Statistics: Dragon Soul Difficulty Changes Impact
Today we take a look at the impact of the 5% difficulty decrease of Dragon Soul that went live the week of January 31. Spine of Deathwing also saw a 15% reduction in health of the tendons at this time. This time around the sample size was ~5.6 million characters. As always, keep in mind that this sample contains many alts and should not be looked at for the percentage of the overall population that completed an achievement.
We first look at Heroic Spine of Deathwing and Madness of Deathwing achievements added each week, seeing roughly 4x the number of new kills the week that the buff went live, then a lower amount of kills during the following week. The decrease in new kills is sharper on Spine of Deathwing at ~27% and only ~5% on Madness of Deathwing.
We don't see the same effect for the number of new Heroic and Normal Deathwing kills. Using Destroyer's End as our method of measurement, we see only a small spike, not even passing the number of new kills that were earned during the week of December 6.
The 5% decrease in difficulty made a much bigger impact to players that were stuck on a Heroic boss than it did for those who were stuck on a normal boss.
Today was a holiday in the US and Bashiok and Zarhym are in France, leaving us with some tweets from Chris Metzen!
Originally Posted by Metzen
So how many of you WoW players have played Warcraft 3?
If a Warcraft character could come back from death, which would y'all like to see (provided the story was good)?
None. Please PLEASE don't bring any more back. Make NEW stories.
Working on it! Takes years to get you to care about new ones!
Hey man, any chance we can see some more strong female villains in WoW apart from Naga? A female big bad would be cool sometime
I'll see what I can do.
Update: Our friends over at GuildWars2Guru were able to take part in the press event for Guild Wars 2 and get PvE, PvP, cities, character creation, and other videos. If you are interested in the game be sure to have a look!
Mists of Pandaria Internal Alpha Started
A lot of people have been asking me when we should expect a MoP beta or more updates on the game, and the answer to that question is simple: soon. All the recent events indicate that the internal alpha testing already started:
The old WoW2 Battle.net accounts used for the Cataclysm Beta have finally been removed from some players Battle.net pages.
The recent update of the official talent calculator had multiple spells tagged as "NYI" (Not Yet Implemented). This is what we see in Alpha/Beta stages of the game to indicate that a spell doesn't work in-game yet.
Community Managers have posted actual screenshots of new spells tooltips in-game. It means they have a server they can easily connect to for that, and it's most likely the biggest proof.
Now what does it mean for players? First, let's be clear, this is the internal alpha and it is different from the Friend & Family Alpha where non-Blizzard employees can play as long as they know someone in the company. This one would be restricted to employees only and Blizzard executives are probably watching anything happening there very closely.
However, it definitely means that if everything goes well we should see a Friend & Family Alpha or a Beta within one or two month, and the Mists of Pandaria press tour on March 19 is most likely a way to prepare fansites to that. For Cataclysm, the press tour happened about 2 weeks before the start of the closed beta.
Diablo 3 - Beta Patch 13 is out and includes an insane amount of changes! Complete revamp of the runes system, public chat, Real Money Auction House updates, and more!
Important - I apparently forgot to mention it, but winners for the Heart of the Aspects have already been picked. If you didn't get a PM from me, you haven't won. Sorry!
Patch 4.3.3 available on Test Realms
We didn't really report earlier because of all the Mists of Pandaria craziness but the Patch 4.3.3 is now available on test realms! This is a bugfix patch and you shouldn't expect any change from it as far as we know, but it means more bugs are being fixed on live realms soon!
Originally Posted by Blizzard Entertainment
Druid (Forums / Talent Calculator) Update to Mists Talent Calculator What are the developments for the Cat and Bear versions of Mangle/Swipe/Thrash/etc.?
Several abilities for Cats and Bears are slightly different depending on Cat or Bear Form. The abilities you’re seeing in the talent calculator are the base versions that show up in your spellbook. Here are some additional details about their different effects in each form:
Mangle: In Cat Form, has no cooldown, costs energy, and generates a combo point. In Bear Form, generates 5 rage, and has a 6 second cooldown, which can also be reset by a proc from Lacerate and now Thrash ticks.
Swipe: In Cat Form, has no cooldown, and costs energy. In Bear Form, has a 3 second cooldown, and is free.
Thrash: In Cat Form, has no cooldown, and costs energy. In Bear Form, has a 6 second cooldown, and costs 15 rage.
Skull Bash: Costs 15 energy or 10 rage, depending on form, and has a 15 second cooldown. The current talent calculator says that it has a 10 second cooldown, but that is a mistake. It is 15 seconds like most other interrupts are now.
Stampeding Roar: Costs 30 energy or 15 rage, depending on form.
Faerie Fire: Has a 6 second cooldown when used in Cat or Bear Form.
Rogue (Forums / Talent Calculator) Rogue Changes This sounds like Combat Maces all over again.
Your feedback is appreciated. We'll be keeping an eye on how this ability pans out, just as we will with all the upcoming changes. That said, I'm not sure that mace stun and Paralytic Poison is an apples to apples comparison.
One of the things that made Mace stun so vicious is that it simply happened. You could make brief contact with an enemy and get a lucky, sometimes clutch, proc. At the time, Stormherald was floating around amongst warriors which only exacerbated the issue. That's important context for the purposes of this comparison. Sure, chance plays a role (only in that each stack has a percentage chance to proc) but I don't think it's as much of a factor with Paralytic as it was with Mace Stun.
Consider that poisons are dispellable, and you need five stack of Paralytic to get a stun off. It seems reasonably likely that the Paralytic stun will have a different dynamic in PvP than Mace Stun had. If your target is dropping stacks or you aren't able to make consistent enough contact to get stacks on faster than they drop off you may have some trouble getting the stun to land. It will also introduce the dynamic of trying to 'plan' your kidney shots around your Paralytic, so you aren't overlapping stuns.
Also, all of that aside, taking a talent in Mists of Pandara means that you're making trade-offs that you weren't making by taking Mace Spec in Burning Crusade.
On a side-note, I noticed some other, non-poison/shiv related questions in this thread. Please stay on topic guys. I know that it's tempting to jump all over the map (I've done it), but it's best to stay focused. (Blue Tracker / Official Forums)
Forum Posts: Once or twice a day, we will select 10 random users with good posts every day to receive beta keys.
Facebook: At random times, we will post a trivia question from the Diablo universe. The first 5 people to answer correctly will receive beta keys!
Twitter: Just like the Facebook contest, the 5 fastest people to answer a trivia question will receive beta keys.
We also have a 4th contest that will start a little later and will require you to post a Diablo 3 character build of your choice in the contest thread on the forums.
For more details check the contest thread on Diablofans and if you don't want to miss the questions on Facebook and Twitter feel free to follow Diablofans over there, you will have to be very fast if you want to win a key!
Mists of Pandaria Talent Calculator Clarifications
Originally Posted by Blizzard
(Blue Tracker / Official Forums)
I cannot overstate how much we appreciate all of the feedback we get. We spend a lot of time reading it all, and compiling it, and sharing it between teams here. Nonetheless, if the measurement of successful feedback is that the developers implement a suggested idea, then expectations are too high.
We are going to continue to work on all of the talent trees until Mists is released.
What is being done with spell crit for DPS specs?
Our baseline assertion is that all spells and abilities will crit for double damage. There are a few exceptions to this, such as Elemental shaman getting a 2.5x crit multiplier, but the default is 2x for everyone now.
Yes, this means that Enhancement shaman spells and rogue Poisons will crit for double damage.
Are all tanks across the board losing a taunt?
We’re currently trying a design where no tanks have AE taunts, other than Mocking Banner (which we intend to be used more as a tool to redirect streams of adds to you).
The new Shiv will apply concentrated effects of the active utility poison. Those effects are not included in the poison tooltips currently available on the calculator, but here are the current versions:
Crippling Poison – Reduces the target’s speed by 70% for 12 seconds.
Mind-Numbing Poison – Increases the casting time of an enemy's next spellcast within 8 seconds by 100%.
Wound Poison – Reduces the target’s healing received by 50% for 6 seconds.
Leeching Poison – Instantly restores 5% of the Rogue’s health.
Paralytic Poison – Roots the target in place for 4 seconds.
Shiv can still proc poison normally when it's triggered.
Also, for those who were curious, it's looking like it will be about a 3 second cast time to swap poisons in combat. So, you won't be flip flopping between poisons on a whim, but if it's really clutch to swap to a different poison, then it's not totally out of the question.
So does this mean that Poisons will still be on the Spell Crit table? In other words, Agility will still not affect their chance to crit?
No. Poisons crit chance will be based on your melee crit chance.
Yeah they should take the stun off of the actual poison and swap it with this effect as the stun is really random.
Well, yes. The random part is kind of important though.
An additional controllable stun that's on a different DR would be excessive. On the other hand, if it's on the same DR as CS and KS then that's... not good. By putting the root on Shiv and leaving the stun on the poison stacking we avoid that entirely, and rogues get a sweet stun that's on the random proc DR instead.
Despite the title of the thread (which I will callously change), we're interested in player feedback on the shiv change as a whole, though. So what do you think?
Will the thrown weapon talents have a chance to apply one or both active poisons?
We're not sure about this yet. It's more likely that we'll apply damage poisons than the non-lethal ones, especially in the case of Shuriken, because a fairly spammable ranged snare is probably too good.
Sorry, guys. You can still use Shuriken + Deadly Throw though!
If I have Deadly Brew, will Shiv amplify that Crippling Poison effect in addition to my active poisons?
No. Deadly Brew isn't the same as having Crippling actually active.
For clarification, how exactly do active poisons work? One lethal, one utility, both with potential to proc from both weapons?
One Lethal, one Non-Lethal, and both poisons are effectively on both weapons. Whenever you land either a mainhand or off-hand strike, you have a chance to apply both your Lethal and Non-Lethal poison.
How does poison proccing work now, and what does that mean for weapon speed.
Poison procs are largely unchanged, except, y’know, for all poisons being percentage-based in the future. We’re looking to get rid of the "fast 1.4 speed dagger" thing. The plan is for offhand daggers to just be daggers and interchangeable with main hand daggers. So we're anticipating Assassination and Subtlety rogues will use 1.8/1.8 daggers for the most part, while Combat will use a 2.6 main hand and a 1.8 offhand dagger. I know some of you noticed a Main Gauche change, and the intention isn’t a nerf. If it needs adjustment, it’s important to remember that numbers are still in flux.
On a separate note, while we don’t have an elegant system in place for it, we do know that a lot of Combat rogues want to at least have the appearance of dual wielding swords/axes/maces. There are a lot of hurdles, but maybe we’ll find a good way to deliver on that. No promises though! So, again, don’t get your hopes up too high.
So, how about an offensive dispel using the shiv system (perhaps as an alternative to Mind Numbing)?
It's something we might consider, but if too many people have access to an effect like that, then magic buffs are increasingly devalued, and that causes all kinds of problems. For example, something like Hand of Protection is cool, but significantly less meaningful if too many classes out there can remove it with a button press. So, we'll think about it, but don't get your hopes up.
Is Mind Numbing nerfed, now that it won’t affect all casts for the duration?
That's a bit of a misunderstanding. Base Mind-Numbing is unchanged and works as it does now. The new Shiv effect stacks on top of the base Mind-Numbing, and is more than triply effective on the single next spellcast.
Any chance of a sweet UI element warning the rogue that he’s approaching 5 stacks of paralytic poison, or letting him know that it went off?
Making it easier to track buffs and debuffs in the UI, including using the Spell Alert system, is something we're always looking at.
Y U NERF CRIPPLING?
Sadly, because it was too good -- which is pretty much the same reason anything ever gets nerfed. Basically, we're looking to chill out some of the passive, automatically-applied snares on some classes get because there's no real gameplay to them beyond just I touch you and you're snared.
Crippling is an important tool though, and we didn't want to take it away entirely. By lowering the base snare and allowing Shiv to still apply the -70% form, snaring opponents or kiting other melee classes that also have snares becomes something you'll need to think about and manage.
Is Crippling going to last 12 seconds in PVP now, instead of 8 seconds?
Nay. PvP durations are capped at 8 (and nothing should break that rule), but PvP durations aren’t shown in the tooltips.
Under the proposed system, it looks like it won’t be possible to take both Paralytic and Leeching Poison. Will we have to have to choose between Paralytic and Crippling?
You can take both Paralytic and Leeching, but you'll be able to actively make use of one at a time. That said, switching poisons isn't necessarily impossible in the heat of combat -- the cast time on swapping will be fairly short.
That said, we're taking a look at the decision involved in the current placement of the different Poison-related talents, and that's something we may reevaluate. Still early days yet – and that applies to everything in this list.
But Daxx! RAWR RAIDING! What's this PvP nonsense?
We'd like Shiv to be useful when raiding too, and increasing the availability of such effects makes it easier to design encounters that permit them to shine. It bears mentioning that, even now, the various Shiv effects could be useful in existing raid encounters. There’s no reason to expect that they couldn't be useful in Mists raid design too.
Also, there's more to PvE than raiding. Just because a talent isn't useful when you're fighting Ultraxion doesn't mean it isn't useful in PvE at large. There's still leveling (remember, tier 1 talents should ideally be relevant and useful to a level 15 player!), outdoor dailies, the upcoming challenge modes, and more to consider.
Sooooo… Does this mean that rogue damage might go up if we lose some control/mobility/survivability?
We want rogue PvE damage to remain top-tier. But yes, if rogues end up with less control or mobility or survivability, and they have to choose among those areas, then that allows us to safely improve their damage potential in PvP while keeping the class balanced overall.
Fear not! Mages will still have all their Teleports and Portals. At this point, we decided to hide them from the talent calculator to reduce clutter.
What is "base mana regeneration"? How does mana regen work for casters (or mages)?
Healers get a significant amount of mana regeneration from Spirit, even during combat. Additionally, all mana users have a small amount of mana regeneration -- currently about 1% of maximum mana per second. With Invocation, that 1%/sec is removed. Things like Innervate will still allow you to regenerate mana, but you won’t passively regenerate any with Invocation.
What is the range for Alter time concerning the "moves too far away" part?
100 yards. It’s mostly just to indicate that it won’t reverse taking a portal to Dalaran or something.
Is AM a proc?
Yes, Arcane Missiles is still activated via a proc from your other direct damage spells.
Does Arcane Bomb have a target limit?
Currently, no. We’re hoping it won’t be needed.
Invisibility and Greater Invisibility say that you’re “untargettable”. Does that mean that we’re not actually invisible anymore?
No, you still turn invisible, just it has been. It still breaks on damage. You still are completely cleared of threat when you turn invisible (either after 3sec for Invisibility, or instantly for Greater Invisibility).
For Rune of Power, if the mage has two already out will we be able to cast another one or do we have to wait till the first one is gone?
Casting a third will replace the first. This is similar to how Wild Mushrooms works for druids right now. By the way, two Runes of Power will not stack.
Warrior (Forums) Traditionally AE threat is hardest to maintain for warriors, how will this carry forward in MOP?
Thunder Clap is free for Protection warriors, and it applies a dot. Shield Slam and auto attack to generate rage for Shield Block.
Most other offensive attacks are free (for Protection), except for Heroic Strike and Cleave, which are intended to be used only in times of excess rage (which should be less common than today, but still occur with reasonable frequency).
Improving tanking rotations is always challenging. If tanks have too many abilities to manage, then they are overwhelmed in fights that require a lot of boss positioning or add management. If tanks have too few abilities or a very simplified resource, then they get bored on single-target boss fights with limited movement.
Part of our design intent is to have tank resources tie into survivability instead of threat, since we (and tanks) place more emphasis on the former.
The intent of Spirit Shell is to provide a frequent-use absorb that recreates some of the gameplay where Disc priests put absorbs on lots of their teammates. This was a style many Disc priests told us they enjoyed, but was difficult to balance with Power Word: Shield (since PW:S is instant).
At this point, think of Spirit Shell as Heal and Power Word: Shield as Flash Heal.
Evangelism is a spec spell for both Holy and Disc (at least for the moment – things could still change). The talent calculator appears to be incorrect on this. Shadow has Dark Evangelism.
Death Knight (Forums) But we loved Corpse Explosion!
Yes. You do. So do we. Unfortunately, requiring a corpse felt like too steep a requirement for a competitive talent. We would like to still add Corpse Explosion in some form as a glyph. In the meantime, hey presto! - Unholy Blight is back.
There are some incorrect mana costs displayed in the talent calculator for some Protection and Retribution Paladins spells right now. For example, Consecration actually costs 7% of base mana, not 22%. *At the moment; subject to change.
They currently are designed such that they are mana positive while doing their damage and going through their tanking rotations, and stay near full mana the whole time. Mana should not be a consideration to their rotation, rather, it will act as a limit on how much off-healing and other utility spells they can cast.
Does Holy Insight mean Intellect plate is going away?
No. That passive (and appropriate classes should have an equivalent) gives casters larger mana pools than non-casters of the same class. Mana no longer increases with Intellect, but we still want to make sure that, for example, a Holy paladin can cast more heals than a Retribution paladin.
The Druid will select a raid or party member and cast Symbiosis on them.
The target cannot be another Druid.
The target gains a buff that tells them what spell they have temporarily learned, and that spell temporarily appears in their spellbook, and they can drag it to an action bar.
The Druid’s Symbiosis button will become the ability they gained from the target class.
The Symbiosis link is cancelled if: the Druid clicks off the Symbiosis buff, or the Druid or the target changes continents or enters or exits an instance, or the Druid or the target changes talent specializations.
Symbiosis fails to cast if Symbiosis is already active on that target.
Symbiosis cannot be cast in combat.
For the non-Druid target, the icon will revert to a placeholder (uncastable) Symbiosis icon when Symbiosis ends, but will become the Symbiosis-granted ability again the next time Symbiosis is cast on that target.
The ability gained from Symbiosis is always something chosen to match the Druid’s specialization and the target’s combat role.
The target always gets the same spell unless they change combat roles. A Druid of a given specialization always gets the same spell from each different class. If there is a change of specs, there is a change of spell.
Here are some examples of spells gained through Symbiosis. The spells shared focus on utility, cooldowns, and survival. (Adding Fireball to a Moonkin’s rotation sounds cool on paper, but wouldn’t actually be fun in the long run.)
Balance: Chains of Ice, Mirror Image, Mass Dispel Feral: Feign Death (Play Dead!), Frost Nova, Soul Swap Guardian: Ice Trap, Fear Ward, Consecration Restoration: Ice Block, Hand of Sacrifice, Leap of Faith Hunter: Dash Warlock: Rejuvenation Holy Paladin: Rebirth Arms/Fury Warrior: Enrage Enhancement/Elemental Shaman: Solar Beam
There are a lot more coming, but we'll keep some surprises for now, and many are still subject to change after testing. Including all of those just listed.
Ember Tap will be received at a later level and will cost Embers.
Conflagrate has a 2.0 spell power coefficient (still working on this; subject to change).
Malady is a level 3 spell that is replaced by Immolate (Destruction) or Corruption (Demonology/Affliction).
Dark Soul is a replacement for Demon Soul based on spec. We’re experimenting with the exact mechanics.
Wild Imps has not been cut. The code for it simply wasn't ready in time for this talent calculator update. Here, I'll show it to you!
Here is what Dark Soul looks like today:
Originally Posted by Blizzard Entertainment
Simple New Talent Trees Talking with a lot of fellow Pver's and there has been a lot of talk that Blizzard is going to reduce the amount of PvE in the next expansion...
We've never quantified the amount of content coming in Mists of Pandaria, much less stated we plan to produce less content in the next expansion than we have in previous expansions. We've mentioned adding a few PvE gameplay elements in Mists.
Wow, gear with no stats to make players equal...
No, the point of gear with no stats is not to make players equal. IN ADDITION to the PvE gear progression you typically see in dungeon and raid tiers, in Mists we're adding PvE Challenges to award cosmetic-only sets. These sets aren't meant to replace items/sets from dungeons and raids that increase your character's power. They're meant to be hard to get, entirely optional, and another way for characters to distinguish themselves from others through their accomplishments.
a talent tree that my kids could pick out
I'm sure your kid could press buttons and make a talent build under the current system too. That doesn't mean it's going to be optimal, or even viable. This type of feedback isn't very interesting or useful.
Can't we all agree that it's the strive to be the best and or to be better that is what really keeps us playing this game? If it comes to be and at the end of the day I'm not any better then the 8 year old that started playing yesterday, I will stop playing this game along with many other people...
My primary goal when logging into World of Warcraft isn't to be the best. If by better, you mean acquiring more powerful items or higher character levels, I guess that's part of the drive. That's not being stripped from PvE in Mists of Pandaria, contrary to the talks in which you've been involved.
On that note there has also been talk of a World of Warcraft 2, hmm now this sounds like a good idea with a great focus on PvE wouldn't this help solve everyone's PvP / PvE problems?
I'm not sure I understand how the solution to the fabricated problem of a lack of PvE content -- in an expansion you haven't played yet -- is to make a completely new game. We're focused on developing additional expansion content for World of Warcraft, not designing a sequel to the first title.
There has been so much lore that has been skipped the possibilities for this could be endless
We don't really see it as much of a problem that we have a lot of story at our disposal to use in developing new content. But we also don't need to reinvent the game to explore that lore.
Nonetheless, Zarhym, isn't the entire point of the MoP talent system that, for most practical purposes, optimal or viable specs will no longer exist? Shouldn't this hypothetical "kid" be ideally able to randomly press buttons and come up with a viable talent load-out which only differs from others in subjective "fun value"?
Sort of. I wasn't really interested in entertaining the OP's argument though, because the kid* who blindly chooses a potentially viable build isn't going to blindly know how to play the class well.
*Referring to the usage of the word in the OP's post, which I presume is defined as someone who should be too young to figure out how a WoW class is successfully played.
So the idea behind players being rewarded based on the efforts is basically being tossed to the side now? It at least appears that way with features like LFR which allows players to go afk and intentionally leach off of other players and collect rewards that improve their "power", while the new challenge modes which require effort from each individual player working together as a team just rewards cosmetic rewards.
You make this claim as though the Raid Finder is synonymous with Heroic raids, in terms of providing the highest quality gear in the game. That's not the case. Even with Raid Finder and PvE Challenges in Mists of Pandaria, the best sets in the game (stat-wise) will still be rather difficult to obtain.
Just one of the factors that has players dismayed at the direction the developers are taking the game.
You'd have a really hard time arguing your last sentence on behalf of the entire playerbase. I could argue there are players who are dismayed right now that Peddlefeet's butt isn't as firm as it should be. Is that a larger argument about "the direction the developers are taking the game"?
If you weren't interested in his argument, maybe responding to it was a bad idea? Just sayin.
I took eight of his words and said they didn't make for an interesting argument. No, I don't think it was a bad idea to address the other points of the OP just because I didn't find his "my kid could do it" argument interesting.
And you're not saying, you're asking (though surely I'm to assume it's rhetorical). And why does everyone need to follow up saying something with "just sayin" these days? I know you're just sayin'. You just said it!
Buffs... Where are they?
At this point in the development cycle, there hasn't yet been a finish put on buffs. As we've said elsewhere, we wanted to get the talent calculator updated sooner, rather than wait around for more details on related subjects to be fully developed.
Ask CDev #3: Questions!
Creative Development once again opens the floodgates for questions pertaining to the lore of the Warcraft universe!
Our last two "Ask CDev" projects generated thousands of unique questions across all the different regions, but ultimately the Creative Development team was able to sift through the sea of inquiries to focus on the questions with the juiciest answers. You can see the results of the last two "Ask CDev" endeavors here:
No restriction on the subject of your post, but keep in mind that questions that may be answered by the release of Mists of Pandaria will likely be overlooked; we don't want to spoil surprises!
Please only ask one question in each post. If your post has more than one question (or if your question contains multiple parts), it will be overlooked. Also, it is recommended that you check the thread to see if your question has already been asked; duplicate questions will not have a greater chance of being answered.
Questions will only be accepted for the first seven days, and the thread will be locked at 11:59 p.m. PDT on February 22.
While the thread is open for questions, forum members are encouraged to go through the thread and "Like" or "Dislike" posts; voting on a post will increase or decrease (respectively) the probability of that question being answered.
Originally Posted by Blizzard
(Blue Tracker / Official Forums)
This week, the topic of discussion is: Warsong Gulch – Which tactics have you found most effective in Warsong Gulch? Which winning team compositions and strategies do you use when playing Rated? What tips or tricks have you discovered? What common mistakes have you witnessed?
The battlefields of World of Warcraft are littered with the bones of those who have become casualties in the ongoing conflict between the Horde and the Alliance. You do not need to become one of them. One of the keys to victory is knowledge, and that is where the World of Warcraft War College enters the picture. In these discussions between players, you can learn and share strategies with other players to improve your tactics and improve your odds of emerging victorious from the field of battle.
Are you a veteran Gladiator with countless victories tallied? Are you new to World of Warcraft and striving to improve your PvP skills? In this weekly feature, we invite players of all skill levels to ask questions, share tips and tactics, and join a conversation dedicated to surviving and thriving in World of Warcraft PvP.
Don’t forget to up-vote forum posts that are on-topic and helpful!
The Curse Word Monthly Newsletter The Curse Word serves up the latest news from some of the most popular fansites like Minecraft Forum and MMO-Champion! It also keeps you in the know on upcoming games like Diablo 3, TERA, and Guild Wars 2 so you don't miss any big news.
This month's newsletter (which will be sent out on February 21, 2012) will include a free month of Curse Premium! Simply by subscribing to the Curse Word and reading the newsletter this month, you can enjoy all the great features of premium for one month. Look for the code in the next newsletter and follow the instructions to apply it to your account!
Mists of Pandaria Talent Calculator Feb 16 Update Changes
The final list of changes brought by the recent update of the Official Talent Calculator is finally complete and it definitely deserves a dedicated news post. However, we wouldn't be a very good website if we only did talent diffs and my very lovely team of moderators went through all the skills to list absolutely all the changes brought by this version of the talent calculator!
Vile Spew: Causes an undead minion to erupt in a shower of bile, dealing 249 Shadow damage to all enemies within 40 yards of the minion, and infecting them with Blood Plague and Frost Fever. 30 Runic Power.
Unholy Blight: Surrounds the Death Knight with a vile swarm of unholy insects for 10 sec, stinging all enemies within 10 yards every 1 sec, infecting them with Blood Plague and Frost Fever. 1.5 minute cooldown.
NEW - Icy Grip: Reduces the cooldown of your Death Grip spell by 15 sec and causes your Death Grip to reduce the movement speed of the target by 50% for 6 sec.
Death's Advance: Movement-impairing effects may not reduce you below 75% of normal movement speed.
Death Pact: Drain vitality from an undead minion, healing the Death Knight for 50% of his maximum health and causing the minion to suffer damage equal to 50% of its maximum health. 2 minute cooldown. No longer costs Runic Power.
Runic Corruption: When you land a damaging Death Coil, Frost Strike, or Rune Strike, you have a 45% (down from 100%) chance to activate Runic Corruption, increasing your rune regeneration rate by 100% for 3 sec.
Blood Rites: Whenever you hit with Death Strike, the Frost and Unholy Runes will become Death Runes when they activate. Death Runes count as a Blood, Frost or Unholy Rune. No longer works with Obliterate.
Veteran of the Third War: Increases your total Stamina by 9% and your expertise by 2%.
Heart Strike: Instantly strike the target and up to two additional nearby enemies, causing 90% (down from 175%) weapon damage plus 761 on the primary target, with each additional enemy struck taking 25% less damage than the previous target. Damage dealt to each target is increased by an additional 15% for each of your diseases present.
Rune Strike: Strike the target for 90% (down from 180%) weapon damage plus 5. This attack cannot be dodged, blocked, or parried. No longer only usable while in Blood Presence, or for 10 sec after the Death Knight dodges or parries. No longer causes a high amount of threat.
Scarlet Fever: Causes your Blood Plague to also afflict enemies with Weakened Blows. Weakened Blows: Demoralizes the target, reducing their physical damage dealt by 10% for 30 sec.
Bone Shield: Now Blood skill only instead of a talent.
Frost Strike: Instantly strike the enemy, causing 65% (down from 130%) weapon damage plus 187 as Frost damage. 35 Runic Power.
Howling Blast: Blast the target with a frigid wind, dealing 1389 Frost damage to that foe, and 695 Frost damage to all other enemies within 10 yards, infecting all targets with Frost Fever. 30 yd range (up from 20 yd).
Obliterate: A brutal instant attack that deals 115% (down from 150%) weapon damage plus 772. Total damage is increased by 12.5% for each of your diseases on the target.
Brittle Bones: Your Frost Fever also applies the Physical Vulnerability effect. Physical Vulnerability: Weakens the constitution of an enemy target, increasing their physical damage taken by 4% for 30 sec.
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.
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 50%.
Scourge Strike: An unholy strike that deals 75% (down from 100%) of weapon damage as Physical damage plus 484. In addition, for each of your diseases on your target, you deal an additional 18% of the Physical damage done as Shadow damage.
Festering Strike: An instant attack that deals 115% (down from 150%) weapon damage plus 665 and increases the duration of your Blood Plague, Frost Fever, and Chains of Ice effects on the target by up to 6 sec.
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. Physical Vulnerability: Weakens the constitution of an enemy target, increasing their physical damage taken by 4% for 30 sec.
Blood Plague: A disease dealing 17 Shadow damage every 3 sec for 30 sec (up from 21). Caused by Plague Strike and other abilities.
Frost Fever: A disease dealing 14 Frost damage every 3 sec for 30 sec (up from 21). Caused by Icy Touch and other spells. 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%. Only one Presence may be active at a time, and assuming a new Presence will consume any stored Runic Power. No longer increases damage.
Plague Strike: A vicious strike that deals 50% (down from 100%) weapon damage plus 217 and infects the target with Blood Plague, a disease dealing Shadow damage over time.
Death Strike: Unleash a powerful strike that heals you for 20% of the damage you have sustained during the preceding 5 sec (minimum of at least 7% of your maximum health), while also dealing 75% (down from 150%) weapon damage plus 256 to an enemy if the attack is successful.
Mind Freeze: Smash the target's mind with cold, interrupting spellcasting and preventing any spell in that school from being cast for 4 sec. 10 Runic Power (down from 30). 15 second cooldown (up from 10).
Chains of Ice: Shackles the target with frozen chains, reducing movement speed by 60% for 8 sec. Also infects the target with Frost Fever. 30 yd range (up from 20).
Anti-Magic Shell: Surrounds the Death Knight in an Anti-Magic Shell, absorbing 75% of damage dealt by harmful spells (up to a maximum of 50% of the Death Knight's health) and preventing application of harmful magical effects. Damage absorbed generates Runic Power. Lasts 5 sec.
Raise Ally: Pours dark energy into a dead target, reuniting spirit and body to allow the target to reenter battle with 60% (up from 20%) health and 20% mana.
Necrotic Strike: A vicious strike that deals 50% (down from 100%) weapon damage, applies the Slowed Casting effect, and absorbs the next 37 healing received by the target. Slowed Casting: Clouds the target's mind, slowing their casting speed by 30% for 10 sec sec.
NEW - Soul Reaper: Strikes an enemy for 50% weapon damage and afflicts the target with Soul Reaper. After 5 sec, if the target is below 35% health, this effect will deal 46,549 additional Shadow damage. If the enemy dies before this effect triggers, the Death Knight gains 50% haste for 5 sec. 6 second cooldown. Required Level 87. Costs 1 Death Rune.
Feline Swiftness now increases your overall movement speed by 15%
Displacer Beast teleports the Druid up to 20 yards forward and activates Cat Form and Prowl.
Wild Charge now has a 15 sec cooldown for all variations of the charge.
Non-Shapeshift no longer reduces the mana cost of your next healing spell.
Bear Form no longer increases haste by 30%.
Cat Form no longer causes your Ravage to be useable with no Energy cost.
Moonkin Form no longer grants you 20 Solar or Lunar energy.
Aquatic Form no longer reduces damage taken by 20% and duration of the charge effect is now 5 seconds.
Travel Form no longer reduces damage taken by 20%
Nature's Swiftness now only has a 1 minute cooldown but no longer affects Mass Entanglement.
*NEW* Soul of the Forest Aessina's blessing grants a benefit which varies by your combat specialization.
When a Lunar Eclipse ends you gain 20 Solar Energy and when a Solar Eclipse ends you gain 20 Lunar Energy.
Your finishing moves grant 2 Energy per combo point.
Mangle now generates an additional 2 Rage.
You gain 50% haste for your next spell when you cast Swiftmend.
Mass Entanglement now roots a target instead of a target in the selected area. Root now lasts for 20 sec, up from 8 sec. Now affects 5 targets. Now can be used in any form.
Incarnation Guardian: Son of Ursoc now also affects Growl.
Demoralizing Roar has been renamed to Disorienting Roar and is now useable in all shapeshift forms.
Ursol's Vortex can now be cast at a specific location instead of being used on the Druid. 30 yd range.
Bash is now a talent and has been renamed Mighty Bash Invokes the spirit of Ursoc to stun the target for 5 sec. Useable in all shapeshift forms.
Master Shapeshifter has been replaced with Dream of Cenarius 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.
General Class Abilities
Cat Form now also increases autoattack damage by 100% and increases movement speed by 15%
Feline Grace has been changed back to only reduce falling damage taken while in Cat Form.
Claw now causes 350% of normal damage, up from 155%
Bear Hug is now avaiable to all Druids at level 22.
Remove Corruption now removes all Poison and Curse effects on the target but has an 8 sec cooldown.
Hurricane no longer increases the time between enemy attacks by 20%
Innervate regenerates 10%(up from 5%) of the caster's maximum mana over 10 seconds and an additional 10%(down from 15%) if cast on self.
Maim now causes 110% weapon damage in addition to the stun.
Symbiosis may not be cast on other Druids and the effect is lost if the linked targets are too far apart. 6 sec cast time.
Euphoria now also procs off of Starsurge.
Eclipse has been slightly reworked. It now causes Wrath to refresh the duration on Sunfire while in Solar Eclipse and Starfire to refresh the duration on Moonfire while in Lunar Eclipse. In addition, Lunar Eclipse transforms your Hurricane into Arcane Storm.
Moonkin Form now increases Arcane and Nature damage dealt by 10%, down from 20%
Insect Swarm now increases the damage taken by 25% (down from 30%) but affects all spells.
Shooting Stars now has a 20% chance to trigger (up from 4%) but can only trigger from a periodic critical strike from your Moonfire or Sunfire.
Celestial Alignment had its bonus damage reduced by 5% but causes Moonfire to also apply the Sunfire effect. 3 minute cooldown. (Up from 2 min)
Total Eclipse (Mastery) increases the bonus damage from Eclipse by 20% (Up from 16%) Each point of Mastery increases the damage by an additional 2.5% (Up from 2.0%)
Savage Defense reduces physical damage taken by 40% for 6 seconds. (Changed from 80% for 3 sec) 1.5 second cooldown.
Thrash now also causes the Weakened Blows effect. Weakened Blows reduces the physical damage caused by the affected targets by 10% for 30 sec.
Nature's Guardian (Mastery) increases armor by 5.2% (Down from 9.6%) Each point of Mastery increases the armor by an additional 0.65% (Down from 1.2%)
Shred damage has been reduced from 540% to 425%
Predatory Strikes is now called Predatory Swiftness and only affects Cyclone, Entangling Roots, Healing Touch, Hibernate, or Rebirth. (Has an X% chance to trigger)
Thrash now also causes the Weakened Blows effect. Weakened Blows reduces the physical damage caused by the affected targets by 10% for 30 sec.
Ravage damage has been reduced from 950% to 750% damage.
*NEW* Glaive Toss - You hurl two glaives in front of you 30 yards, dealing 1,X damage to all enemies and reducing their movement speed by 50%. The Glaives will return back to you, also dealing damage and snaring targets they hit. If Glaive Toss hits at least 2 enemies in both directions, the cooldown is reset.
Arcane Arrows - Now replaced with Powershot.
*NEW* Powershot -You wind up a powerful shot, dealing 1,X damage to all targets in front of you within 20 yards (width). The damage done is increased on targets further away: 15-30 yards: Double damage, Stunned 1 sec. 30-50 yards: Tripple damage, Stunned 2 sec.
Venom Tipped Arrows - Now replaced with Binding Shot.
*NEW* Binding Shot - You fire a magical projectile, tethering the enemy and any other enemies within 10 yards to the landing arrow. Increases all damage they recieve from you by 15%. If they move 15 yards from the arrow they are stunned for 10 sec (5 sec PvP). (30 yd range, Costs 20 focus, Instant)
Arcane Shot - Now causes 50% (down from 100%) of weapon damage plus 150 (down from 327) as Arcane damage.
Steady Shot - Now causes 50% (down from 100%) of weapon damage plus 145 (down from 316).
*NEW* Disengage - You attempt to disengage from combat, leaping backwards. Can only be used while in combat. Required level 14. (50,000 yd range, 25 sec cooldown, Instant cast)
Multi-shot - Now hits targets for 60% (down from 120%) of weapon damage.
Kill Shot - Now deals 75% (down from 150%) weapon damage plus 421 (down from 921).
Deterrance - When activated, now causes you to deflect melee attacks, ranged attacks, and spells, and reduces all damage taken by 30%. While Deterrence is active, you cannot attack. Lasts 5 sec.
Camouflage - Can now be cast while in combat. Lasts for 6 sec if cast in combat, otherwise, lasts for 1 min.
Aimed Shot - Now deals 80% (down from 164%) ranged weapon damage plus 641 (down from 1438).
Trueshot Aura - Now increases melee attack power by 10% (down from 20%) and ranged attack power by 10%.
Black Arrow - Now fires a Black Arrow at the target, dealing 1,051% Weapon damage as Shadow damage to the enemy target. In addition, Black Arrow deals 4,204 damage over 20 sec to the target and any other enemy within the path of the Black Arrow when fired. (40 yd range, Costs 40 focus, No cooldown, Instant cast)
Lock and Load - You now have a 100% chance when you trap a target with Freezing Trap or Ice Trap to cause your next Explosive Shot to cost no Focus, trigger no cooldown and deal double damage. Effect lasts for 12 sec.
*NEW* Temporal Shield Envelops you in a temporal shield for 4 seconds. Damage taken while shielded will be undone over 6 seconds. Not on the global cooldown. (3% base mana, Instant Cast, 25 second cooldown)
Blazing Speed Suppresses movement slowing effects and increases your movement speed by 150% for 1.50 seconds. May only be activated after taking a melee or spell hit greater than 2% of your total health. This spell may be cast while a cast time spell is in progress. (Instant cast, 25 second cooldown)
Ring of Frost Summons a Ring of Frost at the target location. Enemies entering the ring are frozen for 10 seconds. Lasts 10 seconds. 10 yard radius. (30 yd range, 2% base mana, 1.5 second cast, 30 second cooldown)
Greater Invisibility Now reduces damage while invisible and for 3 seconds after breaking invisibility by 90% in addition to its old effects. (Instant cast, 2.5 minute cooldown)
Cauterize An attack that would otherwise kill you will instead bring you to 50% of your maximum health, and you will burn for 40% of your maximum health over the next 6 seconds. Cauterize cannot occur more than once every 2 minutes.
Cold Snap Now instantly restores 20% of your health in addition to old effect. (Instant cast, 3 minute cooldown)
Arcane Bomb Places an Arcane Bomb on the target which deals 3,060 Arcane damage over 12 seconds. Each time Arcane Bomb deals damage, an additional 50% of that damage is also dealt to a random target within 10 yards. (40 yd range, Instant cast, 2% base mana)
Frost Bomb Countdown and cooldown are now reduced by Haste, in addition to old effects. (40 yd range, 1.5 second cast, 1% base mana, 12 second cooldown)
*NEW* Invocation Your Evocation no longer has a cooldown, but you no longer have any base mana regeneration. Completing an Evocate causes you to deal 20% increased spell damage for 30 seconds.
*NEW* Rune of Power Places a Rune of Power on the ground, which lasts for 1 minute. While standing in your rune of power, your mana regeneration is increased by 100% and your spell damage is increased by 15%. Only 2 Runes of Power can be placed at one time. Replaces Evocation. (30 yd range, 1.5 second cast, 10 second cooldown)
*NEW* Incanter's Shield Absorbs damage, converting the damage into mana, up to a maximum of 30% of your maximum mana. Lasts 8 seconds. When your Incanter's Shield is destroyed, you gain 30% increased spell power for 15 seconds. (Instant cast, 25 second cooldown)
Shatter now doubles your critical strike chance of all spells on frozen targets plus an additional 25%.
Remove Curse now removes all Curses present on a target. 8 second cooldown.
Frost Armor now increases spell casting speed by 5% in addition to previous snare effect. No longer provides physical damage reduction.
Molten Armor now increases spell critical strike chance by 5% and reduces the duration of all harmful Physical effects by 25%. No longer deals damage to attackers.
Mage Armor now increases your Mastery by 5 and reduces the duration of all harmful Magic effects by 35%. No longer provides mana regen.
Flamestrike Now has a 12 second cooldown.
Arcane Brilliance now increases spellpower by 10%, but no longer grants additional mana.
*NEW*Arcane Charge (Passive) An Arcane Charge, generated by Arcane Blast and Arcane Missiles, and consumed by Arcane Barrage. Stacks up to 4 times.
Arcane Blast no longer has a stacking cast time reduction. Instead, each cast generates an Arcane Charge. Arcane Blast's damage is increased by 25% per Arcane Charge, and its mana cost is increased by 150% per Arcane Charge.
Arcane Missiles now generates an Arcane Charge. Arcane Missiles' damage is increased by 25% per Arcane Charge.
Arcane Barrage now consumes all Arcane Charges. Arcane Barrage's damage is increased by 25% per Arcane Charge, and it hits 1 additional target per Arcane Charge.
Pyroblast now has a chance to be instant cast and cost no mana from any direct damage critical strike.
*NEW* Critical Mass (Passive) now increases the critical strike chance of Fireball, Frostfire Bolt, Pyroblast, and Scorch by 1.3.
Inferno Blast now only spreads any Pyroblast, Ignite, Flamestrike, and Combustion effects to up to 5 enemy targets within 12 yards.
Combustion now cannot be cast on a target without Pyroblast, Ignite, or Flamestrike present. Living Bomb damage no longer increases Combustion damage. 45 second cooldown.
Fingers of Frost (Passive) now has a 20% chance to proc from successful Frostbolt casts, and a 50% chance to proc from successful Frozen Orb hits. Now stacks up to 3 times, up from 2.
Brain Freeze (Passive) now only procs from talented Bomb effects.
Speed of Light now increases the casters movement speed by 70% for 8 seconds.
*NEW* Eternal Flame Consumes all Holy Power to place a protective Holy flame on the target, which heals them for 2404 per charge of Holy Power every 3 sec for 30 seconds. Can be active only on one target at a time. (40 yd range, 1 Holy Power, Instant cast)
Sacred Shield Protects the target with a shield of Holy light for 30 sec, which increases the critical chance of your Word of Glory on the target by 30%. The shield also absorbs 5 353 damage when the target takes damage, but no more than once every 6 sec. Can be active only on one target at a time.
*NEW* Hand of Purity Places a hand on the friendly target, reducing the damage of harmful periodic effects by 70% for 6 sec. Players may only have one Hand per Paladin on them at any one time. (30 yd range, 7% of base mana, 1 min cooldown, Instant cast)
*NEW* Unbreakable Spirit When your Divine Shield, Divine Protection or Lay on Hands are on cooldown, spending Holy Power will reduce the remaining cooldown by 1% per Holy Power spent, up to a maximum of 50% reduction.
*NEW* Holy Prism Sends a beam of light toward a target, turning them into a prism of Holy energy. If an enemy is the prism, they take 1 581 damage and radiate 1 170 healing to 5 nearby allies within 10 yards. If an ally is the prism, they are healed for 3 509 and radiate 527 Holy damage to 5 nearby enemies within 10 yards. (40 yd range, 8% of base mana, 20 sec cooldown, Instant cast)
*NEW* Light's Hammer Hurl a Light-infused hammer into the ground, where it will blast a 10 yard area with Holy magic for 15 sec. Allies within the area are are healed for 6 every 2 sec while enamies take 6 Holy damage every 2 sec. (30 yd range, 1 min cooldown, Instant)
Selfless Healer Now reduces the cast time of your next Flash Heal by 50% each stack instead of decreasing the mana cost.
Sanctified Wrath now removes the cooldown on Hammer of Wrath but is now castable during Holy Wrath for all specs.
Clemency now also finishes the cooldown on Hand of Salvation.
*NEW* Execution Sentence A hammer slowly falls from the sky, causing increased Holy damage to the designated target for the next 10 seconds and culminating in a final burst of damage. (40 yd range, 1 min cooldown, Instant)
Stay of Execution
If used on friendly targets, the falling hammer heals the target for the next 10 seconds and culminating in a final burst of healing.
Seal of Righteousness now has an 8 yard range.
Seal of Truth now only works with melee attacks, causing melee attacks to deal 10% Holy weapon damage and apply Censure to the target. Censure: Deals 25 additional Holy damage over 15 sec. Stacks up to 5 times.
Crusader Strike now does 100% weapon damage, down from 135%.
Divine Protection now reduces magical damage taken by 40% for 10 seconds but no longer reduces physical damage.
Rebuke now has a 15 second cooldown, up from 10.
*NEW* Boundless Conviction (Passive) You may store an additional 2 Holy Power beyond the maximum of 3. No ability ever consumes more than 3 Holy Power. (Learned at level 85)
Cleanse now removes all Poison and Disease effects. 8 sec cooldown added.
Guardian of Ancient Kings now has a 3 min cooldown, down from 5 min.
Crusader's Zeal now has a 20% chance to proc off of autoattacks. No longer procs off of other melee attacks.
Templar's Verdict now does 165% weapon damage, down from 200%.
Sheath of Light has been renamed to Sword of Light and now increases your spell power by 100% of your Strength and grants you 5% maximum mana every 2 sec.
Judgements of the Bold causes your Judgement to also inflict the target with Physical Vulnerability in addition to granting you 1 charge of Holy Power. The Physical Vulnerability effect increases the physical damage taken by the target by 4% for 30 seconds.
Exorcism now has a 20 sec cooldown. Autoattacks no longer have a 20% chance to activate Exorcism.
Sanctity of Battle now also affects Hammer of Wrath.
Beacon of Light now has a 10 second cooldown.
Holy Wrath AoE range is now around a target instead of around the player.
Holy Radiance grants a charge of Holy Power. Cast time reduced to 2.5 sec, down from 3 sec.
*NEW* Holy Insight (Passive) increases your mana pool by 400%
Grand Crusader now also can proc off of Hammer of the Righteous. Proc chance increased to 40%, up from 20%.
Guarded by the Light now increases your spell power by an amount equal to 100% of your Strength, up from 60%. It also grants 5% of maximum mana every 2 sec, instead of an increased chance to hit with spells. Finally, increased mana regeneration was replaced with Word of Glory no longer being on the global cooldown.
Avenger's Shield now has a 9 second cooldown, down from 15 seconds.
Hammer of the Righteous now also applies the Weakened Blows effect. Weakened Blows reduces the targets physical damage dealt by 10% for 30 seconds. Now does 20% weapon damange, down from 30%.
Sanctuary also decreases all damage taken by 10% in addition to increasing the paladins armor value from items by 10%
Void Tendrils now costs 4% mana, down from 15%. AoE range reduced to 8 yards, down from 10 yards.
Psyfiend now costs 4% mana, down from 15%. Cooldown increased to 1.5 min, up from 1 min. Psyfiend range reduced to 30 yards, down from 40. Targeting now prefers anything attacking the Priest or her friends. Psychic Scream causes enemies to flee for 1 min. Damage caused may interrupt the effect.
Psychic Scream now costs 3% mana, down from 15%. AoE range changed to 8 yards.
From Darkness, Comes Light proc chance increased to 15%, up from 6%.
Angelic Bulwark now affects Spirit Shell and Divine Aegis when cast on self, in addition to Power Word: Shield.
Dark Archangel now lists Dark Evangelism as its cost, instead of Shadow Orbs.
Serendipity has been renamed to Divine Insight. Duration for Caster Form effect increased to 20 sec, up from 10 sec.
Final Prayer now grants a shield that lasts until canceled, up from 20 sec.
Spirit Shell now lasts until canceled, up from 8 sec. Mana cost reduced to 2%, down from 9%.
Rapture now triggers off of dispels in addition to being completely absorbed.
Greater Heal cast time reduced to 2.5 sec, down from 3 sec. Mana cost reduced to 6%, down from 27%.
Heal cast time reduced to 2.5 sec, down from 3 sec. Mana cost reduced to 2%, down from 9%.
Mind Blast now requires Shadow Orbs to cast, with damage increasing with the number of Shadow Orbs, but has no cooldown or mana cost.
Vampiric Touch now regenerates health and mana equal to 50% of the damage done by Vampiric Touch. Mana cost reduced to 3%, down from 16%.
Dispel Magic now has a 8 second cooldown. Mana cost decreased to 3%, down from 16%.
Shuriken Toss - A ranged attack that deals 1,179 Physical damage to an enemy target. Generates 1 combo point. (30 yd range) [40 Energy]
Versatility - Your Redirect ability now has no cooldown.
Anticipation - When one of your attacks generates a combo point on a target that already has five combo points, you gain an Anticipation charge, up to a maximum of 5. When you perform an offensive finishing move on an enemy, any Anticipation charges are consumed to grant you an equal number of combo points on that target.
Shroud of Concealment - Extend a cloak that wraps party and raid members within 20 yards in shadows, concealing them from sight. (5 min cooldown)
Shadow Walk - Significantly increases Stealth effectiveness for 6 sec. (1 min cooldown)
Subterfuge - Your Stealth breaks 3 sec after dealing or receiving damage hostile actions, rather than doing so immediately.
Improved Recuperate removed.
Deadly Brew - Whenever you apply one of your Non-Lethal poisons to a target, you also apply Crippling Poison. Now a talent instead of an assassination skill.
Dispatch - A vicious strike that exploits the vulnerability of foes with less than 35% health remaining, causing 200% weapon damage plus 781713 to the target. Requires a dagger in the main hand. Awards 1 combo point. [30 Energy]
Vendetta - Marks an enemy for death, increasing all damage you deal to the target by 20%30% and granting you unerring vision of your target, regardless of concealments such as stealth and invisibility. Lasts 1520 sec.
Envenom - Damage no longer increased based on Deadly Poison stacks.
Venomous Wounds - Damage decreased to 707 (down from 773).
Garrote - Damage decreased to 844 (down from 924).
Rupture - Damage and duration increased. 1 point : 7311007 damage over 812 seconds, 5 points: 21772490 damage over 1620 seconds.
Assassin's Resolve - While wielding daggers, your maximum Energy is increased by 20 and your melee damage is increased by 20%.
Expose Armor - Revamped, now works like Sunder Armor. Weaken the target's defenses, applying the Weakened Armor debuff. Awards 1 combo point. (Weakened Armor: Weakens the armor of the target by 4% for 30 sec. Stacks up to 3 times.)
Mutilate - Energy cost now 55 Energy (down from 60). Instantly attacks with both weapons for 180%100% weapon damage plus an additional 409208 with each weapon. Awards 2 combo points.
Improved Poisons - Now increases the proc rate of Deadly Poison by 20% and Instant Poison by 20% (down from 50%).
Ambush - Ambush the target, causing 190%175% weapon damage plus 791665 to the target (275%253% plus 1145962 if a dagger is equipped). Must be stealthed and behind the target. Awards 2 combo points.
Main Gauche - Your main-hand attacks have a 16% chance to grant you an attack that deals damage equal to 10050% of a main-hand attack. Each point of Mastery increases the chance by an additional 2.00%.
Shiv - 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. See individual Non-Lethal poison tooltips for details regarding the concentrated effects of each.
Feint - Cooldown removed. Duration reduced to 5 seconds (down from 6 seconds).
Fan of Knives - Damage reduced to 1184 (down from 1294).
Backstab - Energy cost reduced to 35 (down from 60). Damage reduced to 713 (from 781).
Revealing Strike - An instant strike that deals 125%65% weapon damage and exposes the target's vulnerabilities, increasing the effectiveness of your offensive finishing moves on that target by 35%, and giving your Sinister Strikes a 20% chance to generate an extra combo point, for 1518 sec. Awards 1 combo point.
Gouge - No longer deals damage.
Kick - Cooldown increased to 15 seconds (up from 10 seconds).
Sinister Strike - Energy cost is now 40 (down from 45). An instant strike that causes 226155 damage in addition to 100%75% of your normal weapon damage.
Energetic Recovery - While your Slice and Dice ability is active, you regain 8 Energy every 2 sec.
Executioner - Increases the damage done by all your finishing moves, and the effectiveness of your Slice and Dice, by 20%. Each point of Mastery increases damage by an additional 2.5%.
Shadow Dance - Enter the Shadow Dance for 68 sec, allowing the use of abilities that ordinarily require Stealth. The energy cost of Ambush is reduced by 20 while Shadow Dance is active.
Relentless Strikes - No longer has the static 20% proc rate (says X%).
Honor Among Thieves - Increases the critical strike chance of all party and raid members by 5%. 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.
Sinister Calling - No longer increases the percentage damage bonus of Backstab and Hemorrhage.
Hemorrhage - Energy cost now 30 Energy (down from 35). An instant strike that deals 155%100% weapon damage (225%145% if a dagger is equipped) and causes the target to take 30% additional damage from Bleed effects for 1 min. Awards 1 combo point. Replaces Sinister Strike when learned.
Elusiveness - Your Feint also reduces all damage taken by 30% for 5 sec.
Wound Poison - No longer deals damage. Now has a static proc rate of 50%.
Instant Poison - Proc chance now a static 30%. Damage down to 368 (from 403).
Crippling Poison - Coats a weaponCoats your weapons with a Non-Lethal Poison that lasts for 1 hour. Each strike has a 50% chance of poisoning the enemy, slowing their movement speed by 7050% for 12 sec.
Deadly Poison - Reworked completely. No longer has stacks. Now deals 2828 (down from 3100 (5x)) damage over 12 seconds. Subsequent applications will no longer proc the poison of your other weapon, but deal 368 nature damage instead.
Ancestral Guidance cooldown reduced to 2 minutes, down from 3 minutes.
Nature's Guardian: Whenever a damaging attack brings you below 30% health, your maximum health is increased by 25% for 10 sec (up from 15%) and your threat level towards the attacker is reduced. 30 second cooldown.
Astral Shift: Seek haven by shifting partially into the elemental planes, reducing damage taken by 50% but also all damage and healing done by 30% (down from 50%), for 6 sec.
NEW - Call of Elements: When activated, immediately finishes the cooldown on all totems. (5 minute cooldown)
Totemic Restoration: When a totem is replaced or destroyed before its duration expires naturally, its cooldown is reduced in proportion to the lost duration, up to a maximum of 50% of the full cooldown.
Elemental Mastery: Call upon elemental forces, empowering you with 30% haste for 20 sec. (2 minute cooldown, down from 3 minutes)
Ancestral Swiftness: Passively increases spell and melee haste by 5%. When activated, your next Nature spell with a base casting time less than 10 sec. becomes an instant cast spell.
Tier 6 Talents: All unknown at the moment.
NEW - Burning Wrath: Fiery elemental energy emanates from the Shaman, empowering all nearby party and raid members and increasing their spell power by 10%.
NEW - Grace of Air: Empowering winds swirl around the Shaman, granting all nearby party and raid members 5 Mastery.
Earth Shock: Instantly shocks the target with concussive force, causing 1,030 Nature damage and applying the Weakened Blows effect. Weakened Blows: Demoralizes the target, reducing their physical damage dealt by 10% for 30 sec sec.
Flametongue Weapon: Imbue the Shaman's weapon with fire, increasing magical damage done by 7% (up from 5%). Each hit causes 99 to 305 additional Fire damage, based on the speed of the weapon. Slower weapons cause more fire damage per swing. Lasts 30 minutes.
Flame Shock: Instantly sears the target with fire, causing 586 Fire damage immediately and 1,320 Fire damage over 24 sec (up from 18).
Ghost Wolf: This ability is now instant, but no longer reduces the effect of movement impairing effects.
Wind Shear: Disrupts the target's concentration with a burst of wind, interrupting spellcasting and preventing any spell in that school from being cast for 3 sec (up from 2). Also lowers your threat, making the enemy less likely to attack you. 12 second cooldown (down from 15).
Cleanse Spirit: Removes all (up from 1) Curse effects from a friendly target. 8 second cooldown (up from none).
Healing Stream Totem: Summons a Healing Stream Totem with 5 health at the feet of the caster for 1 min that heals the most injured party or raid member within X yards for 81 every 2 sec.
Earth Elemental Totem: Summons an elemental totem that calls forth a Greater Earth Elemental to protect the caster and his allies. Lasts 1 min (down from 2). 5 minute cooldown (down from 10).
Fire Elemental Totem: Summons an elemental totem that calls forth a Greater Fire Elemental to rain destruction on the caster's enemies. Lasts 1 min (down from 2). 5 minute cooldown (down from 10).
NEW - Ascendance: The Shaman surrenders his physical form to the power of the elements, transforming into a being of raw elemental energy for 15 sec.
While in the form of a Flame Ascendant, Lava Burst has no cooldown and Chain Lightning is empowered to become Lava Beam.
While in the form of an Air Ascendant, auto-attacks and Stormstrike deal pure Nature damage and have a 30-yard range.
While in the form of a Water Ascendant, all healing done is duplicated and distributed evenly among nearby allies.
Required Level 87.
3 minute cooldown.
Shamanism no longer works with Lava Burst.
Elemental Fury: Increases the critical strike damage bonus of your Searing and Magma Totems and your Fire, Frost, and Nature spells by 50% (down from 100%), and removes the cooldown from your Chain Lightning spell.
NEW - Elemental Precision: Grants spell hit rating equal to any Spirit gained from items or effects.
Stormstrike now does 150% weapon damage, down from 225%.
Lava Lash: You charge your off-hand weapon with lava, instantly dealing 130% (down from 260%) of that weapon's damage to an enemy target and spreading your Flame Shock from the target to up to four enemies within 12 yards. Damage is increased by 40% if your off-hand weapon is enchanted with Flametongue.
Searing Flames: Now includes - Your Lava Lash ability will consume your Searing Flames, dealing 20% increased damage for each application on the target.
Purification: Increases the effectiveness of your healing spells by 25%, and the healing done by your Water totems by an additional 50%. No longer reduces the casting time of your Healing Wave and Greater Healing Wave spells.
Riptide: Heals a friendly target for 2,405 and another 6,822 over 18 sec. Your Chain Heal spells are 25% more effective when their primary target is affected by your Riptide. (is no longer consumed)
Purify Spirit: Cleanse Spirit now includes Magic effects.
Earth Shield: Protects the target with an earthen shield, increasing the effectiveness of Shaman healing spells on that target by 20%, and causing attacks to heal the shielded target for 1416. This effect can only occur once every few seconds. 9 charges. Lasts 10 min. Earth Shield can only be placed on one target at a time and only one Elemental Shield can be active on a target at a time.
Earthliving Weapon: Imbue the Shaman's weapon with earthen life. Increases spell healing by 855 and gives each heal a 20% chance to trigger the Earthliving effect on the target, healing an additional 2,348 over 12 sec. Heals on targets below 35% of maximum health will always trigger this effect. Lasts 30 minutes.
Mana Tide Totem: Summons a Mana Tide Totem with 10% of the caster's health at the feet of the caster for 16 sec (up from 12). Party and raid members within 40 yards of the totem gain 200% of the caster's Spirit (excluding short-duration Spirit bonuses).
Harvest Life - Now drains the life from all enemies within 15 yards of the target, causing 107 Shadow damage and restoring 4% of the caster's total health every 1 sec. Lasts 6 sec. Replaces Drain Life. Does not hit polymorphed targets.
Mortal Coil - Now causes the enemy target to run in horror for 3 sec. The caster restores 25% of their maximum health if the target is horrified.
Sacrificial Pact - Your demon now sacrifices half its current health to shield its master for 300% of the sacrificed health. Lasts 20 sec. (1 min cooldown)
Dark Bargain - Now prevents all damage for 10 sec. When the shield fades, 50% of the damage prevented is dealt over 20 sec. (3 min cooldown)
*NEW* Blood Fear - Instantly strikes fear in the enemy, causing it to run in fear for up to 20 sec. Damage caused may interrupt the effect. 30 yd range, Instant cast, Costs 10% of maximum health. Replaces Fear.
*NEW* Burning Rush - Drains 5% of your maximum health per second to increase your movement speed by 50%. Lasts until cancelled. (Instant cast)
Spell Drain - Now replaced with Unbound Will.
*NEW* Unbound Will - Purges all stuns, disorients, roots and Magic effects from the Warlock. Costs 25% of the Warlock's maximum health. (20 sec cooldown, Instant cast)
Grimoire of Sacrifice - Effect now lasts for 15 min, up from 5 min. Grants a 30% boost for 15 sec, which drops to 15% for the remaining duration.
*NEW* Archimonde's Vengeance - 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. 1 min cooldown.
Mannoroth's Fury - Now increases the radius of your non-talent Area of Effect spells by 200%.
Shadow Bolt - Now a 2.5 sec cast, up from 1.7 sec.
*NEW* Demonic Tactics - Causes your Imp, Succubus and Voidwalker to behave more intelligently.
*NEW* Malady - Harms the target, causing 1393 Shadow damage over 18 sec. Required level 3. (40 yd range, Costs 2% of base mana, 2 sec cast)
Drain Life - Now lasts 6 sec, up from 3 sec.
Soul Fire - Soul Fire now always critically strikes. In addition, the damage is increased by your critical strike chance.
Soulstone - When cast on live targets, the soul of the target is stored and they will be able to resurrect upon death. If cast on a dead target, they are instantly resurrected. Targets resurrect with 30% health and 30% mana. Required level 18. (40 yd range, Costs 5% of base mana, 10 min cooldown, 3 sec cast)
*NEW* Felsteed - Summons a Felsteed, which serves as a mount. Required level 20. (1.5 sec cast)
Eye of Kilrogg - The eye is now stealthed and moves quickly but is very fragile.
*NEW* Dreadsteed - Summons a Dreadsteed, which serves as a mount. Required level 40. (1.5 sec cast)
Summon Infernal - Now attacks targets near the impact point, previously attacked targets afflicted by your Bane of Agony or Bane of Doom spells.
Soulburn: Curse - No longer inflicts a cooldown.
Fel Flame - Now increases the duration of Corruption by 6 sec.
Dark Intent - Now increases party/raid spell power by 10%, up from 6%.
Demonic Gateway - Now has a 20-70 yd range, previously 70 yd. Previously "Demonic Portal."
Potent Afflictions - Now increases the damage of Bane of Agony, Corruption and Unstable Affliction by 13%. Each point of Mastery increases this damage by an additional 1.63%.
Metamorphosis - You transform into a Demon, now increasing the benefit of Demonic Fury by 100% and allows the use of various demonic abilities.
Demonic Fury - Demonic Fury now increases your damage dealt by up to 6.50% (+0.5% per Mastery). Many spells and demon attacks generate Demonic Fury: Soul Fire: +40, Shadow Bolt: +25, Shadowflame: +15, Corruption: +12 per tick, Drain Life: +10 per second, Hand of Gul'dan: +25 per target.
*NEW* Corruption - Corrupts the target, causing 2102 Shadow damage over 18 sec. Demonic Fury: Generates 12 Demonic Fury each time it deals damage. Required level 12. (40 yd range, Costs 2% of base mana, Instant cast)
*NEW* Metamorphosis: Nether Plating - 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%. Required level 27.
Bane of Doom - Now banes the target with impending doom, causing 23,416 Shadow damage over 1 min. Limit 1 target.
*NEW* Felguard: Felstorm - Grants your Felguard the ability to cast Felstorm. The Felguard recklessly swings its Axe, striking all nearby targets within X yards for its weapon damage plus 56 every 1 sec for 6 sec. The Felguard cannot perform any other abilities during Felstorm. Required level 48.
*NEW* Guld'dan's Grasp - Reduces movement speed by 35% for 10 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. Required level 62.
*NEW* Metamorphosis: Cursed Auras - While using Metamorphosis, your Curse of the Elements and Curse of Enfeeblement become auras. Aura of the Elements: Curses all targets within 20 yards, increasing magic damage taken by 8%. 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%. Required level 67.
Master Demonologist - Now increases the damage done by your demon servants and the benefit from Demonic Fury by 6.50%, up from 5%. The damage you deal while transformed into a demon is now increased by 6.50%, down from 10%. Each additional point of Mastery now increases the bonus by an additional 0.5%.
*NEW* Chaotic Energy - Your mana regenerates substantially faster, Soul Fire and Fel Flame cost more mana and deal 12% more damage. Required level 10.
*NEW* Ember Tap - Heals 19.29% of your health. Required level 10. (Instant cast)
Burning Embers - 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. Previously "Unstable Embers."
Fire and Brimstone - Your next Immolate, Incinerate, Conflagrate or Curse will hit all targets within 15 yards of the target and now deal 44.29% of their normal damage. (No cooldown)
Immolate - Now replaces Malady, previously replaced Corruption.
Emberstorm - Now increases the effectiveness of Burning Ember consuming spells by 2.64% per ember consumed. Each point of Mastery increases the Unstable Embers bonus by 0.33% per mastery, down from 0.50% per.
Destructive Influence - Your demon's attacks reduce the casting time of your next Soul Fire by X sec. Stacks up to Y times.
Warbringer - Your Charge no longer roots, instead it knocks down and stuns your target for 3 seconds.
Enraged Regenaration now lasts 15 seconds, up from 10
Second Wind - You no longer gain health from stuns, but its random trigger has been increased to 10% of your health, up from 3%
Impending Victory - Redesigned - Replaces Victory Rush: Instantly attacks the target, and heals you for 10% of your health. If used within 20 seconds of killing a target, you are healed for 20% of your health. 30 second cooldown
Cripple has been removed
Staggering Shout (new) - Causes all enemies within 20 yards that are snared to become rooted for 5 sec. 40 second cooldown
Disrupting Shout no longer has a rage cost
Bladestorm now clarifies its range as 8 yards, and no longer has a rage cost. Its damage has been reduced from 150% to 75% weapon damage
Shockwave no longer has a rage cost
Mass Spell Reflect (new) - Your Spell Reflection protects you from an additional spell and protects party and raid members within 20 yards from a single spell for 5 sec.
Safeguard (new) - Replaces Intervene - Run at high speed towards a party or raid member, removing all movement effects upon you, intercepting the next melee or ranged attack made against them and reducing their damage taken by 20% for 6 sec. 30 second cooldown
Vigilance (new) - Focus your protective gaze on a party or raid member, transfering 30% of damage taken to you for 12 sec. During the duration of Vigilance, your Taunt has no cooldown and attacks against the target cause you to become Enraged for 6 sec. 2 minute cooldown.
Deadly Calm now also increases the damage of your Heroic Strike and Cleave effects by 50% while it is active
Bloodbath now has a 1 minute cooldown, down from 2.
Stormbolt now requires a melee weapon, and deals 50% weapon damage (down from 100%)
Seasoned Soldier now increases the damage you deal with two-handed melee weapons by 20% (up from 15%)
Slam is now instant, and does 135% weapon damage, down from 178%.
Blood and Thunder now applies Deep Wounds, rather than spreading Rend.
Taste for Blood now triggers from Deep Wounds, rather than Rend.
Colossus Smash now provides the 4% Physical Vulnerability debuff in addition to its current effects. Its damage has been reduced to 110% weapon damage (down from 150%).
Mortal Strike now does 110% weapon damage (down from 150%).
Wild Strike now does 175% off-hand weapon damage, up from 95%
Bloodthirst now instantly restores 1% of your health, instead of 0.5% off your next three attacks.
Single Minded Fury now increases your main hand damage by 30% and your offhand damage by 40%.
Raging Blow now does 110% weapon damage (up from 100%)
Unshackled Fury - Each point of Mastery increases damage by an additional 1.40% (down from 5.60%)
Revenge now counterattacks an enemy and two additional enemies.
Blood and Thunder now applies Deep Wounds, rather than spreading Rend
Sword and Board no longer triggers from Devastate, but it has a 60% chance of triggering from Revenge
Devastate now does 75% Weapon Damage (down from 151%).
Incite - Your Heroic Strike criticals cause the next Heroic Strike to also be a critical. These guaranteed criticals cannot re-trigger the Incite effect.
Rend has been removed.
Heroic Throw now does 50% weapon damage, down from 100%.
Execute now costs 30 rage, no longer consuming additional rage.
Pummel no longer has a rage cost. Cooldown was increased to 15 sec, up from 10 sec.
Whirlwind now remains at a 6 second cooldown, regardless of how many targets are hit. Its damage has been reduced to 35% weapon damage, down from 68%.
Overpower now does 125% weapon damage (up from 118%).
Disarm no longer has a rage cost.
Berserker Stance has been redesigned, and now increases the damage done by Whirlwind and Cleave by 20%.
Berserker Rage enrages you for 6 seconds, down from 10.
Spell Reflect no longer has a rage cost.
Intervene will now only absorb the next attack when remaining within 10 yards of the target.