Dev Watercooler - Mists of Pandaria Looting Explained
Originally Posted by Blizzard Entertainment
Hey, how about that landslide of Mists of Pandaria information? It has taken a few days, and will probably take a few more, for the nuance of everything to really sink in. One of the topics we've been getting lots of questions about is the crazy new loot model we're introducing in Mists. We've answered several related questions in the forums, but thought it might be prudent to just put all the information in one place.
I should clarify that the systems we're introducing are actually pretty simple in practice. I'm only going into a fair amount of detail because those are the kinds of questions we are getting. You don't have to understand all the particulars to participate, and we're certain that it will just all make sense once you are experiencing it in-game instead of hearing it described (that whole "show, don't tell" thing). Let's begin:
Here is how looting works in today's Raid Finder groups:
The boss dies.
The game randomly decides which items off of the boss's loot table drop.
The group rolls Need, Greed, or Pass on each item.
If you were raiding with a group of friends, you might discuss who should get each item. Even if you ultimately lost, hopefully you are happy that a friend got an upgrade and that your group as a whole is now a little bit stronger.
But if you're in Raid Finder, you are quite possibly alone with a bunch of strangers.
So, if you can Need, you probably do, because there's no time for discussion, some of the rollers may be AFK, and even if you piss someone off, you aren't likely to have to pay the social cost of doing so since you'll never see them again.
The highest roll wins.
Here's how the new Raid Finder system will work in Mists of Pandaria:
The boss dies.
The game automatically decides who won some loot, and gives those players a spec-appropriate item.
Some players may still get mad, but hopefully they are mad at the laws of probability and not at the rest of the raid.
So, realistically, that's really all you need to know to understand how it'll play out in-game. For those looking for more detail, here's what's happening behind the scenes:
The boss dies.
Each player has a chance to win loot, independent of the other players.
For each player who wins loot, the game randomly assigns them a spec-appropriate item from that boss's loot table. This subset contains only items that the game (meaning the designers in this case) thinks are appropriate for your class and current spec.
Notice that you aren't rolling Need or Greed. You don't have an option to Pass. The game just says "Take this."
You can't trade this item, or that would defeat the purpose of removing the social pressure on groups of strangers. If you don't want the item, you are free to vendor, delete, or disenchant it.
The big difference here is that instead of kill -> loot -> roll, the new system uses kill -> roll -> loot. The loot is not determined until the winners are determined. It's all automatic, and you're under no obligation to pass or roll — these choices no longer exist. The game decides who gets loot, not the players. The end. Nobody is going to be a callous jerk and take the item that you rightfully deserve. Nobody is going to try to talk you into trading an item to them because they are down on their luck and can't ever win a weapon. No DPS dude is going to ninja the tanking shield that you need for your guild to progress.
We understand some players are interested in off-spec or transmogrification loot, and we will consider future changes to the system to accommodate those desires. However, we're not sure fundamentally that Raid Finder is the best avenue for acquiring that loot. You would either need to take it from another player who actually desires it for their main spec, or a conversation would have to take place to make sure nobody else needed it more than you do. In other words, you would have to stop people from just rolling Need whenever they could. I've seen some suggestions that we allow an option for essentially "I'm happy to get loot beyond just what my main spec can use," and maybe that's the kind of approach we could take, but let's make sure the basic design works first. For now, there are other avenues, such as dungeons, faction gear, normal raids or older content to provide off-spec or cosmetic gear.
Here is a model I've seen some people say they want:
The boss dies.
I get the exact item or items I want.
I never have to come back and kill this boss again.
I politely ask Blizzard when there will be new content for me to run.
I added that, somewhat tongue in cheek, to point out that the intent of the new system is not to make killing bosses or getting loot more efficient, or to let you choose buffet-style which items you get. We like random loot being random, as long as it isn't so frustratingly random that you stop enjoying the experience. The intent of the new loot system is really to relieve social pressure on a group of random and anonymous strangers. We think it is reasonable for groups of friends, such as the typical raiding guild, to have a discussion about how to divvy up loot. That discussion is a tried and true RPG tradition going back to D&D or earlier. We don't think that is a reasonable expectation for Raid Finder, though.
The personal loot system will initially be used for Raid Finder and for world bosses. We want to use it for world bosses because we want it to be fairly easy to form PUGs to take down these bosses when they're up. If my raiding guild is about to take on a world boss, and some lonely hunter is asking to join the group (it's always a lonely hunter, isn't it?), it would be nice to be able to bring him on without worrying about that jerk taking loot away from me or my friends. We want to foster a "the more the merrier" attitude with world bosses.
This is why it's so important to us that the size of the group shouldn't matter. We don't want guilds to try to kill a world boss with the smallest number of players necessary in order to maximize loot per player. When everyone has their own chance at loot, why not make the group as large as you can? Note that you still have to be a member of the group that taps and kills the boss. We want to have a little bit of competition for world boss kills, especially between the Horde and the Alliance. We think that is part of the fun of world bosses; otherwise, why not just stick the gronn in a cave? (That sounds dirtier than I intended.) We don't want everyone in the zone to get credit just by lurking around. We want you to cooperate with other players, and we're trying to remove barriers to cooperation by eliminating loot drama.
We have one other new system that will use part of the personal loot model. This is what we're calling the bonus roll.
Once upon a time, raiders had to invest a lot of time and effort every week preparing for a raid. This felt kind of cool in the abstract because it built anticipation, rewarded players who prepared for raid night, and otherwise just added a little more ceremony to the act of entering the dragon's lair to seek glory and treasure. The reality is that you spent your time killing mobs to farm flask materials or gathering Whipper Root Tubers. The reality didn't match the fantasy and we eventually greatly minimized the need to farm consumables altogether. Of course, that led to another problem, as raiders would log on for raid nights, finish, and then have nothing to do the rest of the week. The bonus roll is intended to give those players something to do that is hopefully more enjoyable than grinding elementals or Blasted Lands boars. We want to see players out in the world doing stuff, and we want that stuff to be a little more interesting (if not downright fun) than farming mats.
The way it works is like this: We have two major Pandaren factions, the Elders and the Craftsmen. Completing daily quests and scenarios for each group earns you one of two currencies. The Craftsmen tokens are spent mostly on cosmetic items. The Elder tokens are spent mostly on power items. The intent here is to let players who want some optional content to be able to devote time to both Craftsmen and Elders, while more min-max focused players or players who don't want such a time commitment can stick to Elders. The Elder tokens can be used to purchase head enchants, some nice purple items, and the kind of gear you've come to expect from factions. However, they also sell an item called a Charm of Good Fortune. Imagine you can complete a quest once a week to buy one Charm for 25 Elder Tokens. You also might be able to save up a few charms, but you won't be able to hoard them until the next tier of content.
If you have one or more Charms of Good Fortune, then whenever you kill a raid boss (in Raid Finder, normal or heroic) then a new UI window will pop up asking if you want to spend your Charm on a bonus roll. If you click yes, then you'll instantly get another shot at that boss's loot table! You will always win something from the bonus roll, such as a pile of gold, gems, or flasks. However, you also have a small (but not miniscule) chance of receiving a piece of epic loot. As with the personal loot system, the item will always be something designed for your current spec. Also, just as with personal loot, the game doesn't analyze if you already have the item, if the item would be an upgrade for you, or if you prefer axes to swords or anything like that.
Most importantly, winning a bonus roll has no effect on what other players win on their bonus rolls or what the boss drops normally. If you have saved up several Charms (this will probably happen when you play but don't raid every week) then you can use one per boss, but you can't cash in multiples on a single boss kill. If you want to save up all of your Charms for the final boss because he (or she in the case of the mantid raid) drops weapons or whatever, that is your prerogative, but you'll only be able to spend one per kill. If you want to save up your Charms for heroic bosses, go for it.
Here is an example of per-person loot and the bonus roll in action:
Stan is a death knight.
Jim Bob is a warrior.
Naomi is a hunter.
The three friends run Raid Finder together and tackle Mogu'shan Vaults. They get matched with a bunch of random folks from across their region. On the fourth boss, the Council of Kings, the game decides that Jim Bob wins an item. Jim Bob is a Fury warrior, so the game is either going to give him a two-handed Strength axe or a Strength bracer, because those are the two Fury-appropriate items on the Council of Kings loot table (in this theoretical example). Regardless of what Jim Bob wins, Stan might also win the same items. Naomi won't ever be offered those items, because they aren't appropriate hunter loot. If she had gotten lucky and earned loot for the kill, it would have been hunter appropriate.
Let's say Naomi is frustrated because Bob and Stan both won loot and because the trinket she wants won't ever drop. So, she decides to use a Charm of Good Fortune. Let's say she gets lucky and the game decides that she won an item instead of gold, flasks, etc. (Thanks, game!) She might get the trinket she wants, or she might get an Agility neckpiece that is also on the Council of Kings loot table. Her winning an item doesn't affect Stan or Jim Bob or anyone else, even if they use their Charms as well.
Okay, we're almost done here, but I did want to mention two other relevant changes.
Area of Effect Looting
Yes, we are doing area looting. After killing a group of enemies, you may have a bunch of corpses lying around (perhaps because you went all Bladestorm on a bunch of hozen). If you loot one of the corpses, the loot window will include items from all of the nearby corpses for which you have loot rights. Some recent games have incorporated a similar feature, and it's one of those things that players just want in their MMO these days. It's already in and it works fine.
The Future of Valor
The second change I want to mention is that we plan to adjust the role of Valor points. Valor (or the various other names that the currency has had over the years) was originally added to WoW for two reasons: it helped to mitigate really bad luck, for those times when the boss just refused to drop the item you wanted, and it helped encourage players to stay with the group even if they didn't need anything off the next boss.
Over time, we have felt like Valor has taken on too prominent a role, to the point that it risks becoming more important than actual boss loot. This is particularly the case when the tier sets are available on the Valor vendors. We think killing dragons and ransacking their hoard is more epic than shopping at the magic armor store, so we want to shift back toward boss kills being the primary source of epic PvE gear.
In Mists of Pandaria, Valor will be used to power a new feature that allows you to increase the item level of your existing epic items. This means that each week, you can become a little more powerful, hopefully allowing you to kill that boss that has eluded you thus far. There will be a bit of a game in trying to decide when to upgrade your gear versus hoping for a new piece to drop from a raid boss, but our plan is that even heroic gear can be upgraded slightly in this way.
We won't allow you to upgrade Raid Finder gear so much that it becomes better than normal gear, but imagine if you can increase your item level by around eight points. At this time, we're thinking there won't be gear on the Valor vendors at all, but we'll see how that shakes out. Valor will come primarily from dungeons (including challenge modes) and scenarios. You might earn a little from daily quests and raiding as well, but that won't be as efficient.
That's a lot of information to absorb all at once I know, and I'm sure it will lead to dozens of questions. It'd be more helpful to us if you were to focus your discussion on how things will feel, and the basic rules of the system, instead of immediately leaping to the conclusion that you've figured out some exploit and ergo the whole thing is doomed to failure. We've stitched up a lot of the egregious loopholes already and the system is a little more complicated behind the scenes than I figured was worth getting into here.
Check it out in beta if you get the chance. Let us know how it feels. We have time to iterate and refine this stuff. Good luck on getting the loot you want, too... but not too quickly.
Greg "Ghostcrawler" Street is the lead systems designer of World of Warcraft. The first epic item he can recall getting was the Drillborer Disk.
Priest Tier 14 Preview
This set is a WORK IN PROGRESS and has several bugs. The final version may look significantly different, so consider this a sneak peak and not final preview.
Mists of Pandaria Beta - Class Changes
Mists of Pandaria brought changes to many spells, making for a long list of class changes. We finally finished compiling the list, with the help of Elysia, Radux, and Millennía.
Control Undead: New. Dominates the target undead creature, forcing it to do your bidding. While controlled, the time between the undead minion's attacks is increased by 30% and its casting speed is slowed by 20%. Lasts up to 5 min. 1 Unholy, 1.5 sec cast.
Frost Fever: No longer reduces the target's melee and ranged attack speed.
Frost Presence: Strengthens you with the presence of Frost, increasing Runic Power generation by 100% and increasing your maximum Runic Power by 30.
Horn of Winter: Now grants 10% attack power instead of Strength and Agility.
Icy Touch: No longer reduces the target's melee and ranged attack speed. Now has a 30 yd range, up from 20 yds.
Mind Freeze: Now has a 15 sec cooldown, up from 10 sec.
Necrotic Strike: No longer costs 1 Unholy. A vicious strike that deals 50% weapon damage, applies the Slowed Casting effect, and absorbs the next [70% of AP] healing received by the target. Slowed Casting clouds the target's mind, slowing their casting speed by 30% for 10 sec.
Raise Ally: Now costs 30 Runic Power, down from 50. Now grants 60% health and mana, up from 20%.
Raise Dead: Now has a 2 min cooldown, down from 3 min.
Soul Reaper: New. Strikes an enemy for 100% weapon damage and afflicts the target with Soul Reaper. After 5 sec, if the target is below 35% health, this effect will deal 46113 to 53590 additional Shadow damage. If the enemy dies before this effect triggers, the Death Knight gains 50% haste for 10 sec. 6 sec cooldown.
Rune Strike: Strike the target for 90% weapon damage plus ?. This attack cannot be dodged, blocked, or parried.
Scarlet Fever: Debuff duration increased to 30 sec, up from 21 sec.
Veteran of the Third War: No longer reduces the cooldown of Outbreak. Increases your total Stamina by 9% and your expertise by 2%.
Brittle Bones: Your Frost Fever also applies the Physical Vulnerability effect, which weakens the constitution of an enemy target, increasing their physical damage taken by 4% for 30 sec.
Frost Strike: Now costs 35 Runic Power, down from 40. Now does 115% weapon damage, down from 130%.
Howling Blast: Now has a 30 yd range, up from 20. Now infects all targets with Frost Fever.
Might of the Frozen Wastes: When wielding a two-handed weapon, your melee attacks deal an additional 10% damage and your autoattacks generate 15 Runic Power.
Obliterate: Now does 200% weapon damage, up from 150%.
Threat of Thassarian: When dual-wielding, your Death Strikes, Obliterates, Plague Strikes, and Frost Strikes also deal damage with your off-hand weapon, and your Frost Strike damage is increased by 50%. All off-hand weapon damage is also increased by 60%.
Contagion: Increases the damage dealt by your diseases by 100%, and allows them to retain their full power when spread via Pestilence.
Ebon Plaguebringer: Your Blood Plague also applies the Physical Vulnerability effect, which weakens the constitution of an enemy target, increasing their physical damage taken by 4% for 30 sec.
Astral Storm: New. Creates a violent magical storm in the target area causing 358 Arcane damage to enemies every 1 sec, and increasing the time between attacks of enemies by 20%. Lasts 10 sec. Druid must channel to maintain the spell.
Bear Form: Now grants 10 rage when shifting into Bear Form. Now costs 3% of base mana, down from 5%.
Cat Form: Now also increases autoattack damage by 100% and movement speed by 15%. Energy regeneration continues while not in Cat Form. Now costs 3% of base mana, down from 5%.
Cenarion Ward: New. Heals the target for 4378 every 2 sec for 6 sec. 40 yd range and Instant cast.
Dash: Now removes all roots and snares. Using this ability activates Cat Form.
Disentanglement: Now heals the Druid for 20% of maximum health when shifting into a form. This heal cannot be received more often than once every 30 sec.
Displacer Beast: New. Teleports the Druid up to 20 yards forward and activates Cat Form and Prowl. 3 min cooldown and Instant cast.
Dream of Cenarius: New. Wrath, Starfire, Starsurge, and melee abilities increase healing done by your next healing spell by 30%. Non-instant casts of Nourish, Healing Touch, and Regrowth increase the damage done by your next damaging spell or ability by 30%. Each of these bonuses lasts 30 sec and cannot be gained more often than once every 30 sec.
Feline Swiftness: Now only increases your movement speed by 15%. No longer grants an increased chance to dodge or a bonus effect to Dash and Stampeding Roar.
Ferocious Bite: Now only consumes up to 25 additional energy. When used on targets below 25% health, Ferocious Bite will also refresh the duration of your Rip on your target. Critical strike chance increased by 25% against bleeding targets.
Blood in the Water: Removed. Now Ferocious Bite: When you Ferocious Bite a target at or below 25% health, you instantly refresh the duration of your Rip on the target.
Frenzied Regeneration: Now converts up to 10 Rage per second into health for 6 sec, at the rate of 5% max health gained per 10 Rage consumed. Now has no rage cost and 1.5 second cooldown, down from 3 min. No longer grants increased health.
Healing Touch: Now costs 25% of base mana, down from 30%. Cast time reduced to 2.5 sec, down from 3 sec.
Heart of the Wild: New. Dramatically improves the Druid's ability to serve combat roles outside of normal specialization for 45 sec. 6 minute cooldown.
Balance - Healing spells generate Lunar and Solar Energy and benefit from Lunar and Solar Eclipse. In addition, grants additional Agility and armor, and reduces the chance you'll be critically hit by melee attacks.
Feral - Grants addiitonal Agility and armor, and reduces the chance you'll be critically hit by melee attacks. In addition, massively regenerates mana every sec and increases the damage done by your spells.
Guardian - Grants additional Intellect. In addition, massively regenerates mana every sec and increases the damage done by your spells.
Restoration - Grants additional Intellect, spell hit, melee hit, and expertise, increases armor while in Bear Form, and reduces the chance you'll be critically hit by melee attacks. In addition, increases the damage done by your spells, and damage spells cost no mana.
Hibernate: Now costs 6% of base mana, down from 7%.
Hurricane: Now no longer increases the time between attacks of enemies by 20%. Now costs 75% of base mana, down from 81%.
Incarnation: Chosen of Elune: New. Shapeshift into Chosen of Elune Form, increasing Arcane and Nature damage you deal by 10% and doubling Solar and Lunar power generation. Also reduces all damage taken by 15%. Lasts 30 sec. You may freely shapeshift in and out of this form for its duration.
Incarnation: King of the Jungle: New. Shapeshift into the King of the Jungle, causing agility to increase attack power. Also protects the caster from Polymorph effects, allows the use of various cat abilities, allows use of all abilities which normally require stealth, and allows use of Prowl while in combat. Lasts 30 sec. You may freely shapeshift in and out of this form for its duration.
Incarnation: Son of Ursoc: New. Shapeshift into Son of Ursoc Form, reducing the cooldown on melee damage abilities and Growl to 1.5 sec. Increases armor contribution from cloth and leather items by [if (pl<40) then 65 else 120]% and Stamina by 20%. 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. Lasts 30 sec. You may freely shapeshift in and out of this form for its duration.
Incarnation: Tree of Life: Now lasts 30 sec, up from 25 sec. No longer costs mana. You may freely shapeshift in and out of this form for its duration.
Innervate: Now grants 10% mana regeneration, up from 5%. Now grants 10% additional mana regeneration when cast on the player, down from 15%.
Lacerate: Now costs no rage and has a 3 sec cooldown. Lacerates the enemy target, dealing [4003 + 5.52% of AP] damage. Every 3 sec, the effect will deal [76 + 0.37% of AP] bleed damage and grant a 12% chance to reset the cooldown on Mangle. Stacks up to 3 times and lasts 15 sec.
Lifebloom: Now costs 5% of base mana, down from 7%.
Living Seed: Now only procs off of the direct healing portion of the spells. No longer grants "a chance to plant a Living Seed", instead just will "plant a Living Seed".
Mangle: Now does 370% normal damage, down from 540%. No longer causes the target to take 30% additional damage from bleed effects for 1 min.
Mangle: Now does 100% normal damage plus 1931 and generates 5 rage. No longer has a rage cost.
Mark of the Wild: Now grants Intellect instead of Stamina. No longer grants increased magical resistances. Now costs 22% of base mana, down from 24%.
Mass Entanglement: New. Roots your target in place for 20 sec and spreads to additional nearby enemies. Affects 5 total targets. Damage caused may interrupt the effect. Useable in all shapeshift forms. 30 yd range, 2 min cooldown, Instant cast.
Maul: Now grants 20% additional damage against bleeding targets.
Might of Ursoc: New. Increases maximum health by 30% and increases health to 30% (if below that value). Lasts 20 sec. Instant cast, 3 min cooldown.
Moonfire: Now costs 8% of base mana, down from 9%. Now DoT damage lasts for 18 sec, up from 12 sec.
Nature's Swiftness: Now has a 1 min cooldown, down from 3. Now when activated, your next Cyclone, Entangling Roots, Healing Touch, Hibernate, Nourish, Rebirth, or Regrowth becomes instant, free, and castable in all forms. The healing and duration of the spell is increased by 50%.
Swiftmend: No longer named Efflorescence. Instantly heals a friendly target that has an active Rejuvenation or Regrowth effect for 9805, and restores 1177 health to the three most injured allies within 8 yards of the initial target every 1 sec for 7 sec.
Swipe: Now also deals 20% increased damage against bleeding targets.
Swipe: Now does 375% weapon damage, down from 525%. Now also deals 20% increased damage against bleeding targets.
Symbiosis: New. Creates a symbiotic link which grants the Druid one ability belonging to the target's class, varying by the Druid's specialization. In exchange, grants the target one Druid ability based on their class and combat role. Lasts 1 hour and persists through death. Cannot be cast on other Druids. Effect cancelled if Druid and target become too far apart. 4% of base mana, 6 sec cast, 30 yd range.
Thrash: Now costs 15 rage, down from 25. Strikes all enemy targets within 8 yards, dealing [1034 + 9.82% of AP] to [1277 + 9.82% of AP] damage and an additional [644 + 1.67% of AP] damage every 2 sec for the next 16 sec, and also causing the Weakened Blows effect. Each time Thrash deals damage, it has a 12% chance to reset the cooldown on Mangle.
Tranquility: Now costs 27% of base mana, down from 32%.
Typhoon: Now has no mana cost and is useable in all shapeshift forms.
Ursol's Vortex: New. Conjures a vortex of wind at the destination location that reduces the movement speed of all enemies within 8 yards by 50%. The first time an enemy attempts to leave the vortex, winds will pull that enemy back to its center. Lasts 15 sec. Useable in all shapeshift forms. 30 yd range, 30 sec cooldown, Instant cast.
Wild Charge: Renamed from Feral Charge. No longer costs rage.
Wild Charge: Renamed from Feral Charge. No longer costs energy. Now has a 15 sec cooldown, down from 30 sec. Can only be used while in combat.
Wild Mushroom: Bloom: New. Grow a magical Mushroom with 5 Health at the target location. After 6 sec, the Mushroom will become invisible. When triggered by the Druid, all Mushrooms will bloom healing all allies within 6 yards for 4264 to 5159. Only 3 Mushrooms can be placed at one time. Use Wild Mushroom: Bloom to trigger all Mushrooms.
Wrath: Now costs 8% of base mana, down from 9%. Now has a 2 sec cast time, down from 2.5 sec.
Predatory Swiftness: Renamed from Predatory Strikes. Reworked: Your finishing moves have a 20% chance per combo point to make your next Cyclone, Entangling Roots, Healing Touch, Hibernate, or Rebirth become instant and cost no mana.
Primal Fury: Gain an additional 15 Rage every time you deal a critical strike with autoattack or Mangle and gain an additional combo point every time one of your combo moves deals a critical strike.
Rip: Now each time you Shred or Mangle 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.
Savage Roar: Now increases physical damage done by 30%. Duration per combo point increased.
Shred: Now does 370% damage, down from 540%. Deals 20% additional damage against bleeding targets.
Skull Bash: New. You charge and skull bash the target, interrupting spellcasting, preventing any spell in that school from being cast for 4 sec, and increasing the mana cost of all spells by 10% for 10 sec. 13 yd range, 15 sec cooldown, Instant cast.
Tiger's Fury: Now also restores 60 energy. Cannot be activated while Berserk (Cat) is active.
Bear Hug: New. Melee attack that stuns the target for 3 sec and each 1 sec deals 10% of the Druid's health in damage. The Druid is immobilized for 3 sec. Using this ability activates Bear Form. 1 min cooldown, Instant cast.
Berserk: When used in Bear Form, removes the cooldown from Mangle and causes it to hit up to 3 targets and lasts 10 sec. When used in Cat Form, reduces the cost of all Cat Form abilities by 50% and lasts 15 sec. 3 min cooldown, Instant cast.
Savage Defense: Now costs 60 rage and has a 1.5 sec cooldown. Reduces all physical damage taken by 40% for 6 sec.
Nourish: Now costs 8% of base mana, down from 10%. Now has a 2.5 sec cast time, down from 3 sec.
Omen of Clarity: Your periodic healing from Lifebloom has a 4% 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 ability by 100%.
Regrowth: Now costs 29% of base mana, down from 35%. Now also has a 60% increased chance for a critical effect and its duration automatically refreshes to 6 sec each time it heals targets at or below 50% health.
Revitalize: Reworked: When you periodically heal with your Rejuvenation or Lifebloom spells, you have a 20% chance to instantly regenerate 2% of your total mana. This effect cannot occur more than once every 12 sec.
Swiftmend: Now costs 8% of base mana, down from 10%. Reworked: Instantly heals a friendly target that has an active Rejuvenation or Regrowth effect for 9805, and restores 1177 health to the three most injured allies within 8 yards of the initial target every 1 sec for 7 sec.
Wild Growth: Now costs 22% of base mana, down from 27%.
Wild Mushroom: Bloom: New. Causes all of your Wild Mushrooms to bloom, healing all allies within 6 yards for 4264 to 5159. 10 sec cooldown, Instant cast.
Celestial Alignment: Grants you the simultaneous damage benefit of both your Lunar Eclipse and Solar Eclipse, increasing damage done by your Nature and Arcane spells by 20%. In addition, casting Moonfire also applies the Sunfire effect. Activating this ability consumes all Lunar and Solar Energy and prevents gaining more during its duration. Lasts 15 sec. 3 min cooldown, Instant cast.
Eclipse: Your Wrath now generates Lunar Energy and your Starfire now generates Solar Energy. When triggered, both Lunar and Solar Eclipse grant 15% spell haste for 15 sec and energize you for 35% of your maximum mana.
Solar Eclipse - When you reach 100 Solar Energy you will trigger a Solar Eclipse, increasing all Nature damage done by 20%, transforming your Moonfire spell into Sunfire, and causing Wrath and Starsurge damage to refresh Sunfire's duration.
Lunar Eclipse - When you reach 100 Lunar Energy you will trigger a Lunar Eclipse, increasing all Arcane damage done by 20%, transforming your Hurricane spell into Arcane Storm, and causing Starfire and Starsurge damage to refresh Moonfire's duration.
Euphoria: Now also works with Starsurge. No longer restores mana when you reach a Solar or Lunar eclipse.
Killer Instinct: New. Grants 100% of your Intellect as Agility when you shapeshift into Bear Form or Cat Form.
Lunar Shower: Now works with Moonfire or Sunfire. No longer generates Solar Energy and Lunar Energy when you are under the effect of Lunar Shower.
Moonkin Form: Now costs 9% of base mana, down from 13%. While in Moonkin Form, you increases the spell haste of all party and raid members within 100 yards by 5%.
Shooting Stars: Reworked: You have a 20% chance when you deal critical periodic damage with your Moonfire or Sunfire to instantly reset the cooldown of your Starsurge and cause its next cast within 12 sec to be instant.
Solar Beam: Now costs 16% of base mana, down from 18%.
Starfall: Now costs 32% of base mana, down from 35%. Triggering a Lunar Eclipse resets the cooldown of this spell.
Starsurge: Now costs 10% of base mana, down from 11%. Now generates 20 Lunar or Solar energy, up from 15.
Wild Mushroom: Now costs 10% of base mana, down from 11%. Reworked: Grow a magical Mushroom with 5 Health at the target location. After 6 sec, the Mushroom will become invisible. Other Wild Mushroom abilities can target these mushrooms for additional effects. Only 3 Mushrooms can be placed at one time.
Wild Mushroom: Detonate: Now also creates a Fungal Growth in each mushroom's wake covering an area within 8 yards, slowing all enemy targets by 50%, and lasting 20 sec.
Chimera Shot: Now causes 115% weapon damage, up from 100%. 9 second cooldown, down from 10.
Steady Focus : Now also causes your Steady Shot to regenerate an additional 3 focus. Lasts 10 seconds, up from 8.
Black Arrow: Reworked - Fires a Black Arrow at the target, dealing 85% Weapon damage as Shadow damage to the enemy target. In addition, Black Arrow deals 10 damage over 20 sec to the target and any other enemy within the path of the Black Arrow when fired. Lock and Load cannot trigger from the damage done to these additional targets.
Lock and Load: Now also has a 20% chance when Explosive Trap and Black Arrow deal damage to cause the Lock and Load effect.
Serpent Spread: Now spreads a full duration Serpent Sting, up from 9 seconds.
Trap Mastery: Now reduces the cooldown of your traps and Black Arrow by 6 seconds.
Viper Venom: New - You gain 3 Focus each time your Serpent Sting deals damage. This effect has a 3 sec cooldown.
Pet - Sporebat
Smack: Now also deals ??>% more damage and costs ??>% more Focus when your pet has 50 or more Focus.
Pet - Bat
Bite: Now also deals ??>% more damage and costs ??>% more Focus when your pet has 50 or more Focus.
Pet - Bear
Claw: Now also deals ??>% more damage and costs ??>% more Focus when your pet has 50 or more Focus.
Pet - Generic Hunter
Blood of the Rhino: Now also increases your pet's armor by 20% and reduces its chance of being critically hit by 6%.
Alter Time: New. Alter the fabric of time, causing the caster to return to their current location, health, mana, and conditions after 4 sec. Effect negated if the caster dies within the 4 sec before the effect occurs or moves too far away. Costs 1% of base mana, 3 min cooldown, Instant cast.
Ancient Portal: Dalaran: New (Used in previously mentioned minor glyph that teleports you to Dalaran Crater instead of Dalaran City)
Ancient Teleport: Dalaran: New (Used in previously mentioned minor glyph that makes a portal to Dalaran Crater instead of Dalaran City)
Arcane Brilliance: Now grants 10% spell power and 5% criticial strike chance, in place of mana and spell power. Now costs 4% of base mana, down from 26%.
Counterspell: Now silences an enemy for 6 sec, down from 7 sec. Now costs 2% of base mana, down from 9%.
Deep Freeze: No longer deals damage to targets that are permanently immune to stuns. Now costs 2% of base mana, down from 9%.
Evocation: Now has a 2 min cooldown, down from 4 min. Wording change from "mana" to "total mana".
Fire Blast: Now costs 2% of base mana, down from 21%.
Flamestrike: Now has a 12 sec cooldown. Now costs 6% of base mana, down from 30%.
Frost Armor: Now grants 5% spell haste. No longer grants physical damage reduction or slowing of enemies. Now has a 3 sec cast time and costs 3% of base mana. Armor spells no longer have a limited duration.
Frost Nova: Now costs 2% of base mana, down from 7%.
Frostfire Bolt: Cast time increased to 2.75 sec, up from 2.5 sec. Wording change to remove "This spell will be checked against the lower of the target's Frost and Fire resists.". Now costs 4% of base mana, down from 9%.
Ice Lance: Range increased to 40 yds, up from 35. Damage against frozen targets now tripled, up from doubled. Now costs 1% of base mana, down from 6%.
Invisibility: Now you are untargettable by enemies while invisible. Cooldown increased to 5 min, up from 3 min. Now costs 3% of base mana, down from 16%.
Mage Armor: Now grants 5 Mastery. No longer grants increased magic resistance or extra mana regeneration. Now has a 3 sec cast time and costs 3% of base mana. Armor spells no longer have a limited duration.
Molten Armor: Now grants a 25% reduction of harmful physical effects used against you, as well as 5% increased spell critical strike chance, up from 3%. No longer does damage when you are attacked or a reduced chance to be critically hit. Now has a 3 sec cast time and costs 3% of base mana. Armor spells no longer have a limited duration.
Nether Attunement: New. Your spell haste also increases your mana regeneration, and the effect of mana restores from Mage spells.
Polymorph: All polymorph spells now cost 2% of base mana, down from 7%.
Portal: All portal spells now cost 4% of base mana, down from 18%.
Remove Curse: Now has an 8 sec cooldown and removes all curses from the target, up from 1. Now costs 2% of base mana, down from 8%.
Ritual of Refreshment: Now has a 1 min cooldown, down from 5 min. Now costs 5% of base mana, down from 27%.
Shatter: Now grants double chance for critical strike against frozen targets (was triple) plus an additional 40%. Now a passive skill for all specs.
Slow Fall: Now costs 1% of base mana, down from 6%.
Spellsteal: Now costs 7% of base mana, down from 40%.
Teleport: All teleport spells now cost 3% of base mana, down from 8%.
Time Warp: Now costs 4% of base mana, down from 26%.
Combustion: Now costs 10% of base mana and has a 45 sec cooldown, down from 2 min. Wording change to only combine Pyroblast, Ignite, and Flamestrike spell DoT components. Now also stuns the target for 3 sec.
Critical Mass: New. Multiplies the critical strike chance of your Fireball, Frostfire Bolt, Pyroblast, and Scorch by 1.3.
Dragon's Breath: Now disorients for 4 sec, down from 5 sec. Now costs 4% of base mana, down from 7%.
Fireball: Now costs 4% of base mana, down from 9%.
Inferno Blast: New. Blasts the enemy for 963 to 1142 Fire damage, is guaranteed to critical strike, and spreads any Pyroblast, Ignite, Flamestrike, and Combustion effects to up to 5 nearby enemy targets within 8 yards. Replaces Fire Blast. 2% of base mana, 40 yd range, Instant cast, 8 sec cooldown.
Pyroblast: Getting two direct-damage critical strikes in a row will make your next Pyroblast instant cast and cost no mana. Now costs 5% of base mana, down from 17%.
Brain Freeze: Spell reworked: Your Nether Tempest, Living Bomb, and Frost Bomb spells have a chance when they deal damage to cause your next Frostfire Bolt spell to be instant cast and cost no mana.
Fingers of Frost: Your successful Frostbolts and Frostfire Bolts have a 15% chance, your successful Frozen Orb hits have a 35% chance, and your successful Scorches have a 10% chance to grant you the Fingers of Frost effect. Your Freezing effects that fail due to target immunity always grant you the Fingers of Frost effect. The Fingers of Frost effect causes your next Ice Lance or Deep Freeze to act as if your target were frozen, and increases Ice Lance damage by 25% for 15 sec. Limit 2 charges.
Frostbolt: Now has a 40 yd range (was 35 yd) and slows enemies 50% (was 40%). Now costs 4% of base mana, down from 13%.
Frozen Orb: Now costs 10% of base mana and has 1 min cooldown. Launches a Frozen Orb forward from the Mage's position, releasing Frostbolts that deal 67 to 86 Frost damage to all nearby enemy targets for 10 sec. Targets damaged by the Frost Orb are slowed by 40% for 2 sec.
Arcane Barrage: Now Arcane Barrage's damage is increased by 25% per Arcane Charge, and it hits 1 additional targets per Arcane Charge, consuming all Arcane Charges. Now costs .5% of base mana, down from 11%.
Arcane Blast: Now Generates an Arcane Charge. Arcane Blast's damage is increased by 25% per Arcane Charge, and its mana cost is increased by 125% per Arcane Charge. Now costs 1% of base mana, down from 5%. Arcane Missiles' damage is increased by 25% per Arcane Charge. Arcane Missiles has a chance to be activated after each of your harmful spell casts. Limit 2 charges.
Arcane Missiles: Now launches 5 waves of missiles (was 3) and generates an Arcane Charge. Arcane Missiles' damage is increased by 25% per Arcane Charge. Arcane Missiles has a chance to be activated after each of your harmful spell casts. Limit 2 charges.
Blackout Kick: Kick with a blast of sha energy, causing (11.6+5.4*Level) Physical damage to an enemy target. Only usable on targets at or below 35% health. If the target is killed by Blackout Kick, you are refunded 1 Force. (2 Chi, Instant cast, 3 sec cooldown)
Crackling Jade Lightning: Channels Jade lightning at the target, causing 1674 Nature damage over 6 sec. If the enemy attacks you within melee range while victim to Crackling Jade Lightning, they are knocked back a short distance. (Instant, Channeled, 8 second cooldown)
Detox: Eliminates ailments from the friendly target, removing all harmful Poison and Bleed effects. (Instant, 8 second cooldown)
Disable: You attempt to disable the target's movement, reducing their movement speed by 25%. Stacks up to 2 times. If you use Disable a third time on a target while they have 2 stacks, all stacks will be consumed and they will be rooted for 8 sec (3 PvP). (15 energy, Instant)
Expel Harm: Instantly heals yourself for 978 to 1137, and causes 0% of the amount healed to instantly be dealt to a nearby enemy as damage within 5 yards. (Instant, 15 second cooldown)
Fortifying Ale: Increases your health by 100%, but you cannot be healed. Lasts 20 sec. (3 minute cooldown, Instant)
Grapple Weapon: You fire off a rope spear, grappling the targets weapons and shield, returning them to you. Depending on the quality of the weapon, your damage done, healing done and damage reduction may be increased. (Instant, 60 second cooldown)
Healing Sphere: You form a Healing Sphere out of healing mists at the target location for 30 sec. If allies walk through it, they consume the sphere, healing themselves for 5255. Maximum of 3 Healing Spheres can be active by the Monk at any given time. (1.5 second cast)
Jab: You Jab the target, dealing (3.4+1.6*Level) damage and generating 1 Chi. (40 energy, Instant)
Legacy of the Emperor: You extol the words of the last emperor, increasing Strength, Agility, and Intellect by 5%. If target is in your party or raid, all party and raid members will be affected. (Instant)
Meditation: Reduces all damage taken by 99% and redirects to you all harmful spells cast against your allies within 30 yards. Lasts 10 sec. Being the victim of a melee attack will break your meditation, cancelling the effect. (10 second Channel, 3 minute cooldown)
Paralysis: You cause the targets muscles to contract, incapacitating them for 30 sec. If done from behind the target, the duration is doubled. Only one target can be victim to Paralysis at any given time. Any damage taken will cancel the effect. (Instant, 15 second cooldown)
Provoke: You mock the target, causing them to rush torward to attack you an increased 50% movement speed. If targeting your Statue of the Black Ox, you Provoke all enemies within an 8 yard radius of your statue. (Instant, 8 second cooldown)
Resuscitate: Returns the spirit to the body, restoring a dead target to life with 35% of maximum health and mana. Cannot be cast when in combat. Cast time reduced by 50% if target is within melee range. (10 second cast)
Roll: Roll a short distance. (Instant, 0.8 second cooldown)
Spear Hand: You jab the target in the throat, interrupting their spell cast and preventing any spell in that school from being cast for 5 sec. If the enemy is facing you when cast, they are also silenced out of all schools for 5 sec. (Instant, 30 second cooldown)
Spinning Crane Kick: You spin while kicking in the air, dealing (5.3+2.5*Level) Physical damage every 1 sec, to all nearby enemies within 8 yards. Movement speed is reduced by 30%. Lasts 6 sec. (1 Chi, Instant)
Stance of the Fierce Tiger: Increases damage done by 20%. Allows use of abilities under jurisdiction of the White Tiger, such as offensive damage abilities. (Instant)
Afterlife: When you kill an enemy while gaining experience or honor, you have a 50% chance to summon a Healing Sphere. Healing Sphere You form a Healing Sphere out of healing mists at the target location for 30 sec. If allies walk through it, they consume the sphere, healing themselves for 5255. Maximum of 3 Healing Spheres can be active by the Monk at any given time.
Energizing Brew: Regenerates 60 Energy over 6 sec. Can only be used while in combat. (Instant, 60 second cooldown)
Exploding Jade Blossom: Deals 882 to 1025 Physical damage to the first enemy target in front of you within 30 yards, rooting them for 2 sec. If Exploding Jade Blossom travels further than 10 yards, the damage is increased by 50%. (1 Chi, Instant)
Fists of Fury: Pummel all targets in front of you with rapid hand strikes, stunning them and dealing 1 damage immediately and every 1 sec for 4 sec. (3 Chi, 4 second channel, 45 second cooldown)
Flying Serpent Kick: Soar through the air forwards at an increased speed. While traveling, use Flying Serpent Kick again to land yourself, dealing 300 damage to all enemies within 8 yards, and slowing them by 70% for 4 sec. (Instant, 25 second cooldown)
Legacy of the White Tiger: You honor the White Tiger's legacy, increasing mastery by 5. If target is in your party or raid, all party and raid members will be affected. (Instant)
Muscle Memory: Your fighting technique improves over time during combat. Anytime you Jab a target from behind, your chance to critically hit with Jab increases by 1% for 30 sec. This effect can stack up to 100 times. Leaving combat or an encounter will clear your muscle memory.
Rising Sun Kick: You kick upwards, attacking the enemy twice for 985 weapon damage with a 30% chance to perform a third attack. (2 Chi, Instant, 8 second cooldown)
Sparring: When you are attacked by a melee enemy in front of you begin to spar their attacks, increasing your chance to parry by 5% for 10 sec. This effect has a 30 sec cooldown. When you attack them back, Sparring is amplified by an additional 5%. Stacks up to 3 times.
Conjured Effigy (Passive)
When you consume 3 Chi, your statue will conjure a White Tiger Effigy which travels torwards the last enemy you attacked, dealing 563 damage. If the effigy travels for 5 sec, it becomes lusted, moving at a greater speed and dealing 100% increased damage.
Tiger's Lust (On-Click Effect): Increases the damage done by the ally and the Monk by 15% for 6 sec. Limit 2 charges per statue. (5 second cast)
Tigereye Brandy: Causes your Tiger Palm, Rising Sun Kick and Blackout Kick to also hit 2 additional nearby enemies within 5 yards when they deal damage for 20 sec. (1 Chi, Instant, 1.5 minute cooldown)
Avert Harm: You reduce the damage taken by all nearby friendly targets within 10 yards by 20%, and cause half of all remaining damage they take to be re-directed to you. Lasts for 15 sec. Avert Harm is cancelled if you reach 10% or lower health. (Instant, 60 second cooldown)
Breath of Fire: Breathes fire onto the target, causing 2001 to 2552 damage. Damage is multiplied by the number of Drunken Haze stacks on the target. (2 Chi, Instant)
Brewmaster Training: You become adept in the ways of the Brewmaster, amplifying two of your spells.
Increases the amount of your next Guard by 5%. Lasts 30 sec. Stacks up to 3 times.
When you Parry, your next Blackout Kick will cost no Force and can be used on targets regardless of their health percentage.
Drunken Haze: You hurl a keg of your finest brew, reducing the movement speed of all enemies within 8 yards by 15%. Affected targets have a 3% chance to have their attacks missfire and strike themselves instead for 1095 damage. Stacks up to 3 times. (Instant)
Elusive Brew: Increases your chance to dodge melee and ranged attacks by 50% for 10 sec. (1 Chi, Instant, 45 second cooldown)
Guard: You Guard against future attacks, absorbing ((AP*1.971)+1) damage for 8 sec. Any heals you apply to yourself while Guarding are increased by 30%. (2 Chi, Instant)
Leer of the Ox: Your Ox Statue stirs hatred in the target, reducing their movement speed by 50% and causing them to attack the statue for 8 sec. The statue must be within 40 yards of the target. Requires Statue of the Ox to be active. (Instant, 20 second cooldown)
You shrug off attacks, causing 50% of the damage to happen instantly and the remaining 50% to be divided over 9 sec.
Summon Black Ox Statue: Summons a Black Ox Statue at the target location. Lasts for 10 min. Only one Black Ox Statue can be summoned at any one time. The Black Ox Statue interacts with your Provoke and Leer of the Ox abilities. (6 second cast, 3 minute cooldown)
Guard (On-Click Effect)
Allies can right-click the Statue to gain the Guard effect, absorbing 14232 damage. Any healing done by the Monk is increased by 30% while Guard is active. Guard has a 10 charges.
Vengeance: Each time you take damage, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health.
Cherry Mana Tea: For each 3 Force you consume, you gain a charge of Mana Tea. Use Mana Tea to consume the charges. Each charge restores 5% of your maximum mana. Mana Tea must be channeled, lasting 1 sec per stack. Mana Tea can stack up to 50 times. Cancelling the channel will not waste stacks. (Instant Channeled)
Chi Wave: You cause a wave of Chi energy to flow through friend and foe, dealing 2737 damage or 2408 healing. Bounces up to 5 times to targets within 15 yards. (2 Chi, Instant, 15 second cooldown)
Renewing Mists: You surround the target with healing mists, restoring 1560 health every 1 for 10 sec to up to 3 friendly targets within 8 yards. Renewing Mists travels from friendly target to target when it heals, up to 3 times. (Instant, 8 second cooldown)
Revival: Instantly heals all friendly targets within vision for 5583, and clears them of any harmful magical, poison and bleed effects. (Instant)
Soothing Mists: Heals the target for 5049 to 5868 over 8 sec. If your healing done by Soothing Mists is completely effective, you have a 25% chance to generate 1 Light Force.
Stance of the Wise Serpent: Increases healing done by 20%, and replaces your Energy resource to Mana. Any ability which costs Energy will now cost Mana instead. (Instant)
Summon Jade Serpent Statue: Summons a Jade Serpent Statue at the target location. Lasts for 15 min. Limit 2 Statues. Only two statues can be active or summoned within a combat session. (5 second cast)
Eminence (Passive) - When the Monk deals damage, the summoned Jade Serpent Statues will heal the lowest health nearby target within 20 yards equal to 50% of the damage done.
Serpent's Salve (On-Click Effect) - Allies can right-click the statue to instantly be healed for 4201. 10 Charges.
Surging Mist: Heals the lowest health friendly target within 40 yards for 12658 to 14711. If cast while channeling Soothing Mists, Surging Mist will be instant cast and heal that target over all others. (1.5 second cast)
Sanctity of Battle: Haste effects lower the cooldown and global cooldown of your Judgment, Hammer of Wrath, Crusader Strike and Hammer of the Righteous. Divine Storm is no longer affected.
Seal of Command: New. Fills you with Holy Light, causing melee attacks to deal 10% additional Holy damage. Instant cast. Costs 16.4% base mana.
Seal of Insight: Now also increases healing done by 5%. Costs 16% base mana, up from 14%.
Seal of Righteousness: Fills you with Holy Light, causing melee attacks to deal 5% weapon damage to all targets within 8 yards. Instant cast. Costs 16% base mana, up from 14%.
Seal of Truth: Censure DOT now deals [17.5% of AP + 9% of SPH], up from [13.5% of AP + 5% of SPH]
Supplication: Formerly known as Retribution talent Crusade. No longer increases the damage of your Crusader Strike, Hammer of the Righteous, and Templar's Verdict by 30%, and the damage and healing of your Holy Shock by 30%. For 15 sec after you kill an enemy that yields experience or honor, your next Flash of Light heals for an additional 300%. Holy Light is no longer affected by this ability.
Turn Evil: Now lasts for up to 40 sec, up from 20. Costs 10% base mana, up from 9%.
Word of Glory: Now consumes up to 3 Holy Power, down from all. Now has a 1.5 sec cooldown, down from 20.
Consecration: Now costs 7% base mana, down from 55%. Cooldown is now 9 sec, down from 30.
Guarded by the Light: Reworked: Increases your total Stamina by 15%. Reduces the chance you will be critically hit by melee attacks by 6%. Word of Glory is no longer on the global cooldown.
Holy Wrath: Sends bolts of holy power in all directions, causing Holy damage divided among all enemies within 10 yds and stunning all Demons and Undead for 3 sec. Costs 9.4% base mana. Instant cast, 9 sec cooldown.
Sanctuary: New. Decreases damage taken by 10% and increases armor value from items by 10%.
Shield of the Righteous: Reworked: Instantly Slam the target with your shield, causing 4062 Holy damage and blocking the next melee attack against you. In addition, increases the amount your shield blocks by an additional 25% for 6 sec. 3 Holy Power. 1.5 sec cooldown.
Crusader's Zeal: New. Your autoattacks have a 20% chance to increase your attack speed by 25% for your next 3 melee swings.
Divine Storm: Now costs 3 Holy Power and no mana cost or cooldown. An area attack that consumes 3 charges of Holy Power to cause 50% weapon damage as Holy damage to all enemies within 8 yards.
Exorcism: Now generates a charge of Holy Power. Now also has a 20 sec cooldown, up from 1.5 but is instant cast. Now costs 4% base mana, down from 30%.
Hammer of Wrath: Deals 4230 to 4676 Holy damage and generates a charge of Holy Power. Only usable on enemies that have 20% or less health or during Avenging Wrath. Now costs 3% base mana, down from 12%.
Hammer of the Righteous: Deals 20% weapon damage, down from 30%. Now also applies the Weakened Blows effect, which reduces the targets physical damage dealt by 10% for 30 sec.
Inquisition: Consumes a maximum of 3 Holy Power to increase Holy damage by 30%. Lasts 10 sec per charge of Holy Power, up from 4.
Seal of Justice: Melee attacks do 16% additional Holy damage and reduces the targets movement speed by 50% for 5 sec. Instant cast. Costs 16% base mana, up from 14%.
Sword of Light: Increases the damage you deal with two-handed melee weapons by 25%. No longer increases spell power by an amount equal to 30% of your attack power and no longer increases your chance to hit with spells by 8%.
Templar's Verdict: Now costs 3 Holy Power, up from 1. Deals 260% weapon damage, up from 235%.
The Art of War: Your autoattacks have a 20% chance of resetting the cooldown of your Exorcism.
Denounce: Deals [1593 + 61% of SPH] Holy damage, down from [2664 + 61% of SPH] and prevents the target from causing a critical effect for the next 4 sec, up from 3. Costs 9% base mana, down from 20%. 1.5 sec cast time with a 30 yard range.
Devotion Aura: Grants all party and raid members within 40 yards immunity to silence and interrupt effects and reduces all fire, frost and shadow damage taken by 20% for 6 sec. Instant cast. 2 min cooldown.
Holy Insight: New. Increases the effectiveness of your healing by 25%. Increases your mana pool by 400%. Allows 50% of your mana regeneration from Spirit to continue while in combat. Grants hit rating equal to 50% of any Spirit gained from items or effects.
Shadow Word: Death: Now costs 2% of base mana, down from 12%. A word of dark binding that inflicts 592 Shadow damage to the target, and to the caster. If the target is below 20% health, the target takes four times as much damage. If the target dies, the caster takes no damage. If the target does not die, the cooldown is reset. This reset cannot happen more often than once every 6 sec.
Mind Control: Controls a mind up to level 41 for 30 sec. Does not work versus Mechanical beings.
Vow of Unity New. You create a Vow of Unity with a friendly target for 15 sec. Whenever one of you receives healing, the other is healed for the same amount. Whenever one of you takes damage, ??>% of the damage is redirected to the other over 6 sec. Vow of Unity cannot be cast on Tank specialized players. Instant, 2 min cooldown.
Psyfiend New. Can be cast in Shadowform, Limited to 5 target(s). Summons a Psyfiend that stands in place for 10 sec. The Psyfiend casts a Psychic Terror on a nearby enemy within 20 yards every 1.5 sec., preferring anything attacking the Priest. Psychic Terror causes enemies to flee for 30 sec. Damage caused may interrupt the effect. 4% of Base Mana, 25 yd range, Instant, 45 sec cooldown.
Void Tendrils: New. Summons Shadowy tendrils out of the ground, rooting all targets within 8 yards for 20 sec. Killing the tendril will cancel the effect. 4% of Base Mana, Instant, 30 sec cooldown.
From Darkness, Comes Light: New. Surge of Light - You have a 15% chance when you Smite, Heal, Flash Heal, Binding Heal or Greater Heal to cause your next Flash Heal to be instant cast and have no mana cost. Surge of Darkness - You have a 20% chance when you deal damage with Vampiric Touch to cause your next Mind Spike to be instant and not extinguish your Shadow damage-over-time effects from the target.
Divine Insight: New. Serendipity - When you heal with Binding Heal or Flash Heal, the cast time of your next Greater Heal or Prayer of Healing spell is reduced by 20% and mana cost reduced by 10%. Stacks up to 2 times. Lasts 20 sec. Shadow of Death - When your Mind Blast deals damage, there is a 40% chance your next Shadow Word: Death will treat the target as if it were below 20% health.
Archangel: Archangel (Evangelism) Consumes your Evangelism, increasing your healing done by 5% for each Evangelism consumed for 18 sec. 30 sec cooldown. Dark Archangel (Dark Evangelism)Increases the damage done by your Mind Flay, Mind Spike, Mind Blast and Shadow Word: Death by 25% for 18 sec. 90 sec cooldown.
Twist of Fate New. Increases damage and healing done to targets at or below 20% health by 15%.
Divine Star: New. Fires a Divine Star in front of you, traveling 20 yards doing damage to all enemies and healing all friendly targets in its path. After reaching its destination, it will return to you also dealing damage and healing all targets in its path.
Void Shift New. You swap health percentage with the current friendly target, and then heal the lower health target by 25%. Instant cast, 3 min cooldown.
Angelic Bulwark: New. Anytime a damaging attack brings you below 30% health, you gain an absorption shield equal to 20% of your total health lasting for until cancelled. This effect cannot occur more than once every 90 sec.
Phantasm New. When you Fade, you remove all movement impairing effects from yourself, you become untargetable by ranged attacks, and your movement speed is unhindered for 3 sec.
Spectral Guise: New. Your shadow blurs into the darkness, leaving your true form behind. As a shadow you are invisible, but remain in combat. Lasts 6 sec or until your true form is hit by 3 direct attacks. 30 sec cooldown, Instant cast.
Vampiric Dominance: When you deal damage or healing, 15% of the amount is healed to up to 3 low-health nearby allies. 40 yd range.
Chakra: Chastise: Now has a 30 sec cooldown. Reworked: Increases the damage done by your Shadow and Holy spells by 15% and transforms your Holy Word spell back into Holy Word: Chastise.
Chakra: Sanctuary: Now has a 30 sec cooldown. Reworked: Increases the healing done by your area of effect healing spells and Renew by 15%, reduces the cooldown of your Circle of Healing spell by 2 sec, and transforms your Holy Word: Chastise spell into Holy Word: Sanctuary.
Chakra: Serenity: Now has a 30 sec cooldown. Reworked: Increases the critical effect chance of your direct healing spells by 10%, causes your direct heals to refresh the duration of your Renew on the target, and transforms your Holy Word: Chastise spell into Holy Word: Serenity.
Train of Thought: When you heal with Greater Heal, the cooldown of your Inner Focus is reduced by 5 sec. When you Smite, the cooldown of your Penance is reduced by 0.5 sec.
Evangelism: When you deal direct damage with Smite or Holy Fire you gain Evangelism. Stacks up to 5 times. Lasts for 20 sec. Increases the damage done by your Smite and Holy Fire spells by 4% and reduces the mana cost of those spells by 6%.
Spirit Shell: New. Creates an absorption shield on the target for [5231 + 50.3% of SP] damage lasting 8 sec. When the shield expires, the target is healed for 80% of the remaining amount. 40 yd range, 2% of base mana, 2.5 sec cast.
Shadowy Apparition: Consumes all Shadow Orbs to summon shadow versions of yourself which will slowly move toward your target. Upon reaching the target, each will instantly deal 539 shadow damage. One Shadowy Apparition is summoned per Shadow Orb consumed.
Mind Spike: Now costs 3% of base mana, down from 12%.
Psychic Horror: Now costs 1 Shadow Orb, not mana. Now has a 45 sec cooldown, down from 2 min. Consumes all Shadow Orbs to terrify the target, causing them to tremble in horror for 1 sec plus 1 sec per Shadow Orb consumed and to drop their main hand and ranged weapons for 10 sec.
Vampiric Touch: Now costs 3% of base mana, down from 16%. Causes 925 Shadow damage over 15 sec. The caster gains health equal to 15% of the damage done by Vampiric Touch.
Silence: Now costs 1% of base mana, rather than a set cost.
Shadowform: Now costs 3% of base mana, down from 13%.
Mind Flay: Now costs 1% of base mana, down from 8%.
Vampiric Embrace: Now has a 3 min cooldown. Fills you with the embrace of Shadow energy, causing you and your allies to be healed for 50% of any single-target Shadow spell damage you deal, split evenly between them. Lasts 15 sec.
Mind Blast: Now costs 3% of base mana, now 17%. Now has a 6 sec cooldown, down from 8 sec. Now generates a Shadow Orb.
Deadly Poison: Coats your weapons with a Lethal Poison that lasts for 1 hour. Each strike has a 30% chance of poisoning the enemy for 2656 Nature damage over 12 sec. Subsequent poison applications will instantly deal 298 to 395 Nature damage.
Expose Armor: No longer gains an increased duration for more combo points. Now stacks 3 times for a total of 12% armor reduction, lasting 30 sec.
Feint: No longer has a cooldown. Performs an evasive maneuver, reducing damage taken from area-of-effect attacks by 50% for 5 sec.
Shadow Walk: New. Significantly increases Stealth effectiveness for 6 sec. 1 min cooldown.
Shiv: Now has a 10 sec cooldown. Strikes an enemy's pressure point with your off-hand weapon, dealing 25% weapon damage, dispelling an Enrage effect from the target, and applying a concentrated form of your active Non-Lethal poison. Awards 1 combo point.
Shroud of Concealment: New. Extend a cloak that wraps party and raid members within 20 yards in shadows, concealing them from sight. 5 min cooldown.
Sinister Strike: Now costs 40 energy, down from 45. Now does 90% weapon damage, down from 100%.
Slice and Dice: Duration increased from 9-21 seconds to 12-36 seconds.
Swiftblade's Cunning: New. Increases the melee and ranged attack speed of all party and raid members within 100 yards by 10%.
Wound Poison: Renamed from Instant Poison, now reduces all healing effects on the target by 25% for 15 sec.
Bandit's Guile: Your training allows you to recognize and take advantage of the natural ebb and flow of combat. Your Sinister Strike and Revealing Strike abilities increase your damage dealt by up to 30%. After reaching this maximum, the effect will fade after 15 sec and the cycle will begin anew.
Revealing Strike: Now does 75% weapon damage, down from 125%. Duration increased to 18 seconds, up from 15 seconds. Now also gives your Sinister Strikes a 20% chance to generate an extra combo point.
Vitality: Increases your Energy regeneration rate by 20% (was 25%) and your Attack Power by 25% (was 30%).
Cut to the Chase: Your Eviscerate refreshes your Slice and Dice duration to its 5 combo point maximum.
Dispatch: New. A vicious strike that exploits the vulnerability of foes with less than 35% health remaining, causing 195% weapon damage plus 744.9 to the target. Requires a dagger in the main hand. Awards 1 combo point. 30 energy.
Envenom: Finishing move that deals instant poison damage proportional to the number of combo points on the target. Following the Envenom attack, your poison application chance is increased by 15%, for 1 sec plus an additional 1 sec per combo point.
Improved Poisons: Increases the application chance of Deadly Poison and Wound Poison by 20%.
Mutilate: Now costs 55 energy, down from 60. Now does 140% weapon damage, down from 179%.
Vendetta: Duration reduced to 20 sec, down from 30. Now increases the damage you deal to the target by 30%, up from 20%.
Backstab: Now costs 35 energy, down from 60. Now does 275% weapon damage, up from 200%.
Energetic Recovery: While your Slice and Dice ability is active, you regain 8 Energy every 2 sec.
Hemorrhage: Now costs 30 energy, down from 35. An instant strike that deals 100% weapon damage (145% if a dagger is equipped). When used on a target that is bleeding, opens the wound further to deal an additional 40% of the direct strike's damage over 24 sec. Awards 1 combo point. Replaces Sinister Strike.
Honor Among Thieves: When any player in your party or raid critically hits with a spell or ability, you gain a combo point on your current target. This effect cannot occur more than once every 2 seconds, and cannot occur while you are stealthed.
Sanguinary Vein: Increases your damage dealt to targets with a Bleed effect on them by 20%.
Shadow Dance: Enter the Shadow Dance for 8 sec, allowing the use of abilities that ordinarily require Stealth. The energy cost of Ambush is reduced by 20 while Shadow Dance is active.
Sinister Calling: No longer increases the percentage damage bonus of Backstab and Hemorrhage.
Burning Wrath: New - Fiery elemental energy emanates from the Shaman, empowering all nearby party and raid members and increasing their spell power by 10%.
Capacitor Totem: New - Summons an Air totem with 5 health at the feet of the caster that gathers electrical energy from the surrounding air and then explodes after 5 sec to stun all enemies within 8 yards for 5 sec. 45 sec cooldown.
Healing Stream Totem: Reworked - Now Summons a Healing Stream 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 ((31+($SP*0.3124)*1)) every 2 sec. 30 second cooldown.
Wind Shear: Now costs 9% of base mana, up from 8%. 12 second cooldown, down from 15. 3 second lockout, up from 2.
Lava Burst: Now has a 1.5 second cast time, down from 2 seconds.
Earthquake: Now costs 70% of base mana, up from 60%.
Elemental Focus: Reworked - The Clearcasting state reduces the mana cost of your next 2 damage or healing spells by 25% (down from 40%), increases spell damage done by 10%, and increases single-target healing done by 50%.
Elemental Fury: Now also increases Lightning Bolt damage by 50%, Chain Lightning damage by 70%, and Critical strike damage increased by 50% for all spells.
Archimonde's Vengeance: New. Curse an enemy, causing them to suffer 30% of all damage you take. Lasts 10 sec. Passive: Enemies who attack you suffer 5% of all damage they deal to you. This effect is disabled while on cooldown. 40 yd range, Instant, 1 min cooldown.
Curse of Enfeeblement: New. Binds the target in demonic energy, reducing physical damage by 30% and increasing the casting time of all spells by 30% for 30 sec. Less effective on dungeon and raid bosses. 4% of base mana, 40 yd range, Instant.
Curse of the Elements: Curses the target, increasing magic damage taken by 5% for 5 min. 4% of base mana, 40 yd range, Instant.
Dark Intent: New. Infuses all party and raid members with shadow, increasing their spell power by 5% for 1 hour. If target is in your party or raid, all party and raid members will be affected. 26% of base mana, 30 yd range, Instant.
Dark Soul: Instability: New. Infuses your soul with unstable power, increasing your critical strike chance by 30% for 20 sec. Passive: Increases your critical strike chance by 5%. This effect is disabled while on cooldown. 5% of base mana, Instant, 2 min cooldown.
Dark Soul: Knowledge: New. Your soul is infused with demonic knowledge, increasing your Mastery by 30 for 20 sec. Passive: Increases your Mastery by 5 This effect is disabled while on cooldown. 5% of base mana, Instant, 2 min cooldown.
Dark Soul: Misery: New. Infuses your soul with the misery of fallen foes, increasing spell haste by 30% for 20 sec. Passive: Increases your spell haste by 5%. This effect is disabled while on cooldown. 5% of base mana, Instant, 2 min cooldown.
Demonic Gateway: New. Create a demonic gateway between two locations. Stepping into the gateway causes any party member to be instantly transported to the other gateway. Limit 5 charges. The portal generates one charge every 15 seconds. 10% of base mana, 20-70 yd range, 5 sec cast.
Demonic Tactics: New. Causes your Imp, Succubus and Voidwalker to behave more intelligently.
Drain Life: Now lasts 6 sec, up from 3. Now costs 2% of base mana, down from 12%.
Enslave Demon: The time between the enslaved demon's attacks is now increased by 50%, up from 30%, and its casting speed is slowed by 50%, up from 20%. Now costs 10% of base mana, down from 27%.
Fel Armor: New. Increases your armor by 2603, total Stamina by 10% and the amount of health generated through spells and effects by 10%.
Fel Flame: No longer increases the duration of Immolate or Unstable Affliction. Now costs 4% of base mana, down from 6%.
Felhunter: Devour Magic: New. Grants your Felhunter the ability to cast Devour Magic. Purges 1 beneficial magic ???:effects; from an enemy. If an effect is devoured, the Felhunter will be healed for [1424 + 15% of SP].
Felhunter: Spell Lock: New. Grants your Felhunter the ability to cast Spell Lock. Silences the enemy for 3 sec. If used on a casting target, it will counter the enemy's spellcast, preventing any spell from that school of magic from being cast for 6 sec.
Kil'jaeden's Cunning: New. You can cast and channel while moving for 10 sec. Passive: You can cast and channel while moving, but doing so increases the cast time or channel period by 50% and reduces your movement speed by 30%. This effect is disabled while on cooldown. Instant, 1 min cooldown.
Soul Fire: Soul Fire always critically strikes. In addition, the damage is increased by your critical strike chance. Now costs 11% of base mana, up from 9%.
Soulstone: Targets are now resurrected with 60% health, up from 30%. 5% of base mana, 10 min cooldown.
Summon Doomguard: Now lasts for 1 min, up from 45 sec. Now has a 40 yd range. Now costs 25% of base mana, down from 80%.
Summon Felhunter: Cast time reduced to 5 sec, down from 6 sec. Now costs 25% of base mana, down from 80%.
Summon Imp: Cast time reduced to 5 sec, down from 6 sec. Now costs 20% of base mana, down from 64%.
Summon Infernal: Now lasts for 1 min, up from 45 sec. Now costs 25% of base mana, down from 80%.
Summon Succubus: Cast time reduced to 5 sec, down from 6 sec. Now costs 25% of base mana, down from 80%.
Summon Voidwalker: Cast time reduced to 5 sec, down from 6 sec. Now costs 25% of base mana, down from 80%.
Symbiosis: New. When Symbiosis is cast on you by a Druid, this button will be replaced by the new ability you have temporarily learned. Instant.
Twilight Ward: Previously Shadow Ward. Now absorbs Holy damage in addition to Shadow damage. Now costs 4% of base mana, down from 12%.
Unending Resolve: New. The Warlock hardens his skin, reducing all damage taken by 50% and preventing his spells from being interrupted for 12 sec. Instant, 3 min cooldown.
Wild Imps: New. Summons 5 ??? Imp:Wild Imps; from the Twisting Nether to cast 10 Firebolts at the target. Passive: Every 20 sec. your next Shadow Bolt will summon a Wild Imp. This effect is disabled while on cooldown. Demonic Fury: Each Firebolt generates 5 Demonic Fury. 100 Demonic Fury, 40 yd range, Instant, 1 min cooldown.
Bane of Agony: Now banes the target with agony, causing [1575 + 1.5 * SP] to [2520 + 2.4 * SP] Shadow damage over 24 sec. Limit 1 target. This damage is dealt slowly at first and builds up each time it deals damage. Now costs 4% of base mana, down from 10%.
Dark Soul: Misery: New. Infuses your soul with the misery of fallen foes, increasing spell haste by 30% for 20 sec. Passive: Increases your spell haste by 5%. This effect is disabled while on cooldown. Instant.
Drain Soul: Now drains the soul of the target, causing 2136 Shadow damage and energizing one Soul Shard every 4 sec. Lasts 12 sec. No longer costs any mana.
Haunt: You send a ghostly soul into the target, dealing 2136 Shadow damage and increasing all damage done by you on the target by 40% for 8 sec. No longer has a cooldown. Costs 1 Soul shard.
Malefic Grasp: New. Binds the target in twilight, causing 2403 Shadow damage over 3 sec. In addition, your periodic damage spells tick 100% faster while afflicted by Malefic Grasp. Empowered Channel: Recasting this spell before it finishes boosts the duration by 3 sec. Stacks 5 times. 2% of base mana, 40 yd range, Channeled.
Nightfall: New. Gives your Corruption and Drain Life spells a 4% chance to cause you to regain a Soul Shard.
Seed of Corruption: Now requires the target to take [1922 + 1.8 * SP] total damage from the caster before exploding. Now costs 8% of base mana, down from 34%.
Soul Swap: Now costs 6% of base mana, down from 18%.
Soulburn: Consumes a Soul Shard, unlocking the hidden power of your spells. Once soulburned, that spell cannot be soulburned again for 60 sec. Now has a 15 sec cooldown, down from 45 sec.
Soulburn: Curse: New. Grants the Soulburn empowerment to your Curses. Your Curses will afflict all enemies in a 10 yard radius around your target. Soulburn: Curse does not inflict a cooldown.
Soulburn: Demonic Circle: Teleport: New. Grants the Soulburn empowerment to your Demonic Circle: Teleport spell. Your Demonic Circle: Teleport spell also increases your movement speed by 50% and makes you immune to snares and roots for 8 sec.
Soulburn: Fear: New. Grants the Soulburn empowerment to your Fear. Your Fear will instantly horrify your target, causing them to run in fear for 3 sec.
Soulburn: Health Funnel: New. Grants the Soulburn empowerment to your Health Funnel. Your Health Funnel will instantly restore 36% health and reduce damage taken by 30% for 10 sec.
Bane of Doom: Banes the target with impending doom, causing [8544 + 8 * SP] Shadow damage over 1 min. Limit 1 target. When Bane of Doom deals damage, it has a 20% chance to summon a Wild Imp. Now costs 4% of base mana, down from 15%.
Dark Soul: Knowledge: New. Your soul is infused with demonic knowledge, increasing your Mastery by 30 for 20 sec. Passive: Increases your Mastery by 5 This effect is disabled while on cooldown. Instant.
Decimation: New. The cast time of your Soul Fire spell is reduced by 50%. If Soul Fire hits a target above 25% health, the cast time will double for 30 seconds or until it hits a low health target.
Demonic Fury: New. Demonic Fury increases your damage dealt by up to 5% at 500 Demonic Fury. Many spells and demon attacks generate Demonic Fury:
Demonic Leap: New. Leap into the air upon demonic wings, moving a short distance. Using this ability activates Metamorphosis. 100 Demonic Fury, Instant, 10 sec cooldown.
Demonic Rebirth: New. If your summoned demon dies, you gain the Demonic Rebirth effect reducing the cast time of your next summon demon spell by 100%. Lasts for 20 sec. This effect has a 2 min cooldown.
Felguard: Felstorm: New. Grants your Felguard the ability to cast Felstorm. The Felguard recklessly swings its Axe, striking all nearby targets within 8 yards for its weapon damage plus [0 + 33% of SP] every 1 sec for 6 sec. The Felguard cannot perform any other abilities during Felstorm.
Felguard: Pursuit: New. Grants your Felguard the ability to cast Pursuit. Charge an enemy, instantly causing weapon damage and increasing the Felguard's movement speed by 30% for 6 sec.
Gul'dan's Grasp: New. Reduces movement speed by 30% for 8 sec. Stacks 3 times. Caused by Hand of Gul'dan. Demonic Fury: Generates 25 Demonic Fury if the target has not already been afflicted with Gul'dan's Grasp.
Hand of Gul'dan: New. Summons a falling meteor dealing 712 Shadowflame after 2.5 sec to all enemies within 6 yards. Targets struck are afflicted with Gul'dan's Grasp. You gain 1 charge every 15 sec. Limit 3 charges. Gul'dan's Grasp: Reduces movement speed by 30% for 8 sec. Stacks 3 times. Demonic Fury: Generates 25 Demonic Fury if the target has not already been afflicted with Gul'dan's Grasp. 5% of base mana, 40 yd range, Instant.
Hellfire: Now lasts 14 sec, down from 15 sec. Now costs 4% of base mana, down from 64%.
Metamorphosis: New. You transform into a Demon, increasing the benefit of Demonic Fury by 200% and allows the use of various demonic abilities. Instant, 10 sec cooldown.
Metamorphosis: Carrion Swarm: New. While using Metamorphosis, your Shadowflame spell now costs Demonic Fury, interrupts spellcasting and knocks enemies away from you.
Aura of the Elements - Curses all targets within 20 yards, increasing magic damage taken by 5%.
Aura of Enfeeblement - Binds all enemies within 20 yards in demonic energy, reducing physical damage by 30% and increasing the casting time of all spells by 30%.
Metamorphosis: Demonic Slash: New. While using Metamorphosis, your Shadow Bolt spell transforms into Demonic Slash. Demonic Slash: Tears at the enemy, instantly dealing 913 to 1009 Shadow damage.
Metamorphosis: Immolation Aura: New. While using Metamorphosis, your Hellfire spell now no longer deals damage to you and does not need to be channelled.
Metamorphosis: Nether Plating: New. While using Metamorphosis, your armor contribution from items increases by 600%, the chance you'll be critically hit by melee attacks is reduced by 6% and the duration of stun and snare effects is reduced by 50%.
Summon Felguard: Now has a 5 sec cast, down from 5 sec. Now costs 25% of base mana, down from 80%.
Wild Imps: New. Summons 5 ??? Imp:Wild Imps; from the Twisting Nether to cast 10 Firebolts at the target. Passive: Every 20 sec. your next Shadow Bolt will summon a Wild Imp. This effect is disabled while on cooldown. Demonic Fury: Each Firebolt generates 5 Demonic Fury. Instant.
Aftermath: New. Your Rain of Fire does not need to be channeled and will stun all enemies struck twice for 2 sec. Your Conflagrate will daze the target for 5 sec.
Auto Wand: Automatically attack the target with an equipped wand until cancelled. 40 yd range, 1 sec cast.
Backdraft: New. When you cast Conflagrate, the cast time and mana cost of your next three Incinerates is reduced by $s1%. Lasts $d1.
Backlash: New. Gives you a 25% chance when hit by a physical attack to reduce the cast time of your next Incinerate spell by 100%. This effect lasts 8 sec and will not occur more than once every 8 seconds.
Burning Embers: New. Burning Embers are generated by casting Incinerate on Immolated targets and are consumed by Soul Fire. Burning Embers cause you to take damage over time and should be consumed frequently.
Chaotic Energy: New. You drain energy directly from the twisting nether, causing your mana to regenerate substantially faster. Soul Fire and Fel Flame cost more mana and deal 75% more damage. Replaces Life Tap.
Conflagrate: Now the target enemy instantly explodes, dealing 1014 to 1121 Fire damage. 12 sec recharge. Limit 2 charges. No longer costs any mana. No longer has a cooldown.
Dark Soul: Instability: New. Infuses your soul with unstable power, increasing your critical strike chance by 30% for 20 sec. Passive: Increases your critical strike chance by 5%. This effect is disabled while on cooldown. Instant.
Ember Tap: New. Heals [15+15*0*.01)]% of your health. 10 Burning Embers, Instant.
Fire and Brimstone: New. Your next Immolate, Incinerate, Conflagrate or Curse will hit all targets within 15 yards of the target and deal 40% of their normal damage. 10 Burning Embers, Instant.
Flames of A'lar: New. The flames of rebirth instantly revive your last demon. 10 Burning Embers, Instant, 1 min cooldown.
Havoc: Previously Bane of Havoc. Now causes the next four single target spells cast by the Warlock to also strike their baned target. 4% of base mana, 40 yd range, Instant, 2 min cooldown.
Immolate: Cast time reduced to 1.5 sec, down from 2 sec. Replaced Corruption. Now costs 2% of base mana, down from 8%.
Incinerate: No longer deals additional damage to immolated targets. Now has a 2 sec cast time, down from 2.5 sec. Now costs 5% of base mana, down from 14%.
Rain of Fire: Now deals 50% additional damage if the target is immolated. Now costs 4% of base mana, down from 57%.
Shadowburn: If the target dies within 5 sec, and yields experience or honor, the caster gains a Burning Ember. No longer has a cooldown. Now costs 10 Burning Embers, previously 15% of base mana.
Pet - Imp
Blood Pact: Now increases party and raid members' Stamina by 10%.
Cauterize Master: New. Burns the Master's wounds, dealing a small amount of damage, then restoring 12% health over 12 sec. 40 Energy, 40 yd range, Instant, 30 sec cooldown.
Firebolt: Now has a 1.75 sec cast, down from 2.5 sec. Now costs 40 Energy, previously 2% of base mana.
Flee: Now costs 20 Energy, previously 2% of base mana.
Singe Magic: Now on Auto-Cast: Cast upon master when he/she is stunned, silenced, polymorphed or feared by a magic effect. Now has a 10 sec cooldown, up from 6 sec. Now costs 40 Energy, previously 16% of base mana.
Pet - Voidwalker
Shadow Bulwark: Previously Consume Shadows. Now temporarily grants the Voidwalker 30% of their maximum health for 20 sec. Auto-Cast: Use this ability when below 20% health. 50 Energy, Instant, 1 min cooldown.
Shadow Shield: New. Encases the Voidwalker in shadow energy, reducing physical damage taken by 60% for 30 sec. Each time the Voidwalker is struck, a blast of Shadow damage is released, dealing 1034 Shadow damage and reducing the power of Shadow Shield by 20%. Auto-Cast: Use this ability when being attacked. 60 Energy, Instant, 10 sec cooldown.
Suffering: Now on Auto-Cast: Taunts the current target if it is not attacking the Voidwalker and taunts any target who attacks its master. Now has 30 yd range, up from 5. Now costs 40 Energy, previously 4% of base mana.
Threatening Presence: New. Intimidates any target you attack, increasing your threat generation. Auto-Cast: Always keep this effect active. Instant.
Torment: No longer has a cooldown. Now costs 50 Energy, previously 1% of base mana.
Pet - Succubus
Lash of Pain: Now costs 60 Energy, previously 3% of base mana.
Felbolt: New. Deals 1068 Fire damage to a target. 40 Energy, 40 yd range, 1.75 sec cast.
Sear Magic: New. Burns harmful magic off the target, removing 1 harmful spells from up to 5 friends within 15 yards of the target. Auto-Cast: Cast upon master when he is stunned, silenced, polymorphed or feared by a magic effect. 40 Energy, 30 yd range, Instant, 10 sec cooldown.
Pet - Voidlord
Void Shield: New. Encases the Voidlord in shadow energy, reducing damage taken by -60% for 30 sec. Each time the Voidlord is struck, a blast of Shadow damage is released, dealing 1034 Shadow damaging and reducing the power of Void Shield by 20%. Auto-Cast: Use this ability when being attacked. 60 Energy, Instant, 10 sec cooldown.
Pet - Shivarra
Bladedance: New. An instant attack that lashes the target, causing 0 Shadow damage. 60 Energy, 20 yd range, Instant.
Fellash: New. Deals (528+(0.85*($SP*0.5))) shadow damage and instantly knocks back all enemies within 5 yards. 40 Energy, 30 yd range, Instant, 25 sec cooldown.
Mesmerize: New. Mesmerizes the target, preventing all actions for up to 30 sec. Any damage caused will remove the effect. Works against Humanoids, Beasts, Dragonkin, Giants, Mechanical and Undead targets. Auto-Cast: Cast upon targets who stun, silence or fear their master. 20 Energy, 30 yd range, 30 sec cast (Channeled).
Pet - Beholder
Clone Magic: New. Steals 1 beneficial magic effects from an enemy. If an effect is devoured, the Observer will be healed for (1425+(($SP*0.5)*0.3)) and gain 60 Energy. 20 Energy, 30 yd range, Instant, 15 sec cooldown.
Optical Blast: New. Blasts the enemy with lasers, dealing 150% weapon damage and silencing the enemy for 3 sec. If used on a casting target, it will counter the enemy's spellcast, preventing any spell from that school of magic from being cast for 6 sec. 20 Energy, 40 yd range, 3 sec cast, 24 sec cooldown.
Mortal Cleave: New. A sweeping attack that does the Wrathguard's weapon damage divided among all targets within 6 yards. The Wrathguard's current target is also wounded, reducing the effectiveness of any healing received by 25% for 5 sec. 60 Energy, Melee range, Instant.
Wrathstorm: New. The Wrathguard recklessly swings its weapon, striking all nearby targets within 8 yards for its weapon damage plus ((($SP*.50)*2)*0.33+0) every 1 sec for 6 sec. The Wrathguard cannot perform any other abilities during Wrathstorm. 60 Energy, Instant, 45 sec cooldown.
Bladestorm: Renamed from Whirlwind. You become a whirling storm of destructive force, striking all nearby targets with your main hand weapon for 75% weapon damage. Also does 75% weapon damage for off-hand.
Charge: No longer requires Battle Stance. Cooldown increased to 20 sec, up from 15. Now can be used in combat and generates 20 rage, up from 15.
Cleave: Now has a 1.5 sec cooldown, down from 3 sec. Now does 75% weapon damage.
Deep Wounds: New. Your Mortal Strike, Bloodthirst and Devastate cause the target to bleed for 1090 over 15 sec.
Demoralizing Banner: New. Throw down a war banner that decreases the damage dealt by all enemies within 30 yards of the banner by 10%. You can Intervene to your war banner. Lasts 15 sec. 30 yd range, 3 min cooldown, Instant cast.
Disarm: No longer requires Defensive Stance. No longer costs rage. No longer disarms the ranged weapon.
Enrage: Critical strikes with special abilities and critical blocks Enrage you, increasing the rage you generate from normal melee attacks by 25% for 6 sec.
Execute: Now costs 30 rage. No longer has a stance requirement. No longer consumes additional rage to do more damage.
Mocking Banner: New. Throw down a war banner that forces all enemies within 15 yards of the banner to focus attacks on the warrior for 6 sec. Lasts 30 sec. You can Intervene to your war banner. 30 yd range, 3 min cooldown, Instant cast.
Pummel: Now has a 15 sec cooldown, up from 10 sec. No longer has a rage cost.
Shattering Throw: No longer has a stance requirement and no longer does damage based on attack power.
Skull Banner: New. Throw down a war banner that increases the critical chance of party or raid members within 30 yards of the banner by 30%. Lasts 10 sec. You can Intervene to your war banner. 30 yd range, 3 min cooldown, Instant cast.
Thunder Clap: No longer has a stance requirement. Now reduces target's physical damage done by 10%, down from 20%. Damage no longer increased by attack power.
Bastion of Defense: Renamed from Shield Mastery. Increases your block chance by 15%. Increases your armor value from items by 10%. Reduces the cooldown of your Shield Wall by 3 min.
Devastate: No longer has a rage cost. Deals 75% weapon damage plus 945 and sunders the target, causing Weakened Armor. Replaces Sunder Armor.
Revenge: No longer has a stance requirement or rage cost. Now has a 9 sec cooldown, up from 5 sec. Now hits up to three enemies.
Shield Barrier: New. Requires Shields. Raise your shield, reducing magical damage taken by 25% for 6 sec. 60 Rage, 1.5 sec cooldown, Instant cast.
Shield Block: Now has a 1.5 sec cooldown, down from 1 min. Now costs 60 rage, up from 10. No longer has a stance requirement. Raise your shield, blocking the next melee attack against you and increasing your block chance by 25% for 6 sec. If your total chance to block exceeds 100%, your chance to critically block is increased by the excess.
Shield Slam: Now generates 10 Rage, but no longer dispels a magic effect.
Sword and Board: Your Revenge has a 60% chance of resetting the cooldown of your Shield Slam and increasing the rage it generates by 5 for 5 sec.
Unwavering Sentinel: Reworked: Increases your total Stamina by 15%. Reduces the chance you will be critically hit by melee attacks by 6%.
Bloodsurge: Your Bloodthirst hits have a 30% chance of lowering the global cooldown to 1 sec and reducing the Rage cost by 20 of your next 3 Wild Strikes.
Bloodthirst: Now generates 10 rage. Now has a 6 second cooldown, up from 3 sec. Instantly attack the target causing 916 damage and restoring 1% of your health.
Crazed Berserker: You are a master of dual-wield combat, and can equip one-hand and off-hand weapons in your off-hand. Your autoattacks do an additional 40% damage, and your off-hand attacks do an additional 25% damage.
Flurry: Your melee hits have a 9% chance to increase your attack speed by 25% for your next 3 swings.
Raging Blow: No longer has a stance requirement. Now costs 30 rage, up from 20. Now does 85% weapon damage, down from 100%.
Single-Minded Fury: When you dual-wield one-handed weapons, you deal 35% additional damage with your main hand and 40% with your off-hand.
Titan's Grip: Allows you to dual-wield a pair of two-handed weapons.
Whirlwind: No longer has a stance requirement. Now has a 6 sec cooldown, down from 10. In a whirlwind of steel you attack all enemies within 8 yards, causing 35% weapon damage to each enemy.
Wild Strike: New. A quick strike with your off-hand weapon that deals 135% weapon damage plus 469 and causes Mortal Wounds on the target. Grievously wounds the target, reducing the effectiveness of any healing received for 10 sec. 30 Rage.
Colossus Smash: No longer has a stance requirement. Now costs 30 rage, up from 20. Smashes a target for 175% weapon damage plus 221 and weakens their defenses, allowing your attacks to entirely bypass 100% of their armor for 6 sec, and causes the Physical Vulnerability effect on the target. Bypasses less armor on players. Weakens the constitution of an enemy target, increasing their physical damage taken by 4% for 30 sec.
Die by the Sword: New. Increases your parry chance by 100% and reduces damage taken by 20% for 5 sec. 2 min cooldown.
Mortal Strike: Now generates 10 rage. Now has a 6 sec cooldown, up from 4.5 sec. A vicious strike that deals 125% weapon damage plus 1282 and causes Mortal Wounds on the target.
Overpower: No longer has a stance requirement or rage cost. Now does 140% weapon damage, up from 125%.
Seasoned Soldier: While wielding a two-handed melee weapon, your Physical damage dealt is increased by 20%, up from 12%.
Slam: Now costs 30 rage, up from 15. Now is instant cast, down from 1.5 sec. Now does 150% weapon damage, up from 145%.
Sudden Death: No longer allows you to keep 10 rage after using Execute.
Scarlet Monastery Preview
While we are waiting for the new level 90 Heroic versions of Scarlet Monastery, we went back and took a look at the revamped lower level versions. There are small new mechanics, changes, and new art that make the dungeon a much nicer experience than before, so watch the video for the full effect!
The Graveyard and Cathedral are now combined into one instance, as are the Armory and Library.
Scarlet Flamethrowers drop fuel that you can explode to do damage to surrounding mobs.
Mograine is no longer in the Cathedral and has been replaced with Commander Durand.
The human monks are showing off the new monk animations while training.
Scarlet Treasurers throw gold into the air when they die, leaving you with a few piles of gold to loot.
Getting across the archery area requires using a target as a shield to protect yourself.
The Houndmaster meets an untimely demise at the paws of his own hounds.
New Warlock Pets
Warlocks finally got new pets, which are learned by the Grimoire of Supremacy talent. These pets are stronger, do 10% more damage, and replace your normal pets. The Fel Imp is a minor variation of the regular imp pet.
New Archaeology Artifacts
Originally Posted by MMO-Champion
Pandaren Tea Set - The Pandaren have a rich history of tea. While much care is given to its brewing, the secrets to properly enjoying tea have always been equally valued. This simple tea set was made during the reign of the Mogu, and provided solace and respite to the owner during a time of great pain and tyranny. Although it is cracked and broken, it serves as a reminder to take comfort in the simple pleasures of life.
Chang Ki Board and Pieces - Pandaren love games. Chang Ki in particular has been a favorite among the Pandaren since the time of the first Pandaren emperor. Unfortunately, many of the pieces in this ancient set have been lost.
Twin Steins of Brewfather Quan Tou Kuo - "A matching set of drinking steins, made of ebony and jade. Brewfather Quan Tou Kuo, "The Two-Fisted", sought to mitigate the side effects of strong drink by creating the perfect duality of brews. When imbibed together in the proper ratios, the Pale Ale of Spirit and the Dark Stout of the Mind combine in the drinker's stomach to achieve a state of enlightenment and goodwill without the loss of judgment and self-control so often experienced by less refined brews. Sadly, the Brewfather's secrets have been lost to time, but these lovingly crafted steins serve as a permanent reminder of his expertise.
Walking Cane of Brewfather Ren Yun - "A long cane tipped with a head of carved whalebone, once used by the enigmatic Brewfather, Ren Yun. Blind since birth, Ren Yun's other senses were heightened. As a result, he found the brews of his time to be harsh or bitter. Years of experimentation allowed him to perfect four perfect brews that appealed to each of his other senses. And yet, the "one brew" that would appeal to all four senses at the same time eluded him. It was only at the end of his long life that he perfected the one master recipe, "The Four Senses Brew", that was the most magnificent discovery of his generation. Sadly the recipe was lost to time, because Ren Yun's handwriting was pretty much illegible.
Empty Keg of Brewfather Xin Wo Yin - The heart-shaped spigot to this cask reveals it to be an artifact of the late great Brewfather Xin Wo Yin, "The Brokenhearted". Generations ago this renowned Brewfather created "Heartswell Brew", a concoction that infuses the drinker's entire being with a profound sense of warmth and wellbeing. It was said that Xin Wo Yin so loved the product of his art that he wept tears of heavy sorrow over every keg that left his brewery. It's likely that he wept over this very keg. Being that it's empty, you feel a little morose yourself.
Carved Bronze Mirror - While the glass itself is long gone, the reverse of this mirror is an elaborately carved bronze disc depicting the Red Crane of Hope. An inscription reads, "To my dearest Lin / My beauty, my dove / This picture of perfection / Your reflection / My love - Yao"
Gold-Inlaid Porcelain Funerary Figurine - "Commissioned at the time of the death of a loved one, figurines such as this one help the grieved overcome their loss. This statuette depicts a beautiful young Pandaren Lorewalker named Lin. The inscription indicates the she succumbed to a terrible fever that swept through the Valley of Four Winds during the short reign of the Hozen Emperor Rikktik.
Apothecary Tins of Yao Firmpaw - A complete set of brass apothecary jars, with neatly engraved labels, meant for the storage of a complicated array of powerful medicinal herbs. Although the exact use of most of the herbs remains a mystery, a plaque on the box containing the tins identifies the physician as Yao Firmpaw, a name still associated with health and wellness in the Valley of Four Winds because of his spectacular career. Yao never married; legend has it because his heart was forever broken.
Pearl of Yu'lon
Standard of Nuzao - A spool of thick canvas that, when held aloft, unfurls to reveal a proud emblem of the Pandaren Empire. Heavy iron rings dangle from long ribbons of leather affixed along the bottom, pulling the banner taut. Stitched into each strip of leather is a reminder for the standard-bearer: "Fear seeks to diminish you, instead, let it reveal you."
Umbrella of Chi-Ji - The delicate paper canopy of this tall bamboo umbrella has been miraculously preserved since its making some time during the lengthy Thunderpaw dynasty. The underside depicts a blanket of jet-black storm clouds, while a glorious crimson sun adorns the top. Inked in elegant calligraphy across the clouds is a short message: "Hope is the sun behind a stormy sky, ever in the heart, but veiled to the eye." Chi-Ji, the Red Crane, has stood as a symbol of hope for the Pandaren for centuries. His ornate and glorious temple is perched in a vicious jungle south of the Valley of the Four Winds.
Spear of Xuen - Crafted during the Zandalari Troll Wars, this imposing spear is surprisingly lightweight and flexible. Its lacquered wooden shaft is gouged with deep scars, though the tip appears completely unscathed. Judging by the length of this weapon and its date of origin, you presume it was a mounted weapon intended for use from the back of a flying serpent. Scratched into the weathered handle is a note: "The only opponent is yourself." Xuen, the White Tiger, is legendary for his ferocity and prowess in battle. It is at his temple, high in the mountains of Kun Lai Summit, that hopeful warriors temper their strength with discipline.
Manacles of Rebellion - Forged of iron and imbued with spells of subjugation and pain, these manacles with inward facing spikes were forced onto the slave races of the Mogu. While the spells have long since faded, their cruelty still sends chills down your spine.
Cracked Mogu Runestone - Unlike "lesser races" that need schooling in the arts of magic, the ability was innate in the Mogu. From what is known about Mogu usage of magic, it is clear that their magic users did not fall into known categories, such as mage or warlock. Special emphasis was placed on flesh-shaping or spirit-capture magic. The strange residue of the magic that was imbued in this stone is difficult to understand by the modern races of Azeroth. Curiously, some of the markings around the rune resemble the Titan language.
Terracotta Arm - When the Mogu had exhausted their options for enslaved mortal warriors, they turned their attention to creating armies of animated constructs to do their fighting for them. Because these terracotta warriors would sometimes sit dormant for centuries, it is hard to pinpoint exactly when this one was constructed or used. However, scoring at the base of the severed arm indicates that it was felled in combat.
Petrified Bone Whip - This whip was fashined from the spine of some large and ancient creature. The blood of many Mogu slaves were shed by this instrument of pain.
Thunder King Insignia - The symbol of a crown and crossed lightning bolts emblazon this jade emblem. It was a badge once worn by soldiers of the first Mogu emperor, Lei Shen.
Edicts of the Thunder King - This code of laws, written in the unified language of the first empire, has been carefully chiseled onto the stone tablet. At the top of this list is the command that sedition, insurrection and rebellion be punished by public evisceration.
Iron Amulet - This huge iron amulet weighs as much as a battle axe. Mogu warriors often wore ""jewelry"" such as this as a demonstration of strength.
Warlord's Branding Iron - This branding iron emblazoned with the symbol of a minor Mogu warlord was used not on cattle, but on enslaved humanoids.
Mogu Coin - This currency was used during the reign of mogu emperor Wai, who is depicted in all his snarling glory. The reverse of the coin depicts the changing of Mogu dynasties, a bloody process wherein the previous regime must be overpowered and executed. In many ways, ancient Mogu government was a meritocracy, based on brutal strength and terrible cunning.
Worn Monument Ledger - Even with powerful magic at their disposal, the Mogu often preferred to use slaves to build their massive monuments. This ledger documents the cost, in slaves, during the construction of one such monument.
Quilen Statuette - This statuette, carved during the brief reign of Mogu emperor Kang, was part of an experiment to bind Quilen servants in small stones. This experiment was abandoned as the Quilen thus bound were greatly diminished in power and thus deemed unworthy.
Anatomical Dummy - An anatomical dummy of a Pandaren. It was used to document torture techniques.
Originally Posted by Blizzard Entertainment
Warlock (Forums) Warlocks and Green Fire
Green "fel" fire for warlocks, like they've been asking for since... forever?
Druid (Forums) Moonkin Form Model Update I think they deserve a revamp, though, same as cats and bears got.
Well, we agree. And this is why an improved moonkin model is indeed in the schedule. But alas I have no due date to announce. In the meantime, we hope the various new cool shape-shift glyphs will provide a little distraction while the moonkin model gets the loving it needs. We hope the Glyph of Stars will help you here. (Blue Tracker / Official Forums)
Scarlet Monastery and Scholomance Wouldn't it instead be more logical to do something about dungeons people NOT love so much? Why try fixing things which already are working fine and people already love?
That's a fair point. But just because we're revamping the big player favourites, doesn't mean that we won't be looking around and seeing what else we might want to revamp.
So, what's this about Lillian Voss as a boss fight in Scholomance, eh? In Mists of Pandaria, we finally catch up with Lillian Voss. For those who didn't play through the Forsaken starting experience, Lillian Voss was brought back to life by Sylvanas, but despite this she refused to become part of the Forsaken.
After trying to re-connect with her still living father, those players with keen eyes might have noticed her handiwork in Western Plaguelands. As a non-aligned "free agent," Lillian has some surprising hidden talents. In Mists of Pandaria she's still confused about her situation. Still broiling with internal conflict, despising what she has become.
Now she has a new and grander mission in mind and it revolves around Scholomance and Darkmaster Gandling in particular. She wants to ensure that like herself, no others shall be raised from death and subjugated. (Blue Tracker / Official Forums)
Mists of Pandaria Graphical Upgrades
There are actually quite a lot of graphic engine improvements in Mists of Pandaria, however for the most part they are subtle. For example, improved shadowing, blending and enhancements to the fog effect.
Amongst the large list of information we hope to share with you is included a list of the new graphic engine improvements with some before and after screenshots to highlight what each one brings to the game.
The Zandalari in Mists of Pandaira
Thousands of years ago, when the Zandalari and the Mogu boasted the most powerful empires in Azeroth, the Zandalari were actually allied with the Mogu. So when the Pandaren revolted against the Mogu, of course the Zandalari displayed their allegiance to their Mogu friends by attacking the embryonic Pandaren empire. Overcoming this threat was to be one of the Pandaren empire's first tests of strength.
After the passing of so many thousands of years, after the mists had covered Pandaria for so long — keeping ancient threats like the Zandalari at bay — Pandaren children have now come to see the mythological Zandalari somewhat like our children see bogeymen. Scary enough to ensure compliance with the instructions and requests of parents, but at the end of the day, not the kind of threat you ever really see with your own eyes and in your own backyard... right?
The misty shrouds that the last Pandaren Emperor used to protect Pandaria from the demonic jeopardy that threatened Azeroth have done a particularly good job, for no troll has been seen in Pandaria for over 10,000 years. No wonder the Zandalari seem like nothing more than freakish figures of fiction to many Pandaren.
Imagine the Pandaren's surprise when the mists collapse and Pandaria's lush forests and cloud-ringed mountains are once more threatened by the ancient Zandalari menace that they had come to see as nothing more than scary savages in some superstitious stories.After the mists collapse, of course after 10,000 years the Zandalari are intensely curious about Pandaria, even more so perhaps than the Horde and Alliance are. But is there more to their interest than pure curiosity?
So, just like the Alliance and Horde, they send out their forces to Pandaria. But it would appear they have it in mind to re-connect with their ancient allies, the Mogu. It seems they want to help them retake the land away from the Pandaren and once again bring it under Mogu rule. How very kind of them!
But is their mission to re-establish Mogu rule really so altruistic as that? They seem so desperate to acquire Pandaren territory. What exactly could be their motive, if it isn't just to help out their ancient Mogu allies?
To find out more, we will need to wait a little while longer so we can head towards Kun-Lai Summit and unravel the secrets that are there to be discovered. (Blue Tracker / Official Forums)
LFR -loot system
We're working on getting a new Coffee with the Devs (aka Dev Watercooler) out, which will explain the new system in a very clear and precise way.
I don't want to post everything that'll be explained in that article, however essentially for Raid Finder it's currently intended to be like this: the boss will die, the game decides who wins loot. There'll be no rolling or passing. (Blue Tracker / Official Forums)
How Exactly Do We "Demand" Item Squish?
The way you “demand” an item squish is by testing, talking and sharing your constructive feedback with us here. We realize that there are players on both sides of the fence on this issue and we want to be able to evaluate the comfort level for moving forward with the possibility before we actually do anything more (should we feel it’s necessary.) Essentially, we want players to start expecting it rather than fearing it. While we stand 100% behind the new talent changes, we also recognize that they may be a bit controversial. We thought it would make sense to first have everyone try out the new talent model for the expansion before we tried doing any item squishes. We don’t want a returning player to not only have to relearn their class because of these big talent changes, but also to have to get used to doing lower damage. That’s a lot of change to take in at once. As we mentioned, we had the squish all in and working, but seeing those small numbers felt odd to us – and we knew exactly what to expect. For a player not knowing what to expect, it might feel downright alien and not very “ WoW like” which is not a good experience with which to welcome a player to a new expansion. We know that veterans are ready and willing to take on whatever gets thrown their way, but for others, we don’t want to completely overwhelm them if we can avoid it.
As we said in the original blog, we don’t want anyone to reject the idea of an item squish solely because they enjoy soloing old content. There are other solutions to that problem, if in fact it becomes a problem.
The primary motivation behind an item squish is to make the numbers more readable for players. It would have almost no balance implications. There are however some programming implications. It’s easy to get bogged down into technical details quickly, but many of the numbers in WoW have a cap of two billion. There are cases where we already have gotten close to that cap, with which many of you are probably already familiar. We already had to do some work in Cataclysm to increase the gold cap (because gold is stored in the game as copper). We have already had some bosses, such as Flame Leviathan, with health of over one billion. We have already had fights in the game where players could hit the threat cap. All of these problems have solutions, but they aren’t free solutions, and focusing programmer time on fixing them means less time for other features. We think we will be fine for Mists of Pandaria, but we are going to have to consider those solutions soon after. (Blue Tracker / Official Forums)
Beta Blue Posts
Originally Posted by Blizzard Entertainment
Bring Back Option to Unconsolidate Buffs
When this feature is fully implemented, it will only consolidate buffs when you are in a group (and possibly only in a dungeon or raid). There will also be an option to turn off the feature completely. For now, we just wanted to get more feedback on it. (Blue Tracker / Official Forums)
Changing Talent Specializations
You're unable to at this time, unfortunately. Eventually you will be able to visit your class trainer to unspec, but that functionality isn’t available in the current build. (Blue Tracker / Official Forums)
Addons in the Beta
Addons are currently disabled in the beta. It's important that we do this so that we can tell the difference between a client error and an addon error. We'll notify everyone when we're at the point that we enable them again. (Blue Tracker / Official Forums)
No NDA for Testers
If you have a beta license, you are free to show, share, or talk about any portion of the beta content to which you have access, as this beta test is not confidential. (Blue Tracker / Official Forums)
Mists of Pandaria Screenshots of the Day
The Screenshots of the Day section of the official site has been updated new Mists of Pandaria screenshots.
Cloud Serpent / Pandaren Serpent Mount Video - All Colors!
The Pandaren Cloud Serpent mount video posted 2 days ago was ridiculously popular and I figured I could go back to it quick to get all the colors. (Spoiler: They all look awesome.)
Mists of Pandaria Beta - Race Models
I missed models for 3 new races in the previous model updates, below you will find the Jinyus, the Mogus, and the Yaunkas.
Mists of Pandaria Scenarios List
We datamined the list of scenarios mentioned in the game files of the Mists of Pandaria Beta, not much but there's a Battle for Theramore there for those of you who were wondering if something is going to happen.
Originally Posted by MMO-Champion
The Battle For Theramore - Alliance (Scenario)
The Battle For Theramore - Horde (Scenario)
Brewmaster Scenario 01
Panda Fishing Village - Scenario
Jade Forest - Mogu Ruins - Scenario
Ancient Mogu Crypt - Scenario
Ancient Mogu Cypt (Destroyed) - Scenario
Proving Grounds - Scenario
Valley Of Power - Scenario
Just a list of all the factions added in the current version of the beta, including the hidden ones you can't see in game.
Originally Posted by MMO-Champion
Pandaren Adventurer's Guild - [TEMP]Created by Sho Pan, the Pandaren Adventurer's Guild has grown into an entire country on the back of Shen-zin Su. They sail the world, fighting injustice, tyranny, and lack of good beer whereever they can find it.[/TEMP]
Forest Hozen - A spirited, violent, and short-lived race of monkey people
Glassfin Jinyu - A reserved, methodical race of fish people.
Hozu - A noble and spirited tribe of Monkey people.
Mists of Pandaria -
PLAYER, Expansion 4 Neutral -
Sha - The evil spirits of the land.
Guardians of the East Temple -
Mogu - The ancient progenitors of this land, the Mogu hate any and all pretenders, including the upstart Pandaren.
Golden Lotus - This mysterious society of Pandaren intend to solve the Mogu problem once and for all.
Shado-Pan - The shadowy protectors of Pandaria's temples, the Shado-Pan are wrought with mystery.
The Serpent Riders - Guardians of the East Temple
The Tillers - The Tillers are peaceful and productive pandaren, working with the land to feed the massive appetites of their people.
Tillers - Jogu the Drunk - This is a hidden faction used to gain the trust and affection of Jogu the Drunk
Tillers - Ella - This is a hidden faction used to gain the trust and affection of Ella
Tillers - Old Hillpaw - This is a hidden faction used to gain the trust and affection of Old Hillpaw
Tillers - Chee Chee - This is a hidden faction used to gain the trust and affection of Chee Chee.
Tillers - Sho - This is a hidden faction used to gain the trust and affection of Sho.
Tillers - Haohan Mudclaw - This is a hidden faction used to gain the trust and affection of Haohan Mudclaw.
Tillers - Tina Mudclaw - This is a hidden faction used to gain the trust and affection of Tina Mudclaw.
Tillers - Gina Mudclaw - This is a hidden faction used to gain the trust and affection of Gina Mudclaw.
Tillers - Fish Felreed - This is a hidden faction used to gain the trust and affection of Fish Felreed.
Tillers - Farmer Fung - This is a hidden faction used to gain the trust and affection of Farmer Fung.
Guardians of the Red Crane -
The Anglers - The Anglers are a group of Pandaren fisherman that hope to feed their people and grow their knowledge of fishing.
The Mantid Swarm - The ravening swarms of the Mantid roam the Towlong Steppes and Dread Wastes, crushing all in their path.
The Klaxxi - These Mantid Elders are untouched by the corruption and insanity that has overtaken the remainder of the Mantid Swarm. They seek to work with the races of Pandaria to restore their Queen to glory.
Gurthan Mogu -
Harthak Mogu -
Korgesh Mogu -
The August Celestials - These men defend the temples of Pandaria from the evils of the Sha.
Updated Ragefire Chasm in Mists of Pandaria
Ragefire Chasm is getting an update in the expansion! The instance isn't getting a huge revamp like Scarlet Monastery or Scholomance, but it's getting modified to fit the lore!