightning Shield, and Earth Shock for 15 sec. Damage is increased by 30% [ 13 + 26.7% of Spell Power ]% while Lightning Shield is active. 9.372% of Base Mana. 30 yd range. Instant. 8 sec cooldown.
  • Windstrike Off-Hand Hurl a staggering blast of wind at an enemy, dealing Physical damage equal to 120% weapon damage, bypassing armor, and granting you an additional 25% chance to critically strike that enemy with your Lightning Bolt, Chain Lightning, Lightning Shield, and Earth Shock for 15 sec. Damage is increased by 30% [ 13 + 26.7% of Spell Power ]% while Lightning Shield is active. 100 yd range. Instant.

Talents
  • Conductivity (Elemental, Enhancement) When you cast Lightning Bolt, Chain Lightning, or, Earth Shock, or use Stormstrike, your Healing Rain's duration is increased by 4.00 sec.
  • Elemental Blast (Elemental, Restoration) Harness and direct the raw power of the elements towards an enemy target, dealing [ 153.75% [ 164.51% of Spell Power ] Elemental damage and increasing the caster's Critical Strike, Haste, Multistrike, or Mastery by 0 for 8 sec.
  • Elemental Blast (Enhancement) Harness and direct the raw power of the elements towards an enemy target, dealing [ 153.75% [ 164.51% of Spell Power ] Elemental damage and increasing the caster's Agility, Critical Strike, Haste, Multistrike, or Mastery by 0 for 8 sec.
  • Shocking Lava Your Lava Burst and Lava Lash increase the damage of your next Earth Shock or Flame Shock by 50%, stacking up to 2 times. Shaman - LvL 100 Talent.
  • Spew Lava Empowers your current Fire totem with the power of lava, causing it to spew globs of lava at liquid magma to erupt from it toward random enemies within 40 yards every 0.5 sec for 10 sec. Each glob of lava deals [ 1 + 37.5% liquid magma deals [ 1 + 40.12% of Spell Power ] Fire damage to all enemies within 4 yards. Shaman - LvL 100 Talent. Instant. 45 sec cooldown.
  • Unleashed Fury Your elemental weapon imbues are empowered, granting additional effects when triggered with Unleash Elements: Flametongue Weapon Increases Empowers your Unleash Elements, increasing the enemy target's damage taken from your Lightning Bolt by 30%, and from your Lava Burst by 10% for 10 sec. Windfury Weapon For 8 sec, your multistrike chance is increased by 5%. Earthliving Weapon Further increases the effectiveness of your next single-target heal on the targeted ally by 50%. Shaman - LvL 90 Talent. for 10 sec, and increasing your multistrike chance by 5% for 8 sec. Shaman - LvL 90 Talent.
  • Unleashed Fury (New) Increases the enemy target's damage taken from your Lightning Bolt and Lava Burst by 30% for 10 sec. Shaman - LvL 90 Talent. 40 yd range. Instant.
  • Unleashed Fury (New) Empowers your Unleash Life, increasing the effectiveness of your next single-target heal on the targeted ally by an additional 50%. Shaman - LvL 90 Talent.

Elemental
  • Ascendance (New) The Shaman transforms into a Flame Ascendant for 15 sec. While in this form, Lava Burst has no cooldown and Chain Lightning is empowered to become Lava Beam. Shaman - Elemental Spec. 5.2% of Base Mana. Instant. 3 min cooldown.
  • Chain Lightning Hurls a lightning bolt at the enemy, dealing [ 28.65% [ 1 + 30.66% of Spell Power ] Nature damage and then jumping to additional nearby enemies. Affects 3 total targets. Shaman - Elemental Spec. 30.5% of Base Mana. 30 yd range. 2 sec cast. 3 sec cooldown.
  • Earth Shock Instantly shocks the target with concussive force, causing [ 33.6% of Spell Power ] Nature damage [ 35.95% of Spell Power ] Nature damage. Shaman - Elemental Spec. 14.4% of Base Mana. 25 yd range. Instant. 6 sec cooldown.
  • Elemental Fury Increases your spells' critical strike damage bonus by 50%. Shaman - Elemental Spec. Your damaging critical strikes deal 250% damage instead of the usual 200%. Shaman - Elemental Spec.
  • Fulmination When you have more than 1 Lightning Shield charge active While Lightning Shield is active, damage and multistrike damage from your Lightning Bolt and Chain Lightning spells generate an additional Lightning Shield charge, up to a maximum of 15 charges, your Earth Shock spell will consume any surplus charges, instantly charges beyond 1 dealing their total damage to the enemy target. Shaman - Elemental Spec.
  • Lava Surge Your Flame Shock periodic damage ticks have has a chance to reset the cooldown of your Lava Burst spell and cause your next Lava Burst spell to be instant. Shaman - Elemental Spec.
  • Multistrike Attunement (New) You gain 5% more of the Multistrike stat from all sources. Shaman - Elemental Spec.
  • Thunderstorm You call Calls down a bolt of lightning, energizing you and damaging nearby enemies within 10 yards. Restores 15% mana to you and deals [ 32.55% dealing [ 590 + 34.83% of Spell Power ] Nature damage to all nearby enemies enemies within 10 yards, reducing their movement speed by 40% for 5 sec and knocking them back 20 yards from the Shaman. This spell is usable while stunned. Shaman - Elemental Spec. Instant. 45 sec cooldown.

Elemental & Restoration
  • Lava Burst You hurl molten lava at the target, dealing [ 72% [ 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 [ 1 + 25.05% of Spell Power ]% 50% additional damage. Shaman - Elemental & Restoration Spec. 7.7% of Base Mana. 30 yd range. 2 sec cast. 8 sec cooldown.
  • Spiritwalker's Grace Calls upon spiritual guidance, permitting movement while casting non-instant Shaman spells. This spell may be cast while casting other spells. Lasts 15 sec. Shaman - Elemental & Restoration Spec. 14.1% of Base Mana. Instant. 2 min cooldown.

Enhancement
  • Ascendance (New) The Shaman transforms into an Air Ascendant for 15 sec. While in this form, auto-attacks and Stormstrike become Wind attacks, bypassing armor, and having a 30 yard range. Shaman - Enhancement Spec. 5.2% of Base Mana. Instant. 3 min cooldown.
  • Enhanced Weapons (New) You imbue your weapons with the power of wind and fire. Each of your main-hand weapon attacks has a 20% chance of triggering three extra attacks dealing 70% weapon damage. Each of your off-hand weapon attacks causes up to [ 14.9% of AP ] additional Fire damage, based on weapon speed. Shaman - Enhancement Spec.
  • Feral Spirit Summons two Spirit Wolves that aid the Shaman in battle, lasting 30 sec. Spirit Wolves are immune to movement-impairing effects, and their attacks heal them and their master for 225% of damage done. Shaman - Enhancement Spec. 12% of Base Mana. 30 yd range. Instant. 2 min cooldown.
  • Fire Nova Ignites your Flame Shock spell on any nearby enemies, causing each of them to emit a wave of flames that deals [ 44.92% [ 48.07% of Spell Power ] Fire damage to every other enemy within 10 yards. Shaman - Enhancement Spec. 13.7% of Base Mana. 100 yd range. Instant. 4 sec cooldown.
  • Flametongue Weapon (Passive) Elemental: Imbue the Shaman's weapon with fire, increasing magical damage done by 7%. Lasts 60 minutes. Enhancement: Imbue the Shaman's weapon with fire, increasing magical damage done by 7%. Each hit Each of your off-hand weapon attacks causes up to [ 14.9% of AP ] additional Fire damage, based on the speed of the weapon. Slower weapons cause more fire damage per swing. Lasts 60 minutes. weapon speed. Shaman - Enhancement Spec.
  • Flurry After dealing a melee critical strike, your attack speed increases by 15%, and you gain 50% additional benefit from Haste granted by items. Lasts 15 sec, or until 5 melee attacks have occurred. Shaman - Enhancement Spec.
  • Haste Attunement (New) You gain 5% more of the Haste stat from all sources. Shaman - Enhancement Spec.
  • Lava Lash You charge your off-hand weapon with lava, instantly dealing 185% 260% of that weapon's damage to an enemy target and spreading your Flame Shock from the target to up to 4 enemies within 12 yards. Damage is increased by 40% if your off-hand weapon is enchanted with Flametongue. Shaman - Enhancement Spec. 4% of Base Mana. Melee range. Instant. 10 sec cooldown.
  • Maelstrom Weapon When you deal damage with a melee weapon, you have a chance to reduce gain an application of Maelstrom Weapon. Each application of Maelstrom Weapon reduces the cast time and mana cost of your next Nature spell with a base cast time shorter than 10 seconds by 20%. Does not apply to Ancestral Spirit or Hex. Stacks up to 5 times. Lasts 30 sec. Shaman - Enhancement Spec. Shaman - Enhancement Spec.
  • Magma Totem Summons a Fire Totem with 5 health at the feet of the caster for 60 sec that causes [ 3.98% [ 4.25% of Spell Power ] Fire damage to creatures within 8 yards every 2 seconds. Shaman - Enhancement Spec. 21.1% of Base Mana. Instant.
  • Mental Quickness Your melee attacks have a 40% chance to immediately restore 5% 0% chance to immediately restore 0% of your mana. Shaman - Enhancement Spec.
  • Stormstrike Instantly strike an enemy with both weapons, dealing 120% 160% weapon damage and granting you an additional 25% chance to critically strike that enemy with your Lightning Bolt, Chain Lightning, Lightning Shield, and Earth Shock for 15 sec. Damage is increased by 30% while you have Lightning Shield active Nature damage spells for 15 sec. Shaman - Enhancement Spec. 9.4% of Base Mana. Melee range. Instant. 8 sec cooldown.
  • Unleash Elements Elemental, Restoration: Focuses the elemental force imbued in the Shaman's weaponry, with the concentrated effects depending on the enchantment unleashed. See individual weapon imbue spell tooltips for details regarding the effects of unleashing each. Enhancement: Focuses the elemental force imbued in the Shaman's weaponry, with the concentrated effects depending on the enchantment unleashed. If the same enchantment is present on both weapons, only one will be unleashed. See individual weapon imbue spell tooltips for details regarding the effects of unleashing each Unleashes elemental forces of Flame and Wind, increasing the damage done by the Shaman's next Fire spell by 40%, and increasing the Shaman's attack speed by 60% for the next 6 swings or until 12 sec have elapsed. Shaman - Enhancement Spec. 7.5% of Base Mana. 40 yd range. Instant. 15 sec cooldown.
  • Windfury Weapon (Passive) Each of your main-hand attacks has a 20% chance of triggering three extra attacks dealing 70% weapon damage. Shaman - Enhancement Spec.

Enhancement & Elemental
  • Shamanistic Rage Reduces all damage taken by 30% and causes your skills, totems, and offensive spells to consume no mana for 15 sec. This spell is usable while stunned. Shaman - Enhancement & Elemental Spec. Instant. 60 sec cooldown.

Restoration
  • Ascendance (New) The Shaman transforms into a Water Ascendant for 15 sec. While in this form, all healing done is duplicated and distributed evenly among nearby allies. Shaman - Restoration Spec. 5.2% of Base Mana. Instant. 3 min cooldown.
  • Chain Heal Heals the friendly target for [ 1 + 77.43% 81.3% of Spell Power ], then jumps to heal the most injured nearby targets. Healing is reduced by 15% after each jump. If cast on a party or raid member, the heal will only jump to other members. Heals 4 total targets Heals 4 total targets. Shaman - Restoration Spec. 17.5% of Base Mana. 40 yd range. 2.5 sec cast.
  • Earth Shield Protects the target with an earthen shield, increasing the effectiveness of Shaman healing spells on that target by 20%, and causing attacks to heal the shielded target for [ 40% [ 42% of Spell Power ]. 9 charges. Lasts 10 min. This effect can only occur once every few seconds. Earth Shield can only be placed on one target at a time, and only one of your Elemental Shields can be active on you at once. Shaman - Restoration Spec. 14% of Base Mana. 40 yd range. Instant.
  • Healing Tide Totem Summons a Water Totem with 10% of the caster's health at the feet of the caster for 10 sec. The Healing Tide Totem pulses every 2 sec, healing the 5 (12 in 25 player instances) most injured all party or raid members within 40 yards for [ 175.15% [ 1 + 91.95% of Spell Power ]. Shaman - Restoration Spec. 7% of Base Mana. Instant. 3 min cooldown.
  • Healing Wave Heals a friendly target for [ 273.34% [ 287% of Spell Power ]. Shaman - Restoration Spec. 11.5% of Base Mana. 40 yd range. 2.5 sec cast.
  • Mastery Attunement (New) You gain 5% more of the Mastery stat from all sources. Shaman - Restoration Spec.
  • Purification Increases the effectiveness of your healing spells by 25%, the healing done by your Water Totems by an additional 50%, and the healing done by your Healing Rain by an additional 100%. In addition, heals you cast Your heals increase allies' maximum health by 10% of the amount healed, up to a maximum of 10% of their health. Shaman - Restoration Spec.
  • Resurgence While Water Shield is active, you recover mana when your direct healing spells have a critical effect. You regain 0 mana from a Healing Wave critical, 0 mana from a Your direct heal criticals refund you mana: 0 mana from Healing Wave, 0 mana from Healing Surge, Riptide, or Unleash Life critical, and 0 mana from a Chain Heal critical. Shaman - Restoration Spec. and 0 mana from Chain Heal. Shaman - Restoration Spec.
  • Riptide Heals a friendly target for [ 77.41% of Spell Power ] and another [ 36.39% [ 81.28% of Spell Power ] and an additional [ 38.21% of Spell Power ] over 18 sec. Your Chain Heal spells are 25% more effective when their spell is 25% more effective when the primary target is affected by your Riptide. Shaman - Restoration Spec. 9% of Base Mana. 40 yd range. Instant. 6 sec cooldown.
  • Spirit Link Totem Summons an Air Totem with 5 health at the feet of the caster. The totem reduces damage taken by all party and raid members within 10 yards by 10%. Every 1 sec, the health of all affected players is redistributed, such that each player ends up with the same percentage of their all players are at the same percentage of maximum health. Lasts 6 sec. Shaman - Restoration Spec. 11% of Base Mana. Instant. 3 min cooldown.
  • Tidal Waves When you cast Chain Heal or Riptide, you gain the Tidal Waves effect, which reduces the cast time of your Healing Wave by 20% and next Healing Wave by 20% or increases the critical effect chance of your next Healing Surge spell by 30%. 2 charges. Shaman - Restoration Spec.
  • Unleash Life Unleashes the Earthliving enchantment upon the Shaman's weapon Unleashes elemental forces of Life, healing a friendly target for 0 [ 105% of Spell Power and increasing the effect of the Shaman's next direct heal by 30%. 100 Shaman - Restoration Spec. 7.5% of Base Mana. 40 yd range. Instant. 15 sec cooldown.

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

Warlock (Forums)
  • Drain Life (Affliction, Destruction) Drains the life from the target, causing [ 1 + 58.5% of Spell Power ] Shadow damage and restoring 1% 2% of the caster's total health every 1 sec.
  • Drain Life (Demonology) Drains the life from the target, causing [ 1 + 58.5% of Spell Power ] Shadow damage and restoring 1% 2% of the caster's total health every 1 sec.
  • Enhanced Nightfall Increases your chance to trigger Nightfall by 5%. 25/10%.

Talents
  • Harvest Life Increases the damage of your Drain Life spell by 50% and the healing of your Drain Life spell by 150% 100%. Warlock - LvL 15 Talent. 40 yd range.

Affliction

Demonology
  • Mastery Attunement (New) You gain 5% more of the Mastery stat from all sources. Warlock - Demonology Spec.
  • Metamorphosis: Chaos Wave While using Metamorphosis, your Hand of Gul'dan spell transforms into Chaos Wave. Hurls a wave of chaos to strike the target and all enemies within 6 yards, dealing [ 87.52% [ 131.28% of Spell Power ] Chaos damage and reducing movement speed by 30% for 6 sec. Warlock - Demonology Spec.

Destruction

Warrior (Forums)
Arms

Arms & Fury
  • Colossus Smash Smashes a target for 50% 140% weapon damage and weakens their defenses, allowing your attacks to bypass all of their armor for 6 sec. Bypasses less armor on players. Causes the Physical Vulnerability effect on the target. Physical Vulnerability Weakens the constitution of an enemy target, increasing their physical damage taken by 5% for 30 sec. Warrior - Arms & Fury Spec. Melee range. Instant. 20 sec cooldown.

Fury

Protection
  • Mastery Attunement (New) You gain 5% more of the Mastery stat from all sources. Warrior - Protection Spec.
  • Shield Slam Slam the target with your shield, causing [ 329.1% of AP + 1 ] to [ 329.1% [ 383% of AP + 1 ] to [ 383% of AP + 1 ] damage. Generates 20 Rage in Defensive Stance. Warrior - Protection Spec. Melee range. Instant. 6 sec cooldown.

Professions
Enchanting
  • Major Strength Permanently enchant gloves to increase Strength by 15 5,438. Requires a level 35 or higher item. Cannot be applied to items higher than level 600. Enchanting. 1.5 sec cast. Reagents: Arcane Dust (12), Greater Planar Essence. Tools: Runed Copper Rod.

Engineering
  • Cardboard Assassin Permanently attaches a tiny device on to your belt, allowing you to create a Cardboard Assassin that enemies will attack. Lasts 15 sec. Can be used once every 5 min. Can only be used on your own belt, and doing so will cause it to become soulbound. Requires at least 450 skill in Engineering to use 5 Min Cooldown. Engineering. 5 sec cast. Reagents: Tinker's Kit. Tools: Arclight Spanner.
  • EMP Generator Permanently attaches a high-powered device to your belt, allowing you to confuse nearby mechanicals. Only a skilled engineer can activate the modified belt. Can only be attached to your own belt, and doing so causes the belt to become soulbound 1 Min Cooldown. Engineering. 5 sec cast. Reagents: Tinker's Kit. Tools: Arclight Spanner.
  • Frag Belt Attach a miniaturized explosive assembly to your belt, allowing you to detach and throw a thermal grenade every minute 1 Min Cooldown. The thermal grenade inflicts 271,670 to 362,700 Fire damage and incapacitates targets for 3 sec in a 3 yard radius. Engineering. 5 sec cast. Reagents: Tinker's Kit. Tools: Arclight Spanner.
  • Grounded Plasma Shield Permanently attaches grounded plasma generators to your belt, allowing you to activate a powerful shield that absorbs 1,174,500 to 1,435,500 damage. Usable once every 5 minutes. Can only be used on your own belt, and doing so will cause it to become soulbound. Requires at least 450 skill in Engineering to use 5 Min Cooldown. Engineering. 5 sec cast. Reagents: Tinker's Kit. Tools: Arclight Spanner.
  • Invisibility Field Permanently attaches thousands of tiny mirrors to your belt, allowing you to attempt to turn invisible while out of combat. Can be activated once every 3 min. Can only be used on your own belt, and doing so will cause it to become soulbound. Requires at least 450 skill in Engineering to use 3 Min Cooldown. Engineering. 5 sec cast. Reagents: Tinker's Kit. Tools: Arclight Spanner.
  • Mind Amplification Dish Attaches a tiny mind amplification dish to your belt, allowing you to engage in mental battle with your enemies to hopefully control them. Can be used every 10 min. Enchanting your belt binds it to you. Requires 350 engineering to use 10 Min Cooldown. Engineering. 5 sec cast. Reagents: Tinker's Kit. Tools: Arclight Spanner.
  • Nitro Boosts Permanently attaches overpowered nitro boosts to your belt, allowing you to greatly increase run speed for 5 sec. They rarely explode violently, so don't worry about that. The nitro boosts can only be activated every 3 minutes and require an Engineering skill of at least 400 increase run speed for 8 sec. (1 Min Cooldown) Nitro boosts share a cooldown with potions. Engineering. 5 sec cast. Reagents: Tinker's Kit. Tools: Arclight Spanner.
  • Watergliding Jets Permanently attaches waterjets to your belt, allowing you to walk on water and swim quickly for 12 sec. The jets can only be activated every 30 sec and require 500 Engineering skill to use 30 Sec Cooldown. Engineering. 5 sec cast. Reagents: Tinker's Kit. Tools: Arclight Spanner.

Inscription
  • Many glyphs now require different inks, far too many to list here.

Raid & Dungeon Abilities
  • Arcane Bomb Couldn't parse description. Unlimited range. Instant. Focuses nearby Arcane energies into several orbs of immense power. Upon contact or after 10 sec, these orbs explode, inflicting 15,000 Arcane damage to enemies within 5 yards. Unlimited range. Instant.
  • Blackrock Barrage Launches Blackrock Spines at all enemies, inflicting 66,500 to 73,500 57,000 to 63,000 Physical damage. Unlimited range. Instant.
  • Blackrock Bomb Lobs a bomb towards an enemy that inflicts 60,000 Fire damage to all targets within 5 4 yards of the impact. 150 yd range. Instant.
  • Blackrock Mortar Shoots the Blackrock Mortar Cannon, inflicting Fire damage and additional Fire damage every second for 12 sec until cancelled to enemies within 4 yards of the impact. This effect stacks. 100 yd range. Instant.
  • Blackrock Mortar Throws a series of Blackrock Mortar shells towards a target's location, inflicting Fire damage and additional Fire damage every second for 12 sec until cancelled to enemies within 4 yards of the impact. This effect stacks. 100 yd range. Instant.
  • Blackrock Mortar (New) Throws a series of Blackrock Mortar shells towards a target's location, inflicting Fire damage and additional Fire damage every second for until cancelled to enemies within 4 yards of the impact. This effect stacks. 100 yd range. Instant.
  • Blackrock Mortar (New) Throws a series of Blackrock Mortar shells towards a target's location, inflicting Fire damage and additional Fire damage every second for until cancelled to enemies within 4 yards of the impact. This effect stacks. 100 yd range. Instant.
  • Blackrock Mortar (New) Throws a Blackrock Mortar shell, inflicting Fire damage and additional Fire damage every second for until cancelled to enemies within 4 yards of the impact. This effect stacks. 100 yd range. Instant.
  • Blackrock Mortar Throws a Blackrock Mortar shell, inflicting Fire damage and additional Fire damage every second for 12 sec until cancelled to enemies within 4 yards of the impact. This effect stacks. 100 yd range. Instant.
  • Breath of Y'Shaarj Malkorok channels the power of Y'Shaarj, causing the areas recently hit by Arcing Smash and Seismic Slam to explode, inflicting 1,200,000 Shadow damage. 100 yd range. Instant.
  • Caustic Energy Arcane energy blasts the target, inflicting 50,000 Arcane damage every second. 100 yd range. Instant. In addition, this effect reduces all healing received by 35%. 100 yd range. Instant.
  • Cauterizing Bolt Cauterizes the wounds of a target and allies within 5, immediately inflicting 20% of their total health in damage, then restoring up to 30% of their total health over 10 sec. A greater majority of this healing occurs quickly. Limited to 10 targets. Unlimited range. 2 sec cast.
  • Chaos Wave Unlimited range. Instant. Creates a wave of Chaos energy that travels forward from Teron'gor, inflicting 35,000 Chaos damage to any players it touches. Unlimited range. Instant.
  • Cleave The Butcher targets the largest clump of players in melee range and strikes them for massive Physical damage. The damage is split between all targets in the clump. Victims of Cleave are afflicted with Gushing Wounds. The Butcher's blade causes the victim to bleed profusely for Physical damage for 15 sec. If the victim reaches 5 stacks they will perish. Unlimited range. 0.5 sec cast. 3 sec cooldown.
  • Cleave The Butcher targets the largest clump of players in melee range and strikes them for massive Physical damage. The damage is split between all targets in the clump. Victims of Cleave are afflicted with Gushing Wounds. The Butcher's blade causes the victim to bleed profusely for Physical damage for 15 sec. If the victim reaches 5 stacks they will perish. Unlimited range. 0.5 sec cast. 5 sec cooldown.
  • Cleave The Butcher targets the largest clump of players in melee range and strikes them for massive Physical damage. The damage is split between all targets in the clump. Victims of Cleave are afflicted with Gushing Wounds. The Butcher's blade causes the victim to bleed profusely for Physical damage for 15 sec. If the victim reaches 5 stacks they will perish. Unlimited range. Instant. Unlimited range. Instant.
  • Conflagrate Burns the target, inflicting 20,000 Fire damage and reducing the targets target's movement speed by 50% for 8 sec. 200 yd range. Instant.
  • Corrosive Blast Inflicts 600,000 Shadow damage in a cone in front of the caster and increases Corrosive Blast damage taken by 300% for 45 sec. Stacks. Unlimited range. 2 sec cast.
  • Creeping Moss Inflicts 15,000 Inflicts 35,000 Nature damage every second to players and reduces their movement speed by 50%. This effect will heal fungal creatures for 2% of their live every 5 seconds. Instant.
  • Crush spelldesc151,447 Crushes an enemy, inflicting Physical damage and stunning them for 2.5 sec 40 yd range. Instant.
  • Demonic Leap Instant. Leaps towards the target, inflicting 65,000 Physical damage to any targets within 10 yards of the impact position, and knocking them back. Instant.
  • Diffused Energy Forms a pool of viscous electricity on the ground, periodically inflicting Nature damage to targets who remain in the pool. Instant. Unlimited range. Instant.
  • Drain Life Drains the life from the target a player, inflicting 25,000 Shadow damage to them every 3 sec. for 6 sec. Each time it deals damage it also restores 2% of the caster's Teron'gor's health. 200 yd range. 6 sec cast (Channeled).
  • Earthshaking Collision Shakes the earth, inflicting 23,750 to 26,250 33,250 to 36,750 damage to all players. 200 yd range. Instant.
  • Electric Pulse Deals Lightning Orb travels between the Power Runes inflicting 21,500 nature damage every 0.8 sec to nearby enemies. Limited to 1 target. Unlimited range. Instant.
  • Explosive Shard Launches an explosive shard, inflicting Physical damage on impact, stunning him and then inflicting Physical damage every 1 sec. for 3 sec. After 3 4 sec. After 4 sec the shard expodes, inflicting Fire damage to nearby enemies. 25 yd range. Instant.
  • Explosive Tar Deals 20,000 Nature damage every 1 second sec and reduces movement speed by 30%. Unlimited range. Instant.
  • Feed The caster feeds on the victim. 200 yd range. Instant. dealing 80,000 Nature damage every 1 sec. 200 yd range. Instant.
  • Flames of Galakrond Deals Deals up to 600,000 Fire damage to all enemies. Unlimited range. Instant. reduced depending on how many players the orb touched before exploding. Unlimited range. Instant.
  • Freezing Snare Couldn't parse description. Unlimited range. Instant. Throws a Frost Trap on the ground, which when tripped, inflicts 15,000 Frost damage and roots all enemies within 6 yards for 6 sec. Unlimited range. Instant.
  • Holy Strikes The Hoplite's attacks inflict 20,000 Holy Shadow damage to enemies in a frontal cone. Unlimited range. Instant.
  • Incinerate 10 yd range. Instant. Increases Fire damage taken by 25. 10 yd range. Instant.
  • Incinerate Sends out a wave Sends a wave of fire to the current target, inflicting heavy 35,000 Fire damage. 200 yd range. 2 sec cast.
  • Loadstone Spike Deals 54,150 to 59,850 nature and physical damage and creates a magnetically repulsive area Magnetically charged spike erupts from the earth, inflicting 54,150 to 59,850 Nature damage. 50 yd range. Instant. 20 sec cooldown.
  • Planted Bomb (New) Plants a Blackrock Bomb, inflicting Fire damage to enemies within 8 yards after several seconds. Unlimited range. Instant.
  • Planted Bomb Plants a Blackrock Bomb, inflicting high Fire damage to enemies within 6 8 yards after several seconds. Unlimited range. Instant.
  • Rending Voidlash A whip of dark energy tears at your flesh, inflicting 15,750 20,000 Shadow damage each second for 5 sec. Limited to 1 target. 100 yd range. 5 sec cast (Channeled).
  • Rune of Grasping Earth Physical damage taken is reduced by 90%, but suffering sNature 15,000 Nature damage every 2 seconds. This damage increases over time. Limited to 1 target. 200 yd range. Instant.
  • Sanctified Ground Creates a fissure of Holy energy, inflicting high Holy damage to enemies struck. Additionally inflicts periodic Holy damage to those Holy damage to enemies who remain in the Sanctified Ground. Unlimited range. Instant.
  • Shadow Shock Instantly lashes nearby enemies with dark magic, inflicting 800 Shadow damage. 135 Mana. Instant.
  • Shadowbolt Fires a bolt of shadow energy at the target targeted player, inflicting 20,000 Shadow damage. 200 yd range. 2 sec cast.
  • Soul Shred Your soul is torn from your body, inflicting 5,000 10,000 Shadow damage every 1 sec. If you recapture your soul within 20 sec, you will be empowered by Returned Soul. 50 yd range. Instant.
  • Stone Breath Deals 0 Nature damage every second. Instant. to all enemies every second. If there are no valid targets in melee range, Kromog will continue to breathe until he finds one. Instant.
  • Stone Wall 100 yd range. Instant. Inflicts 120,000 Nature damage, knocking enemies into the air. 100 yd range. Instant.
  • Strength of the Stone Increases damage dealt by 10% and an additional 10% for each stone copy of a player Statue in the area. Unlimited range. Instant.
  • The Cleaver The Butcher's Cleaver cuts its victims down to the bone, causing them to bleed profusely over time. This effect stacks. Melee range. Instant. This attack will not apply its bleed component if it is avoided. Melee range. Instant.
  • Throw Axe Throws a viscous axe spinning spear towards a target, penetrating armor and inflicting 60,000 Physical damage, spinning and knocking down the target for 2 sec. Unlimited range. Instant.
  • Thunder Cacophony Inflicts Empowered with the the energy of the Rune Conduits Gor'ashan unleashes lightning, inflicting 51,015 to 56,385 nature damage to nearby enemies. 2.5 sec cast.
  • Touch of Chaos Teron'gor's melee attacks become ranged slashes, inflicting Unleashes energy at the enemy, causing 30,000 Chaos damage. 200 yd range. Instant. 2 sec cooldown.
  • Unsteady Gathering power bursts forth, dealing inflicting 10,315 Physical damage to all enemies and slowing their movement speed by 50% for 3 sec. Instant.
  • Unsteady Gathering power bursts forth, dealing inflicting 10,315 Physical damage to all enemies and slowing their movement speed by 50% for 3 sec. Instant.
  • Void Devastation A powerful blast of void magic, Inflicts 17,500 85,000 Shadow damage every 1 second. 150 yd range. Instant.
  • Withering Flames Inflicts Fire damage every 2 sec. until dispelled. Also reduces attack, casting, and movement speed by [ 25 + 10% of Spell Power ]%. If Withering Flames is not dispelled, it will arc to another nearby enemy. Limited to 1 target. 50 yd range. Instant.
  • Withering Flames Inflicts Fire damage every 2 sec. until dispelled. Also reduces attack, casting, and movement speed by [ 25 + 10% of Spell Power ]%. If Withering Flames is not dispelled, it will arc to another nearby enemy. Limited to 1 target. 50 yd range. 0.5 sec cast.



Pet Battle Changes
Originally Posted by MMO-Champion
Aquatic
  • Brew Bolt 85% 100% Hit Chance Hurls a bolt of potent brew at the enemy, dealing 28 Aquatic damage. Aquatic. 28 damage. 85% Accuracy. 14 to 26 Aquatic damage. Aquatic. 20 damage. 100% Accuracy.
  • Dive 80% 100% Hit Chance Submerges, becoming unattackable for one round. On the next round, you attack, dealing 35 24 to 36 Aquatic damage. Aquatic. 4 round cooldown. 35 damage. 1 round duration. 80% Accuracy. 30 damage. 1 round duration. 100% Accuracy.
  • Pump 95% 100% Hit Chance First use: Increases your damage dealt by 10%. Second use: Blasts the target with a surge of water, dealing 45 Aquatic damage. Aquatic. 45 damage. 95% Accuracy. 100% Accuracy.
  • Steam Vent 80% 100% Hit Chance Blasts the target with steam, dealing 28 Aquatic damage. Aquatic. 28 damage. 80% Accuracy. 14 to 26 Aquatic damage. Aquatic. 20 damage. 100% Accuracy.
  • Tail Slap 80% 100% Hit Chance Slaps the enemy with its tail, dealing 28 Aquatic damage. Aquatic. 28 damage. 80% Accuracy. 14 to 26 Aquatic damage. Aquatic. 20 damage. 100% Accuracy.
  • Water Jet 95% 100% Hit Chance Blasts the enemy with a spray of water, dealing 22 Aquatic damage. Aquatic. 22 damage. 95% Accuracy. 20 Aquatic damage. Aquatic. 20 damage. 100% Accuracy.

Beast
  • Bloodfang 95% 100% Hit Chance Deals 25 Beast damage. If the user kills an enemy with Bloodfang, they restore 25 health. Beast. 3 round cooldown. 25 damage. 95% Accuracy. 100% Accuracy.
  • Burrow 80% 100% Hit Chance Burrow under the ground, becoming unattackable for one round. On the next round, you attack, dealing 35 24 to 36 Beast damage. Beast. 4 round cooldown. 35 damage. 80% Accuracy. 30 damage. 100% Accuracy.
  • Claw 90% 100% Hit Chance Claws at the enemy, dealing 24 Beast damage. Beast. 24 damage. 90% Accuracy. 16 to 24 Beast damage. Beast. 20 damage. 100% Accuracy.
  • Feed 90% 100% Hit Chance Deals 20 Beast damage. The user is healed for 100% of the damage dealt. Beast. 4 round cooldown. 100 damage. 90% Accuracy. 100% Accuracy.
  • Gnaw 95% Hit Chance Deals 16 Beast damage plus 9 100% Hit Chance Deals 15 Beast damage plus 10 additional damage if the user attacks first. Beast. 16 damage. 95% Accuracy. 15 damage. 100% Accuracy.
  • Haywire 95% 100% Hit Chance Goes haywire, dealing 27 25 Beast damage. Haywire continues for 2 rounds. Beast. 3 round cooldown. 27 damage. 95% Accuracy. 25 damage. 100% Accuracy.
  • Headbutt 95% 100% Hit Chance Deals 30 Beast damage and has a 25% chance to stun the target. Beast. 4 round cooldown. 30 damage. 1 round duration. 25% Accuracy.
  • Horn Attack 95% Hit Chance Deals 22 100% Hit Chance Deals 20 Beast damage. If the user is faster than the target, they have a 50% chance to be trampled and lose their turn. Beast. 1 round cooldown. 22 damage. 50% Accuracy. 20 damage. 50% Accuracy.
  • Horn Gore 90% 100% Hit Chance Gores the enemy, dealing 24 Beast damage. Beast. 24 damage. 90% Accuracy. 16 to 24 Beast damage. Beast. 20 damage. 100% Accuracy.
  • Huge Fang 95% 100% Hit Chance Deals 20 Beast damage. Damage increases by 5 each time it hits. Max 40 Beast damage. Beast. 1 round cooldown. 20 damage. 95% Accuracy. 100% Accuracy.
  • Impale 95% 100% Hit Chance Deals 25 Beast damage. Deals double damage if the target is below 25% health. Beast. 2 round cooldown. 25 damage. 95% Accuracy. 100% Accuracy.
  • Maul 95% 100% Hit Chance Savagely mauls the enemy, dealing 30 Beast damage. Deals 20 additional damage if the target is Bleeding. Beast. 3 round cooldown. 30 damage. 95% Accuracy. 100% Accuracy.
  • Pounce 95% 100% Hit Chance Pounces the enemy, dealing 17 Beast damage plus 8 Beast damage if the user strikes first. Beast. 17 damage. 95% Accuracy. 100% Accuracy.
  • Puncture Wound 100% Hit Chance Bites deeply into the enemy, dealing 20 Beast damage. Deals double damage if the target is Poisoned. Beast. 3 4 round cooldown. 20 damage. 100% Accuracy.
  • Rampage 95% 100% Hit Chance Goes on rampage, dealing 25 Beast damage. Rampage continues for 3 rounds. Beast. 3 round cooldown. 25 damage. 95% Accuracy. 100% Accuracy.
  • Slither 85% Hit Chance Deals 100% Hit Chance Deals 20 to 30 Beast damage and reduces the target's speed by 25% for 2 rounds. Beast. 3 round cooldown. 30 damage. 2 round duration. 85% Accuracy. 25 damage. 2 round duration. 100% Accuracy.
  • Smash 85% 100% Hit Chance Smash the enemy, dealing 26 Beast damage. Beast. 26 damage. 85% Accuracy. 14 to 26 Beast damage. Beast. 20 damage. 100% Accuracy.
  • Snap 95% 100% Hit Chance Snaps at the enemy, dealing 22 Beast damage. Beast. 22 damage. 95% Accuracy. 20 Beast damage. Beast. 20 damage. 100% Accuracy.
  • Strike 95% 100% Hit Chance Strikes at the enemy, dealing 22 Beast damage. Beast. 22 damage. 95% Accuracy. 20 Beast damage. Beast. 20 damage. 100% Accuracy.

Critter
  • Baaah 100% DATA ERROR Hit Chance Lets out a helpless bleat, reducing the damage the target deals by DATA ERROR% for 4 rounds. Critter. 4 round duration. 100% Accuracy. DATA ERROR |4round:rounds. Critter.
  • Chomp 85% 100% Hit Chance Chomps on the enemy, dealing 26 Critter damage. Critter. 26 damage. 85% Accuracy. 14 to 26 Critter damage. Critter. 20 damage. 100% Accuracy.
  • Hoof 90% 100% Hit Chance Stomps the enemy, dealing 24 Critter damage. Critter. 24 damage. 90% Accuracy. 16 to 24 Critter damage. Critter. 20 damage. 100% Accuracy.
  • Scratch 95% 100% Hit Chance Scratches the enemy, dealing 22 Critter damage. Critter. 22 damage. 95% Accuracy. 20 Critter damage. Critter. 20 damage. 100% Accuracy.

Dragon
  • Breath 90% 100% Hit Chance Overwhelms the enemy with draconic breath, dealing 24 Dragon damage. Dragon. 24 damage. 90% Accuracy. 16 to 24 Dragon damage. Dragon. 20 damage. 100% Accuracy.
  • Deep Breath 90% 100% Hit Chance Takes one round to breathe in deeply. The next round the user unleashes a devastating breath attack, dealing 50 Dragon damage. Dragon. 50 damage. 90% Accuracy. 100% Accuracy.
  • Devastate Fly up high, becoming unattackable for one turn. On the next turn, you attack, dealing 35 24 to 36 Dragon damage. Dragon. 4 round cooldown. 35 damage. 1 round duration. 80% Accuracy. 30 damage. 1 round duration. 100% Accuracy.
  • Frost Breath 95% 100% Hit Chance Freezes the target, dealing 22 Dragon damage. Dragon. 22 damage. 95% Accuracy. 20 Dragon damage. Dragon. 20 damage. 100% Accuracy.
  • Proto-Strike 80% 100% Hit Chance Fly up high, becoming unattackable for one round. On the next round, you attack, dealing 35 24 to 36 Dragon damage. Dragon. 4 round cooldown. 35 damage. 1 round duration. 80% Accuracy. 30 damage. 1 round duration. 100% Accuracy.
  • Shadowflame 85% 100% Hit Chance Overwhelms the enemy with draconic breath, dealing 26 Dragon damage. Dragon. 26 damage. 85% Accuracy. 14 to 26 Dragon damage. Dragon. 20 damage. 100% Accuracy.
  • Tail Sweep 95% 100% Hit Chance Deals 18 Dragon damage. Deals 7 additional damage if the user is slower than the enemy. Dragon. 18 damage. 95% Accuracy. 100% Accuracy.

Elemental
  • Breath of Sorrow 95% 100% Hit Chance Breathes sorrow onto the enemy, dealing 25 Elemental damage and causing the target to receive 50% less healing for 2 rounds. Elemental. 3 round cooldown. 25 damage. 2 round duration. 95% Accuracy. 100% Accuracy.
  • Burn 90% 100% Hit Chance Blasts the enemy with fire, dealing 24 Elemental damage. Elemental. 24 damage. 90% Accuracy. 16 to 24 Elemental damage. Elemental. 20 damage. 100% Accuracy.
  • Conflagrate 95% 100% Hit Chance Deals 30 Elemental damage. Deals 10 Elemental additional damage if the target is Burning. Elemental. 4 round cooldown. 30 damage. 95% Accuracy. 100% Accuracy.
  • Darkflame 95% 100% Hit Chance Engulfs the enemy in dark flame, dealing 25 Elemental damage and causing the target to receive 50% less healing for 2 rounds. Elemental. 3 round cooldown. 25 damage. 2 round duration. 95% Accuracy. 100% Accuracy.
  • Deep Freeze 85% Hit Chance Deals 100% Hit Chance Deals 20 to 30 Elemental damage and has a 25% chance to stun the target for 1 round. The chance to stun becomes 100% if the target is Chilled. Elemental. 4 round cooldown. 30 25 damage. 1 round duration. 25% Accuracy.
  • Flame Jet 95% 100% Hit Chance Decimates the enemy with fire, dealing 30 Elemental damage and has a 50% chance to ignite the area. If ignited, the area will continue to Burn the enemy, dealing 5 Elemental damage each round for 3 rounds. Elemental. 4 round cooldown. 30 damage. 3 round duration. 50% Accuracy.
  • Frost Spit 95% 100% Hit Chance Spits a blast of ice at the target, dealing 22 Elemental damage. Elemental. 22 damage. 95% Accuracy. 20 Elemental damage. Elemental. 20 damage. 100% Accuracy.
  • Gold Rush 95% 100% Hit Chance Rushes the enemy, dealing 35 Elemental damage and dealing 15 Elemental damage to themselves. Elemental. 1 round cooldown. 35 damage. 95% Accuracy. 100% Accuracy.
  • Howling Blast 95% 100% Hit Chance Deals 25 Elemental damage to the enemy. Deals 5 additional damage to the enemy team if the target is Chilled. Elemental. 3 round cooldown. 25 damage. 95% Accuracy. 100% Accuracy.
  • Paralyzing Shock 95% 100% Hit Chance Sends a paralyzing shock through the target, dealing 30 Elemental damage. The target cannot swap for 3 rounds. Elemental. 5 round cooldown. 30 damage. 3 round duration. 95% Accuracy. 100% Accuracy.
  • Quicksand 95% 100% Hit Chance Conjure quicksand under the enemy pet, dealing 30 Elemental damage. Sand slows the enemy's active pet by 50% for 2 rounds. Elemental. 4 round cooldown. 30 damage. 2 round duration. 95% Accuracy. 100% Accuracy.
  • Railgun 90% 100% Hit Chance Fires a magnetically-powered shot, dealing 24 Elemental damage. Elemental. 24 damage. 90% Accuracy. 16 to 24 Elemental damage. Elemental. 20 damage. 100% Accuracy.
  • Rupture 95% 100% Hit Chance Stone spikes erupt from the ground, dealing 30 Elemental damage and has a 25% chance to stun the target. Elemental. 4 round cooldown. 30 damage. 1 round duration. 25% Accuracy.
  • Sand Bolt 95% 100% Hit Chance Launch a bolt of slowing sand at the target, dealing 20 18 Elemental damage and reducing their speed by 25% for 1 round. Elemental. 20 damage. 1 round duration. 95% Accuracy. 18 damage. 1 round duration. 100% Accuracy.
  • Seethe 85% 100% Hit Chance Projects seething anger at the target, dealing 26 Elemental damage. Elemental. 26 damage. 85% Accuracy. 14 to 26 Elemental damage. Elemental. 20 damage. 100% Accuracy.
  • Stone Rush 95% 100% Hit Chance Slams into the enemy, dealing 35 Elemental damage and dealing 15 Elemental damage to themselves. Elemental. 1 round cooldown. 35 damage. 95% Accuracy. 100% Accuracy.
  • Stone Shot 95% 100% Hit Chance Hurls a stone, dealing 22 Elemental damage. Elemental. 22 damage. 95% Accuracy. 20 Elemental damage. Elemental. 20 damage. 100% Accuracy.
  • Sulfuras Smash 85% 100% Hit Chance Devastates the enemy with a swing of Sulfuras, dealing 26 Elemental damage. Elemental. 26 damage. 85% Accuracy. 14 to 26 Elemental damage. Elemental. 20 damage. 100% Accuracy.

Flying
  • Alpha Strike 95% 100% Hit Chance Boldly attack, dealing 15 Flying damage plus 10 Flying damage if the user strikes first. Flying. 15 damage. 95% Accuracy. 100% Accuracy.
  • Blessing of the Raven Blesses your team with the raven's spirit, increasing damage they do by DATA ERROR% for 5 rounds DATA ERROR |4round:rounds. While blessed, type is transformed into Flying. Flying. 3 round cooldown. 5 round duration. 100% Accuracy.
  • Lift-Off 80% 100% Hit Chance Fly up high, becoming unattackable for one round. On the next round, you attack, dealing 35 24 to 36 Flying damage. Flying. 4 round cooldown. 35 damage. 1 round duration. 80% Accuracy. 30 damage. 1 round duration. 100% Accuracy.
  • Reckless Strike 90% Hit Chance Deals 100% Hit Chance Deals 20 to 30 Flying damage, but increases the damage you take for 1 round by 25%. Flying. 1 round cooldown. 30 damage. 1 round duration. 90% Accuracy. 25 damage. 1 round duration. 100% Accuracy.

Humanoid
  • Bow Shot 95% 100% Hit Chance Takes a shot, dealing 22 Humanoid damage. Humanoid. 22 damage. 95% Accuracy. 20 Humanoid damage. Humanoid. 20 damage. 100% Accuracy.
  • Broom 95% 100% Hit Chance Whack the enemy, dealing 22 Humanoid damage. Humanoid. 22 damage. 95% Accuracy. 20 Humanoid damage. Humanoid. 20 damage. 100% Accuracy.
  • Crush 80% 100% Hit Chance Crush the enemy, dealing 28 Humanoid damage. Humanoid. 28 damage. 80% Accuracy. 14 to 26 Humanoid damage. Humanoid. 20 damage. 100% Accuracy.
  • Focus Focuses intensely, increasing your chance to hit by 100% speed, hit, and critical strike chance by 20% for 5 rounds. Humanoid. 5 round duration. 100% Accuracy.
  • Fury of 1,000 Fists 95% 100% Hit Chance Deals 30 Humanoid damage. Has a 95% 100% chance to stun the target for 1 round if the target is Blinded. Humanoid. 4 round cooldown. 30 damage. 1 round duration. 95% Accuracy. 100% Accuracy.
  • Gauss Rifle 85% 100% Hit Chance Takes a shot, dealing 26 Humanoid damage. Humanoid. 26 damage. 85% Accuracy. 14 to 26 Humanoid damage. Humanoid. 20 damage. 100% Accuracy.
  • Gilded Fist 90% 100% Hit Chance Smashes the enemy, dealing 24 Humanoid damage. Humanoid. 24 damage. 90% Accuracy. 16 to 24 Humanoid damage. Humanoid. 20 damage. 100% Accuracy.
  • Heroic Leap 80% 100% Hit Chance Leap up high, becoming unattackable for one round. On the next round, you attack, dealing 35 24 to 36 Humanoid damage. Humanoid. 4 round cooldown. 35 damage. 1 round duration. 80% Accuracy. 30 damage. 1 round duration. 100% Accuracy.
  • Holy Charge 90% 100% Hit Chance Gathers energy for one round, then unleashes it on the next, dealing 50 Humanoid damage. Humanoid. 3 round cooldown. 50 damage. 90% Accuracy. 100% Accuracy.
  • Holy Sword 90% 100% Hit Chance Slices with El'druin, dealing 24 Humanoid damage. Humanoid. 24 damage. 90% Accuracy. 16 to 24 Humanoid damage. Humanoid. 20 damage. 100% Accuracy.
  • Jab 90% 100% Hit Chance Jabs at the enemy, dealing 24 Humanoid damage. Humanoid. 24 damage. 90% Accuracy. 16 to 24 Humanoid damage. Humanoid. 20 damage. 100% Accuracy.
  • Perfumed Arrow 95% 100% Hit Chance Fires a perfumed arrow, dealing 22 20 Humanoid damage and has a 25% chance to stun the target for 1 round. Humanoid. 2 round cooldown. 22 20 damage. 1 round duration. 25% Accuracy.
  • Punish 90% 100% Hit Chance Lashes the enemy with a flail, dealing 24 Humanoid damage. Humanoid. 24 damage. 90% Accuracy. 16 to 24 Humanoid damage. Humanoid. 20 damage. 100% Accuracy.
  • Shot Through The Heart 90% 100% Hit Chance Aims carefully for one round, then unleashes a shot on the next, dealing 50 Humanoid damage. Humanoid. 3 round cooldown. 50 damage. 90% Accuracy. 100% Accuracy.
  • Spin Kick 95% 100% Hit Chance Deals 17 Humanoid damage. Interrupts the opponent's round if the user goes first. Humanoid. 3 round cooldown. 17 damage. 95% Accuracy. 100% Accuracy.
  • Surge of Light 95% 100% Hit Chance Blasts the opponent with a pillar of holy fire, dealing 25 Humanoid damage and has a 25% chance to stun the target for 1 round. The chance to stun is increased to 100% if the weather is Darkness. Humanoid. 3 round cooldown. 25 damage. 1 round duration. 25% Accuracy.
  • Tornado Punch 95% 100% Hit Chance Deals 30 Humanoid damage and has a 25% chance to stun the target. Humanoid. 4 round cooldown. 30 damage. 1 round duration. 25% Accuracy.

Magic
  • Beam 95% 100% Hit Chance Blasts the enemy with a beam of arcane power, dealing 22 Magic damage. Magic. 22 damage. 95% Accuracy. 20 Magic damage. Magic. 20 damage. 100% Accuracy.
  • Clean-Up 85% Hit Chance Deals 100% Hit Chance Deals 20 to 30 Magic damage and removes any objects on the battlefield. Magic. 3 round cooldown. 30 damage. 85% Accuracy. 25 damage. 100% Accuracy.
  • Emerald Bite 90% 100% Hit Chance Bites the enemy with Emerald teeth, dealing 24 Magic damage. Magic. 24 damage. 90% Accuracy. 16 to 24 Magic damage. Magic. 20 damage. 100% Accuracy.
  • Expunge 85% Hit Chance Deals 33 100% Hit Chance Deals 14 to 26 Magic damage to the target. Magic. 3 round cooldown. 33 damage. 85% Accuracy. 20 damage. 100% Accuracy.
  • Feedback 95% 100% Hit Chance Launches a surge of mana at the enemy, dealing 22 Magic damage. Magic. 22 damage. 95% Accuracy. 20 Magic damage. Magic. 20 damage. 100% Accuracy.
  • Gift of Winter's Veil 90% 100% Hit Chance Deals 40 Magic damage to the enemy. Magic. 5 round cooldown. 40 damage. 90% Accuracy. 100% Accuracy.
  • Jade Claw 90% 100% Hit Chance Rakes the enemy with jade claws, dealing 24 Magic damage. Magic. 24 damage. 90% Accuracy. 16 to 24 Magic damage. Magic. 20 damage. 100% Accuracy.
  • Magic Sword 50% Critical Strike 100% Hit Chance Summons a magical blade to deal 17 Magic damage to the enemy. This ability has a base chance of 50% to critically strike. Magic. 17 damage. 100% Accuracy.
  • Mana Surge 80% Hit Chance Deals 100% Hit Chance Deals 20 to 30 Magic damage. Deals 10 additional damage when the weather is Arcane Winds. Mana Surge continues for 3 rounds. Magic. 3 round cooldown. 30 damage. 80% Accuracy. 25 damage. 100% Accuracy.
  • Meteor Strike 80% 100% Hit Chance Launch up high, becoming unattackable for one round. On the next round, you impact, dealing 35 24 to 36 Magic damage. Magic. 4 round cooldown. 35 damage. 1 round duration. 80% Accuracy. 30 damage. 1 round duration. 100% Accuracy.
  • Moon Fang 85% 100% Hit Chance Bites the enemy with Arcane power, dealing 26 Magic damage. Magic. 26 damage. 85% Accuracy. 14 to 26 Magic damage. Magic. 20 damage. 100% Accuracy.
  • Nether Gate 90% 100% Hit Chance Deals 20 Magic damage and forces an opponent's pet to swap into battle. Magic. 5 round cooldown. 20 damage. 90% Accuracy. 100% Accuracy.
  • Onyx Bite 85% 100% Hit Chance Bites the enemy with Onyx teeth, dealing 26 Magic damage. Magic. 26 damage. 85% Accuracy. 14 to 26 Magic damage. Magic. 20 damage. 100% Accuracy.
  • Phaser 90% 100% Hit Chance Shoots the enemy with a phaser beam, dealing 24 Magic damage. Magic. 24 damage. 90% Accuracy. 16 to 24 Magic damage. Magic. 20 damage. 100% Accuracy.
  • Shadow Talon 90% 100% Hit Chance Slashes at the target with cruel talons, dealing 24 Flying damage. Flying. 24 damage. 90% Accuracy. 16 to 24 Magic damage. Magic. 20 damage. 100% Accuracy.
  • Soulrush 95% 100% Hit Chance Deals 30 Magic damage and has a 25% chance to stun the target. Magic. 4 round cooldown. 30 damage. 1 round duration. 25% Accuracy.
  • Spectral Spine 95% 100% Hit Chance Deals 25 Magic damage and has a 50% chance to Blind the target, reducing their hit chance by 50% for 1 round. Magic. 3 round cooldown. 25 damage. 1 round duration. 50% Accuracy.
  • Spiritfire Bolt 85% 100% Hit Chance Hurls a bolt of mystical fire at the enemy, dealing 28 Magic damage. Magic. 28 damage. 85% Accuracy. 14 to 26 Magic damage. Magic. 20 damage. 100% Accuracy.
  • Sweep 90% 100% Hit Chance Deals 20 Magic damage and forces the opponent's highest health pet to swap into battle. Magic. 5 round cooldown. 20 damage. 90% Accuracy. 100% Accuracy.

Mechanical
  • Cute As A Button (New) Look cute. Mechanical.
  • Fluff Barrage (New) Become one with the wind, destroying your enemy with a whirlwind of imaginary feathers. Mechanical.
  • Frying Pan 95% 100% Hit Chance Deals 20 Mechanical damage and has a 25% chance to stun the target for 1 round. Mechanical. 1 round cooldown. 20 damage. 1 round duration. 25% Accuracy.
  • Greench's Gift 90% 100% Hit Chance Deals 40 Mechanical damage to the enemy. Mechanical. 5 round cooldown. 40 damage. 90% Accuracy. 100% Accuracy.
  • Itchin' for a Stitchin' (New) Bring your plushie in for a hug. Mechanical.
  • Launch 80% 100% Hit Chance Launch up high, becoming unattackable for one round. On the next round, you attack, dealing 35 24 to 36 Mechanical damage. Mechanical. 4 round cooldown. 35 damage. 1 round duration. 80% Accuracy. 30 damage. 1 round duration. 100% Accuracy.
  • Metal Fist 95% 100% Hit Chance Punches the target, dealing 22 Mechanical damage. Mechanical. 22 damage. 95% Accuracy. 20 Mechanical damage. Mechanical. 20 damage. 100% Accuracy.
  • Missile 90% 100% Hit Chance Launches a rocket at the target, dealing 24 Mechanical damage. Mechanical. 24 damage. 90% Accuracy. 16 to 24 Mechanical damage. Mechanical. 20 damage. 100% Accuracy.
  • Plushie Rush (New) Pretend to rush at the enemy with great ferocity! Mechanical.
  • Shock and Awe 95% 100% Hit Chance Deals 30 Mechanical damage and has a 25% chance to stun the target for 1 round. Mechanical. 4 round cooldown. 30 damage. 1 round duration. 25% Accuracy.
  • Siphon Anima 95% 100% Hit Chance Deals 18 Mechanical damage. The user is healed for 100% of the damage dealt. Mechanical. 3 round cooldown. 100 damage. 95% Accuracy. 100% Accuracy.
  • SMCKTHAT.EXE 95% 100% Hit Chance Initiates smacking protocol, dealing 17 Mechanical damage plus 8 Mechanical damage if the user surprises the target by attacking first. Mechanical. 17 damage. 95% Accuracy. 100% Accuracy.
  • Take It Takes the next attack like a training dummy should. Mechanical. Stand there. Mechanical.
  • Touch of the Animus 95% 100% Hit Chance Deals 20 Mechanical damage and plagues the target for 2 rounds. While plagued, enemies who strike the target are healed. Mechanical. 4 round cooldown. 20 damage. 2 round duration. 95% Accuracy. 100% Accuracy.
  • Who's The Best Elekk In The Whole World? (New) Relish in your dominance as the greatest stuffed animal ever. Mechanical.
  • Wind-Up 95% 100% Hit Chance First use: Increases your damage dealt by 10%. Second use: Unleashes a flurry of attacks, dealing 45 Mechanical damage. Mechanical. 45 damage. 95% Accuracy. 100% Accuracy.

None
  • Focused Hit chance increased by 100%. None. Speed increased by 20%. Hit chance increased by 20%. Critical strike chance increased by 20%. None.

Undead
  • Consume 95% Hit Chance Deals 13 100% Hit Chance Deals 12 Undead damage. The user is healed for 100% of the damage dealt. Undead. 1 round cooldown. 100 damage. 95% Accuracy. 100% Accuracy.
  • Creepy Chomp 95% 100% Hit Chance Chomps on the enemy, dealing 22 Undead damage. Undead. 22 damage. 95% Accuracy. 20 Undead damage. Undead. 20 damage. 100% Accuracy.
  • Death Coil 95% Hit Chance Deals 15 100% Hit Chance Deals 14 Undead damage and heals the user for 50% of the damage dealt. Undead. 50 damage. 95% Accuracy. 100% Accuracy.
  • Death Grip 90% 100% Hit Chance Deals 10 Undead damage and forces the opponent's lowest health pet to swap into battle. Undead. 4 round cooldown. 10 damage. 90% Accuracy. 100% Accuracy.
  • Diseased Bite 90% 100% Hit Chance Infects the enemy, dealing 24 Undead damage. Undead. 24 damage. 90% Accuracy. 16 to 24 Undead damage. Undead. 20 damage. 100% Accuracy.
  • Ghostly Bite 90% 100% Hit Chance Deals 40 Undead damage and stuns the user for 1 round. Undead. 3 round cooldown. 40 damage. 1 round duration. 90% Accuracy. 100% Accuracy.
  • Infected Claw 85% 100% Hit Chance Tears at the enemy with plagued claws, dealing 26 Undead damage. Undead. 26 damage. 85% Accuracy. 14 to 26 Undead damage. Undead. 20 damage. 100% Accuracy.
  • Rot 95% 100% Hit Chance Rots the target's flesh, dealing 25 Undead damage and transforming them into Undead for 5 rounds. Undead. 3 round cooldown. 25 damage. 5 round duration. 95% Accuracy. 100% Accuracy.
  • Shadow Shock 85% 100% Hit Chance Shocks the target with dark energy, dealing 26 Undead damage. Undead. 26 damage. 85% Accuracy. 14 to 26 Undead damage. Undead. 20 damage. 100% Accuracy.
  • Shadow Slash 90% 100% Hit Chance Slashes at the target with dark energy, dealing 24 Undead damage. Undead. 24 damage. 90% Accuracy. 16 to 24 Undead damage. Undead. 20 damage. 100% Accuracy.
by Published on 2014-06-10 04:59 AM

[Datamined] Patch 2.0.6 Class Changes & Strings, Josh: 'Ladders at E3... Confirmed', Blizzard Aiming For More Item-Based Builds

Deck Spotlight: Mercenary Mind, Funny & Lucky Moments, This Week's Tournaments

Warlords of Draenor - Old World Dungeon Revamps
Warlords of Draenor brings us updated versions of some lower level dungeons. These include Blackfathom Deeps, Razorfen Downs, and Razorfen Kraul. Tonight we are taking a look at Blackfathom Deeps and Razorfen Downs.

Blackfathom Deeps



Razorfen Downs





Warlords of Draenor - Orc Clan Armor Sets
Today we are taking a look at another one of the Orc Clan armor sets, the Shadowmoon Clan. These sets are currently not available to players.



Patch 5.4.8 Hotfixes - June 9
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Quests
  • Borrowed Brew: Resolved an issue that could cause players to be unable to see Lorewalker Cho after consuming Mouthwatering Brew.

Bug Fix

Warlords of Draenor Theorycraft Discussion
Originally Posted by Celestalon (Blue Tracker / Official Forums)
One of the new mechanics in Warlords of Draenor for tanks is Resolve. It is similar in design to Vengeance, except without the offensive component. Incoming damage increases the effectiveness of your self-healing, so that things like Shield Block and Shield Barrier stay competitive with each other, both in solo questing, and mythic raiding.

Resolve: Increases your healing and absorption done to yourself, based on Stamina and damage taken (before avoidance and mitigation) in the last 10 sec.

Resolve from Stamina
  • You always get a baseline amount of Resolve, based on Stamina
  • This uses the formula: Stamina / (250 * ItemScaling[PlayerLevel])
  • ItemScaling is a table with a value for each player level, that you can find in the DBC files. Ex: ItemScaling[100]=261
  • This updates dynamically with temporary stamina buffs.

Resolve from Damage Taken
  • You also get some based on damage taken, as a % of Max Health , and decaying over time
  • The server remembers your damage taken events for the last 10 sec.
  • This portion is recalculated every 1.0 seconds and on every damage taken event.
  • Each damaging event grants 0.25 * [ Damage * 2 * ( 10 - ( Now - DamageTimestamp ) ) / 10 ] / MaxHealth
  • This averages to ~Damage/MaxHealth
  • This calculation uses the damage before damage reduction (% damage reduction effects, and armor).
  • Damage that is not mitigated by armor (Spell and Bleed damage) grants 2.5x as much Resolve.
  • Auto-attack damage that is avoided counts as the average amount of damage that that auto-attack would have done.
  • MaxHealth does not include increased max health from temporary multipliers like Last Stand, or Ursa Major.

Additional Notes:
  • Resolve is multiplicative: A heal of size X becomes size X*(1+Resolve).
  • Resolve does not affect percent-based heals (i.e. "heals you for 20% of your life" would be unaffected.
  • There is no quick-ramp-up mechanism or taunt-transfer mechanism
  • Resolve will persist through shapeshifts.
  • Resolve only affects self-heals and self-absorbs
  • It will still have diminishing returns when attacked by multiple mobs (same formula/logic as Vengeance had)

Another opaque mechanic that someone just asked me about on Twitter:
Gift of the Serpent Proc Chance

Gift of the Serpent has a proc chance based on Mastery, and then some spells have a reduced chance per heal. Here is the multiplier on that proc chance for each heal.

  • Renewing Mists = 0.25
  • Chi Wave = 0.25
  • Zen Sphere (Periodic) = 0.25
  • Zen Sphere (Detonate) = 0.15
  • Chi Burst = 0.15
  • Soothing Mists = 0.30
  • Soothing Mists (Statue) = 0.15
  • Enveloping Mist = 0.20
  • Uplift = 0.25
  • Eminence (Self & Xuen) = 0.20
  • Eminence (Statue) = 0.10
  • Chi Torpedo = 0.15
  • Spinning Crane Kick Heal = 0.10
  • All Others = 1.0

Clarification on leveling perks, are they consistently worded to show additive/multiplicative?

  • Improved Raging Blow: Increases damage by 20% --- Multiplicative
  • Improved Unwavering Sentinel: Now increases your armor by an additional 15% -- Additive
  • Bonus question: Anger management, here to stay/gone? If sticking around, will it reduce the same abilities that eye of galakras reduces?

Yes, we've been consistent with the wording on the perks; those guesses are both correct. If you find any counterexamples, they'd be considered bugs, but I don't know of any offhand.

Anger Management will include a list of affected abilities on its tooltip, instead of the reference to Readiness. Undecided which abilities exactly that'll be, yet.

Balance Druids: Mastery procs interacting with Eclipse (+ CA).

Currently, Balance druids have a small issue with Mastery procs. Due to the Eclipse Bonus buff being tied to Mastery, trinket procs may greatly increase the strength of our DOTs (with DOTs making up ~30% of our damage, in the sims I've run, using T17N profile.) My concern comes with Balance of Power, where you get maximum Eclipse Bonus on your first set of DOTs. It's very easy to maintain your original DOTs too. Given a trinket procs Mastery, this will definitely inflate Balance of Power's strength.

But BOP isn't my concern, it's our DOTs snapshotting Mastery procs. I know I've brought it up in the past via twitter, but have you given it more thought on possible solutions? Or are you okay with Mastery procs existing as they currently are (allow the snapshot)?

(Given a Mastery proc trinket exists, I will need to include it in the action list for simcraft, as it does change a few things -- given it does snapshot)


Currently, Eclipse (including Mastery) is effectively snapshotted for Balance. We're considering making it snapshot your Balance Energy, and then dynamically translating that to an Eclipse multiplier on the fly, so that Mastery isn't snapshotted. However, we don't think that that has a particularly large impact in the general case. It very well may with Balance of Power, however. Let me know if you have any calculations on how much that will matter.

Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
for bonus armor: will it be like spirit where tanks will want only some or will we stack it heavily?
You'll likely want it wherever you can get it, but it'll only be found on accessory slots (jewelry, etc.). (WatcherDev)

Druid (Forums / Skills / WoD Talent Calculator)
Does the partial tick of a Moonfire/Sunfire DoT have the same chance to trigger Shooting Stars like a "full" tick?
If it comes an issue, we'll make it have a partial proc chance as well. (Celestalon)

Mage (Forums / Skills / WoD Talent Calculator)
Please explain why devs are so adamant on keeping flameglow. No mage ever uses it now, how will it be any different in wod? cont
Flameglow's unpopularity is a result of it being undertuned. We think an increase to its effectiveness will solve it. (Celestalon)

Shaman (Forums / Skills / WoD Talent Calculator)
wondering why ElementalShields (besides ES) and WeaponEnchantmentSpells are not becoming passive for Shaman in WoD. Pruning?
Weapon Imbues are becoming passives. (Celestalon)

Character / Items
One question. The Dev Article doesn't mention gems and sockets and "Warforged" gear. Is all of that staying bonus?
Yes, bonus sockets and Warforged are unchanged from their prior announced status. (WatcherDev)

There once was a time (most of Classic, some TBC) when no one worried about BiS and just went after upgrades.
To be fair, they were often one and the same. You might only have a single item in the game for your class in a slot. (WatcherDev)

This will not support the World First race in anyway, it's actually destroying it. RNG with loot and you win.
It averages out. The more subtle variation, the more even it ends up. Weapon/trinket drop RNG is a much bigger deal. (WatcherDev)

Is BiS still reasonably achievable in a raid tier with the new system?
Every item with your preferred stats, Warforged and socketed with the tertiary of your choice? Zero people will have that. (WatcherDev)

Warlords stat changes are going to require a pretty big mentality shift as far as BiS gear. The question is whether or not it'll be fun.
IMO the concept of BiS mostly means every other piece that ISN'T BiS feels worse. It's not a net positive effect. (WatcherDev)
People focus a lot on BiS also because it's achievable. When it's not achievable (i.e. D3), each upgrade is more rewarding.
Not just more rewarding, but more frequent. Players will more commonly have the experience of looting and equipping new items. (WatcherDev)

You say that as if BiS is going away. It's just a lot harder to attain now.
There is a spectrum of better and worse. And you'll chase upgrades. (WatcherDev)

true, all the work that has to go into temp upgrades makes them seem not worth the trouble
Right. Most pieces will now be pick-up-and-wear, on the spot. No trip to town, no gold sink. (WatcherDev)

So then the fun question is: how many CQP gear options will we get? Ringmail/Linked/Mail still
Well set bonuses change per spec (even on pure dps classes). Variety will be secondary stats (holinka)
So with that, hunters will have different set bonuses for BM, Marks, and Surv?
Where it makes sense yes (holinka)
it isn't a goal to ensure every spec has a different set bonuses. (holinka)
just that a design constraint is gone now that we can change it per spec. (holinka)

Dark Legacy Comics - #443
DLC #443 has been released!


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