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by Published on 2014-06-22 02:21 PM

"Empty" Legendaries, Increase Big Bad Voodoo's Effectiveness, Heroes of the Storm Alpha Moving Forward

Noxious' Naxxramas Card Talk: Webspinner, Naxxramas Work-in-Progress Decks

Warlords of Draenor - Druid Mythic Tier 17 Armor Set
We previously looked at the Normal Druid Tier 17 set here, which was missing a helm. Today we are taking a look at the Mythic Tier 17 set, which includes animated wings.

You can see two of the more popular druid races towards the end of the high quality preview video, or try the set on any race you would like with the modelviewer below.






Upcoming Artcraft Blog Posts
Chris Robinson is back after an injury and has shared some more of what we can expect to see from the art team next.



Doubleagent - Level 90 Neutral Pandaren
Doubleagent, the Neutral Pandaren has finally hit level 90! You can find more information, such as the time it took him to level to 90 (173.5 days) in this FAQ on the Blue Post Tracker.



Character Viewer Updated: Female Orc!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Glory. Power. Victory.

The daughter of Draenor stands ready to achieve all three, thanks to new visual and animation updates we're making to the female Orc model in the next World of Warcraft expansion.


In making changes to the model for Warlords of Draenor, the World of Warcraft art team wanted to evoke the spirit of the original while making sure her new representation felt even more alive and vivid than before. But don't just take our word for it—see for yourself! We’ve updated the character viewer on the Warlords of Draenor website with the new female Orc model and new emote screenshots. We hope you enjoy them!

As development continues on Warlords of Draenor, we’ll show you even more of the updated character models. Let us know what you think!

Alpha Realms Offline - June 20-23
The next Alpha build should be here early this week, opening Shadowmoon Valley and the Alliance characters.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We're in the process of bringing down the Alpha realms while we work to resolve this issue. Unfortunately, it's going to require an updated build, which we won't be able to finish today. Realms will remain offline over the weekend while we get everything ironed out. We hope to be able to bring the Alpha back up on Monday, June 23rd.

Again, we greatly appreciate your patience during this time. We'll get you back to Draenor as soon as we possibly can.

US Connected Realms - Update 6/20
Originally Posted by Blizzard (Blue Tracker / Official Forums)
As previously announced, we’ve been working toward connecting realms to increase the number of players on low-population realms. Here's a continuously updated list that contains currently planned connections, future plans, and completed realm connections, all in one convenient location.

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

Next Connections
We will be connecting the realms listed below on Thursday, June 26 during a scheduled maintenance beginning at 5 a.m. PDT through approximately 1:00 p.m. PDT. Once maintenance is finished, these realm connections will be complete.

  • Alterac Mountains and Balnazzar, Gorgonnash, The Forgotten Coast, and Warsong
  • Gnomeregan and Moonrunner

We will be connecting the realms listed below on Thursday, July 3 during a scheduled maintenance beginning at 5 a.m. PDT through approximately 1:00 p.m. PDT. Once maintenance is finished, these realm connections will be complete.

  • Doomhammer and Baelgun
  • The Scryers and Argent Dawn

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

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

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

Connected Realms Update - 19/06
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The following realms are due to be connected on 25 June:

English Realms
  • (PvE) Azjol-Nerub and Quel'Thalas
  • (PvE) Ghostlands and Dragonblight
  • (PvP) Frostwhisper and Zenedar/Bladefist

German Realms
  • (PvE) Malygos and Malfurion

The following realms are due to be connected after the realms above:

English Realms
  • (PvE) Darkspear and Terokkar
  • (PvE) Aszune and Shadowsong
  • (PvP) The Maelstrom and Karazhan/Lightning’s Blade/Deathwing

German Realms
  • (PvE) Tichondrius and Lordaeron
  • (PvE) Arygos and Khaz'goroth
  • (PvE) Proudmoore and Madmortem

Plans for these connections may change at any time. We’ll provide additional updates for future connections here as soon as we can.

Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
Warlock (Forums / Skills / WoD Talent Calculator)
the "of the black harvest title" is character specific to the warlock that earned it, correct?
Yes, only warlocks can use the title. (WatcherDev)
So 2 90 locks on same account, one with, one without the achievement, do both have title?
Yes. (WatcherDev)

PvE
I freakin' LOVE the idea of scenarios that take us through old instances. LOVE. Colour me excited!
I hate to dampen enthusiasm but I wouldn't think of these as scenarios. More like a direction/goals overlay on our dungeons. (WatcherDev)
Yeah that's gonna maybe need a rename. People will start calling everything a scenario
The word "scenario" will not appear in the final dungeon UI. (WatcherDev)
More guidance regarding what you're supposed to do, and the ability for us to reward bonus gold/XP for killing optional bosses (WatcherDev)
Is this for levelling up characters? Will it grant rewards repeatedly to make DG lvling smoother?
Yes, that's another benefit. We're moving a lot of the dungeon XP from one-time quests to repeatable objectives. (WatcherDev)

Did Garrosh learn some new moves? He switched up his rotation (defile/whirling corruption) a couple of times in P2.
It's always been mostly a coin-flip based on AI timing for that second Desecrate/Whirl in p2; they both come off cooldown at once. (WatcherDev)

Ah, does a level 80 in 300 gear become invincible to attacks, including 25HC LK? Not that it really concerns you at this point
By the current logic, yes, though that logic isn't by any means final. That breakpoint is especially challenging, because.. (Celestalon)
...of the BoE gear available at level 80 that can massively inflate ilvl. (Celestalon)

Anything to report on combat logs being able to see all phases? I don't want to have to implement log merging!
Still working on it unfortunately. Had it functional, but it made phased players show as in range on unit frames, which is bad (WatcherDev)
can't you add an invisible debuff that separate phases? (a diferent one for each phase) so the client behaves prop
We can do a lot of things. Not saying it's unsolvable, just that we don't have a 100% working version yet. (WatcherDev)

PvP
What else besides hks, caps, and node defending calculates honor gain in a bg? Is damage/healing output a factor?
Damage/healing isn't. The BG score is though. (holinka)

UI / Addons
Also Char specific macro slots? :3
Character specific wasn't feasible unfortunately but you'll have over 100 account slots (up from 36 now). (holinka)
FINALLY, what about bnet friendlist?
it's very high on the list and not as trivial as some might think (holinka)

Computers - Setup of the Month
Each month or every 2 months, depending on the hardware evolutions, we will post a couple of hardware setups for those of you who are thinking of upgrading their computer!

This month
The current SSD prices are stable, with all SSDs under $1 per gigabyte when on sale.

The new Haswell Refresh CPUs are here this week, and just like their predecessors they run a little bit on the warmer side. Depending on how much you want to overclock, you may need to spend a bit more for a better CPU cooler like the NH-D14. Release is Wednesday (6/25) in the US and they appear to run slightly cooler with a slightly higher max overclock.

Unless you are doing a lot of video rendering or something that is similarly multithreaded, you do not need the 4790K and should spend that money elsewhere.

Make sure to keep your AMD and Nvidia drivers up to date.

Don't hesitate to post any feedback in the comments of that news post, and don't forget to visit the Computer Forum for any extra questions! If you are interested in Folding@home, take a look in our team's thread.


Peripherals/Monitors
ComponentPuppy Dolphin
MonitorASUS VS228H-P 22-Inch Monitor - $120ASUS VS248H-P 24-Inch Monitor - $158
KeyboardKensington Pro Fit Media Keyboard - $14Cyborg V.5 - $48
MouseLogitech G400s - $44Razer DeathAdder 2013 - $50
SpeakersCreative A250 2.1 Speaker System - $26Logitech Z313 Speaker System - $39
ComponentNarwhal Unicorn
MonitorDell P2414H Monitor - $210HP ZR2440W 24-inch - $300
KeyboardLogitech G510s - $83CM Storm QuickFire XT - $120
MouseLogitech G500s - $50Razer Naga 2014 - $68
SpeakersLogitech Z323 2.1 Speaker System - $50Logitech Speaker System Z523 - $77


Puppy and Dolphin
All of these parts can be mixed and matched to create a build between Puppy and Dolphin.
ComponentPuppy Dolphin
CaseNZXT Source 210 - $35NZXT Source 210 - $35
Power SupplyEVGA 600B - $45EVGA 600B - $45
CPUAMD FX-6300 - $118AMD FX-8320 - $150
HeatsinkCooler Master Hyper 212 EVO - $31Cooler Master Hyper 212 EVO - $31
MotherboardASUS M5A97 R2.0 - $95ASUS M5A99FX PRO - $115
MemoryKingston HyperX Blue 4GB 1600 - $438GB G.Skill DDR3 1600 - $85
Graphics CardGigabyte R7 260X - $110MSI R9 270X - $180
Hard DriveWestern Digital Caviar Blue 500GB - $53Western Digital Caviar Black 1TB - $80
DVDAsus 24X SATA DVD+/-RW - $23Asus 24X SATA DVD+/-RW - $23
Total$553$744


Narwhal and Unicorn
All of these parts can be mixed and matched to create a build between Narwhal and Unicorn.
ComponentNarwhal Unicorn
CaseCooler Master HAF 912 - $50Corsair Air 540 (Special Layout) - $110
Power SupplyRosewill Capstone 650W - $100Rosewill Fortress 750W - $104
CPUIntel i5-4670K / 4690K - $235Intel i5-4670K / 4690K - $235
HeatsinkThermaltake Frio - $64Noctua 6 NH-D14 - $77
MotherboardASUS Z97-A - $144ASUS Z97-A - $144
Memory8GB G.Skill DDR3 1600 - $8516GB G.Skill DDR3 1600 - $175
Graphics CardMSI R9 270X - $180XFX R9 280X OR ASUS GTX770 - $270 / $330
Hard DriveWestern Digital 1TB Caviar Black - $79Western Digital 2TB Caviar Black - $145
SSDSAMSUNG 840 EVO 128GB (Review) - $79
OR
SanDisk Extreme II 120GB (Review) - $84
Crucial MX100 128GB (Review) - $76
OR
SAMSUNG 840 Pro 128GB (Review) - $110
DVDAsus 24X SATA DVD+/-RW - $23Asus 24X SATA DVD+/-RW - $23
Total$1036$1359 - $1449
by Published on 2014-06-20 10:30 PM

Warlords of Draenor Alpha - Build 18443
Notes are in progress, so keep checking back for updates! Some of the current armor set previews are rough, so be sure to look again when we do our normal high quality previews.

Druid Mythic Tier 17




Warlock Mythic Tier 17




Priest Tier 17




Hunter Tier 17



Rogue Season 16




Paladin Season 16
This set appears to be missing the belt buckle.




New Creature Models



New Loading Screens



Updated Minimap



New Icons
















Item Set Bonuses
Originally Posted by MMO-Champion
Death Knight (Forums / Skills / WoD Talent Calculator)

Druid (Forums / Skills / WoD Talent Calculator)

Hunter (Forums / Skills / WoD Talent Calculator)

Mage (Forums / Skills / WoD Talent Calculator)
  • Item - Mage T17 Arcane 2P Bonus Increases the damage After using Evocation, you gain the Arcane Affinity. Arcane Affinity reduces the cast time and mana cost of Arcane Blast by 10%.for until cancelled.
  • Item - Mage T17 Arcane 4P Bonus Increases the damage bonus of Arcane Power by 10%. When you gain an Arcane Charge, you have a chance to gain the Arcane Instability effect. Arcane Instability increases the number of missiles your next Arcane Missiles will fire by 10.
  • Item - Mage T17 Fire 2P Bonus Reduces the cooldown of Inferno Blast by 2 sec. Casting Inferno Blast grants you the Firestarter effect. Firestarter reduces the cast time of your next fireball by 2,000%.
  • Item - Mage T17 Fire 4P Bonus Increases the damage of Pyroblast by 10%. When Hot Streak activates, you have a 10% chance to gain the Pyromaniac effect. Pyromaniac causes all Pyroblasts to have no cast time and be guaranteed critical strikes for until cancelled.
  • Item - Mage T17 Frost 4P Bonus Increases the damage of Frostbolt by 10%. Frost critical strikes have a chance to strike the target with an Ice Shard, dealing 1 extra damage to the target.

Monk (Forums / Skills / WoD Talent Calculator)
  • Item - Monk T17 Brewmaster 4P Bonus Guard absorbs 10% more damage. Keg Smash now has 2 additional charge.
  • Item - Monk T17 Mistweaver 2P Bonus Increases the duration of Enveloping Mist by 1 sec. Soothing Mist now chains to 1 extra target, but the healing is reduced by 50% on the second target.
  • Item - Monk T17 Windwalker4P Bonus Increases the extra periodic damage or healing from Blackout Kick by 10%. While Tigereye Brew's damage effect is active, you gain Forceful Winds. Forceful Winds increases multistrike damage by 2% per stack of Tigereye Brew consumed.

Paladin (Forums / Skills / WoD Talent Calculator)
  • Item - Paladin T17 Holy 2P Bonus Increases the healing of Word of Glory and Light of Dawn by 10%. When you cast Word of Glory, you gain Light's Favor, which lets you cast a free Light of Dawn at 25% effectiveness. When you cast Light of Dawn, you gain Lawful Words, which lets you cast a free Word of Glory at 25% effectiveness.
  • Item - Paladin T17 Retribution 2P Bonus Increases the damage of Crusader Strike by 10%. Judgment has a 101% chance to immediately deal 10% of the total damage of your Censure effect to the target.
  • Item - Paladin T17 Retribution 4P Bonus Using Templar's Verdict or Divine Storm empowers has a 30% chance to empower you with Crusader's Fury. Crusader's Fury increases all damage dealt by 5% for 5 sec. allows the use of Hammer of Wrath regardless of your target's current health.

Priest (Forums / Skills / WoD Talent Calculator)
  • Item - Priest T17 Holy 2P Bonus Casting a Holy Word spell grants you the Faithful effect. Faithful increases your haste by 10% for 6 sec. Prayer of Mending jumps to 1 additional Ltarget:targets.
  • Item - Priest T17 Shadow 2P Bonus Increases the damage of Mind Blast by 10%. Mind Blast deals an additional 10% of its damage over until cancelled to the target.
  • Item - Priest T17 Shadow 4P Bonus Increases the damage of Devouring Plague by 10%. Each time Devouring Plague deals damage over time, you gain the Mental Instinct effect. Mental Instinct increases your haste by 10%, stacking up to 0 times.

Rogue (Forums / Skills / WoD Talent Calculator)

Shaman (Forums / Skills / WoD Talent Calculator)

Warlock (Forums / Skills / WoD Talent Calculator)
  • Item - Warlock T17 Affliction 2P Bonus Increases the damage of Unstable Affliction by 10%. While channeling Drain Soul on a target afflicted by your Corruption, Unstable Affliction, and Agony, the chance for Nightfall to activate is increased by 5%.
  • Item - Warlock T17 Affliction 4P Bonus Increases the periodic damage bonus of Haunt by 10%. When Nightfall activates, the cooldown of Dark Soul is reduced by 10 sec.
  • Item - Warlock T17 Demonology 4P Bonus Increases the damage of Shadow Bolt and Touch of Chaos by 10%. Shadowbolt has a 50% chance empower your inner demon, temporarily bringing your Metamorphosis form out even while you are not transformed.
  • Item - Warlock T17 Destruction 4P Bonus Increases the damage of Incinerate by 10%. Consuming an ember reduces the cooldown of Dark Soul by 5 sec.

Warrior (Forums / Skills / WoD Talent Calculator)
  • Item - Warrior T17 Arms 2P Bonus Increases the damage of Mortal Strike by 10%. Slam critical strikes reduce the cooldown of Recklessness by 5 sec.
  • Item - Warrior T17 Arms 4P Bonus Execute deals 10% more damage to targets affected by Colossus Smash. Colossus Smash has a 50% chance to grant you the Deadly Calm effect. Deadly Calm reduces the Rage cost and cooldown of your Mortal Strike by 50% for 10 sec.
  • Item - Warrior T17 Fury 2P Bonus Increases the critical strike chance of Bloodthirst by 10%. Wild Strike critical strikes have a 50% chance to activate Enrage.
  • Item - Warrior T17 Fury 4P Bonus Raging Blow now generates 10 Rage. When you activate Recklessness, you also gain the Rampage effect. Rampage increases your attack speed and critical strike chance by 0% every second Recklessness is active.



New Items
This build added more items than we can list in the news, so check the WoWDB Beta site for the full list of items.

Level Type Slot Name
100Junk Blingtron 5000 Gift Package
1Junk Gift of the Draenei
90Junk Giant Kaliri Egg
1Junk Shadowmoon Astrologer's Alamanac
528Junk Greka's Dentures
90Junk Vindicator's Armor Polish Kit
91Junk Ashes of A'kumbo
91Junk Ba'ruun's Bountiful Bloom
91Junk Whispers of Rai'Vosh
1Companion Pets Weebomination
1Companion Pets Sun Sproutling
1Companion Pets Sassy Sproutling
1Companion Pets Nightshade Sproutling
1Companion Pets Kelp Sproutling
1Companion Pets Forest Sproutling
1Companion Pets Autumnal Sproutling
1Companion Pets Zomstrok
510Other Basic Antivenom Kit
510Other Super Immunoglobulin Kit
510Other Botanic Cure Guide
510Other Book of Draenic Cures
100Other Secretive Whistle
510Other Transferable Vellum
510Other Wooly Bedroll
510Other Luxurious Bedroll
510Other Standard Survey Bot
510Other Turbo Survey Bot
510Other Precision-Tuned Scope
510Other Hyper Sight Scope
510Other Blackrock Fragment Grenade
510Other Blackrock Cluster Bomb
510Other Proximity Alarm Bot
510Other Garrison Defense Bot
510Other Basic Medic Kit
510Other Combat Medic Kit
510Other Battle Medic Vestments
510Other Restored Lace Kerchief
510Other Immaculate Lace Kerchief
510Other Decent Barrier Shield
510Other Frosty Bulwark
510Other Leering Ritual Mask
510Other Disturbing Ritual Mask
510Other Patched Wand
510Other Extendable Wand
510Other Passable Old Staff
510Other Intricately Carved Battle staff
100Devices Draenic Fillet Knife
100Elemental Sorcerous Fire
100Elemental Sorcerous Water
100Elemental Sorcerous Earth
1Other Blood Card
1Other Blood Card
1Other Blood Card
1Other Blood Card
1Other Blood Card
1Other Blood Card
1Other Blood Card
1Other Blood Card
1Other Blood Card
1Other Blood Card
1Other Blood Card
1Other Blood Card
1Other Blood Card
1Other Blood Card
1Other Blood Card
1Other Card of Omens
522TrinketTrinket Spirit of Shinri
90Off HandOff Hand Bouquet of Dried Flowers
523NeckNeck Varandi Family Crest
522TrinketTrinket Legacy of Om'ra
620Off HandOff Hand Shadowtome
520BackBack Darktalon's Drape
526LeatherLegs Dragonrider's Tinkered Leggings
525LeatherFeet Uzko's Dusty Boots
520MailFeet Boots of the Shadowborn
540PlateShoulders Tusks of Mannoroth
519Two-handed AxeTwo Hand Ancestral Shadowmoon Greataxe
520One-handed MaceOne Hand Void Prophecy Cudgel
516One-handed SwordOne Hand Windfang Sabre
555One-handed SwordOne Hand Shard of Scorn
620StaffTwo Hand Etched-Blade Warstaff
519StaffTwo Hand Staff of the Mad Bramble King
525StaffTwo Hand Darktide Summoner Staff
520Fist WeaponOne Hand Darktide Pincer
555DaggerOne Hand Shard of Contempt
520DaggerOne Hand Rovo's Dagger
524DaggerOne Hand Shadowmoon Sacrificial Dagger
90Consumable Ancient's Bloom
1Consumable Gently Squeezed Toad


New Strings
Originally Posted by MMO-Champion
  • BAG_SETTINGS_TOOLTIP - Bag Settings
  • CAPACITANCE_FOLLOWER_BONUS_ACTIVE - |cff00ff00Follower bonus active!|r
  • CAPACITANCE_SHIPMENT_COUNT - %d of %d Shipments Available
  • CLICK_BAG_SETTINGS - |cff00ff00|r
  • DIALOG_VOLUME - Dialog
  • DRAENOR_ZONE_ABILITY_TUTORIAL - You've just unlocked your Garrison Zone ability.\n\nYou can drag this to your action bar.
  • FLOATING_COMBAT_PETBATTLE_LABEL - Floating Combat Text for Pet Battles
  • GAMEMENU_BOOST_BUTTON - Character Boost
  • GAMEMENU_NEW_BUTTON - What's New
  • GARRISON_ABILITY_COUNTERS_FORMAT - Counters: %s
  • GARRISON_FOLLOWER_TOOLTIP_XP - %d XP to next level
  • GARRISON_LANDING_COMPLETED - Completed: %d/%d
  • GARRISON_LANDING_NEXT - Next: %s
  • GARRISON_LANDING_RETURN - Return to your garrison
  • GARRISON_LANDING_SHIPMENT_COUNT - %d/%d
  • GARRISON_NO_SELECTED_FOLLOWER - Select a follower from the list
  • OPTION_TOOLTIP_DIALOG_VOLUME - Adjusts the dialog volume.
  • OPTION_TOOLTIP_SHOW_PETBATTLE_COMBAT - Checking this will enable additional combat messages to appear in pet battles.
  • RAID_BUFF_9 - Versatility
  • SCENE_ACTOR_NAME_001 - Liberated Frostwolf Prisoner
  • SCENE_ACTOR_NAME_002 - Liberated Karabor Prisoner
  • SCENE_ACTOR_NAME_003 - Frostwolf Slave
  • SCENE_ACTOR_NAME_004 - Karabor Slave
  • SHOW_PETBATTLE_COMBAT_TEXT - Enable
  • SPEC_FRAME_PRIMARY_STAT - Primary Stat: %s
  • SPELL_FAILED_CUSTOM_ERROR_223 - You need to be in a Shredder to chop this up!
  • SPLASH_BASE_FEATURE1_DESC - Check out the new Toy Box, bag improvements, and reagents bank.
  • SPLASH_BASE_FEATURE1_TITLE - Interface Features
  • SPLASH_BASE_FEATURE2_DESC - List and browse groups for dungeons, raids, PvP, and more.
  • SPLASH_BASE_FEATURE2_TITLE - Premade Group Finder
  • SPLASH_BASE_HEADER - What's New
  • SPLASH_BASE_LABEL - New in Warlords of Draenor Pre-Patch:
  • SPLASH_BASE_RIGHT_DESC - Your character has been upgraded with higher detail and upgraded animations.
  • SPLASH_BASE_RIGHT_TITLE - New Character Models
  • SPLASH_BOOST_FEATURE1_DESC - We gave you a new set of gear and your old gear has been mailed to you.
  • SPLASH_BOOST_FEATURE1_TITLE - Where are my items?
  • SPLASH_BOOST_FEATURE2_DESC - You will earn your abilities while questing in the Blasted Lands.
  • SPLASH_BOOST_FEATURE2_TITLE - Abilities
  • SPLASH_BOOST_HEADER - Character Boost
  • SPLASH_BOOST_LABEL - Tips for your boosted character
  • SPLASH_BOOST_RIGHT_DESC - Head to the Blasted Lands and talk to Watch Commander Relthorn Netherwane.
  • SPLASH_BOOST_RIGHT_TITLE - Where should I go?
  • SPLASH_BOOST2_RIGHT_DESC - Head to the Blasted Lands and talk to [Need NPC].
  • SPLASH_NEW_FEATURE1_DESC - Build and customize your own personal fortress
  • SPLASH_NEW_FEATURE1_TITLE - Garrisons
  • SPLASH_NEW_FEATURE2_DESC - Your character has been upgraded with higher detail and upgraded animations.
  • SPLASH_NEW_FEATURE2_TITLE - New Character Models
  • SPLASH_NEW_HEADER - What's New
  • SPLASH_NEW_LABEL - New in Warlords of Draenor
  • SPLASH_NEW_RIGHT_DESC - Head to the Blasted Lands.\nA new continent awaits.
  • SPLASH_NEW_RIGHT_TITLE - Draenor
  • SPLASH_START_QUEST_NOW - Start Quest Now
  • TRACKER_HEADER_DUNGEON - Dungeon
  • TRACKER_HEADER_PROVINGGROUNDS - Proving Grounds
  • UNITNAME_SUMMON_TITLE25 - %s's Inner Demon



Achievement Changes
Originally Posted by MMO-Champion
Draenor Dungeon
Dungeons & Raids
  • Auchindoun (New) Defeat Teron'gor in Auchindoun. 10 points.
  • Bloodmaul Slag Mines (New) Defeat Gug'rokk in the the Bloodmaul Slag Mines. 10 points.
  • Bridge Over Troubled Fire (New) Kill 20 Ragefire Whelps in 10 seconds in Upper Blackrock Spire on Heroic difficulty. 10 points.
  • Dragonmaw? More like dragon fall! (New) Kill 5 Emberscale Ironflight before killing Warlord Zaela in Upper Blackrock Spire on Heroic difficulty. 10 points.
  • Grimrail Depot (New) Defeat the final boss in Grimrail Depot. 10 points.
  • Heroic: Auchindoun (New) Defeat Teron'gor in Auchindoun on Heroic difficulty. 10 points.
  • Heroic: Bloodmaul Slag Mines (New) Defeat Gug'rokk in the the Bloodmaul Slag Mines on Heroic difficulty. 10 points.
  • Heroic: Grimrail Depot (New) Defeat the final boss in Grimrail Depot on Heroic difficulty. 10 points.
  • Heroic: Iron Docks (New) Defeat Gorgrom in the Iron Docks on Heroic difficulty. [NYI] 10 points.
  • Heroic: Overgrown Outpost (New) Defeat the final boss in Overgrown Outpost on Heroic difficulty. [NYI] 10 points.
  • Heroic: Shadowmoon Burial Grounds (New) Defeat Ner'zhul in Shadowmoon Burial Grounds on Heroic difficulty. 10 points.
  • Heroic: Spires of Arak Defeat the bosses of Spires of Arak Defeat High Justicar Viryx in Skyreach on Heroic difficulty. 10 points.
  • Heroic: Upper Blackrock Spire (New) Defeat Warlord Zaela in Upper Blackrock Spire on Heroic difficulty. 10 points.
  • I Saw Solis Cause three Piles of Ash to form Solar Flares at the same time during the Rukhran encounter in the Spires of Arak on Heroic difficulty. Skyreach on Heroic difficulty. 10 points.
  • Icky Ichors Defeat Bonemaw on Heroic difficulty after having fed him 25 Corpse Skitterlings. 10 points. in Shadowmoon Burial Grounds on Heroic difficulty. 10 points.
  • Iron Docks (New) Defeat Gorgrom in the Iron Docks. [NYI] 10 points.
  • Is Draenor on Fire? Defeat Gug'rokk without killing any Unstable Slag on Heroic difficulty.10 points.
  • Leeeeeeeeeeeeeroy...? (New) Assist Leeroy Jenkins in recovering his Devout Shoulders in Upper Blackrock Spire on Heroic difficulty. 10 points.
  • Magnets, How Do They Work? (New) Defeat Orebender Gor'ashan without allowing him to cast Thundering Cacophony 5 times in Upper Blackrock Spire on Heroic difficulty. 10 points.
  • Magnify.. Enhance Defeat the Empowered Construct in Spires of Arak Skyreach on Heroic Difficulty. 10 points.
  • No Ticket Defeat the Blackrock Assault Commander after abruptly removing 10 or more enemies from the encounter area in Grimrail Depot on Heroic difficulty. 10 points.
  • Overgrown Outpost (New) Defeat the final boss in Overgrown Outpost. [NYI] 10 points.
  • Ready for Raiding IV Defeat Ranjit in Spires of Arak Skyreach without taking damage from any of the following abilities on Heroic difficulty: 10 points.
  • Shadowmoon Burial Grounds (New) Defeat Ner'zhul in Shadowmoon Burial Grounds. 10 points.
  • Souls of the Lost Defeat Ner'zhul in Heroic difficulty after having slain two of Ner'zhul's chosen Ritual of Bones skeletons within 5 seconds of each other. 10 points. in Shadowmoon Burial Grounds on Heroic difficulty. 10 points.
  • Spires of Arak Defeat the bosses of Spires of Arak on Normal difficulty. 10 points. Defeat High Justicar Viryx in Skyreach. 10 points.
  • This Is Why We Can't Have Nice Things Defeat Pauli Defeat Railmaster Rocketspark and Borka the Brute after destroying all 4 chests of Pauli's Priceless Paraphernalia in Grimrail Depot on Heroic difficulty. 10 points.
  • Tunnel Vision Defeat High Justicar Viryx in the Spires of Arak Sage Viryx in Skyreach on Heroic difficulty without killing any of the Shield Constructs. 10 points.
  • Upper Blackrock Spire (New) Defeat Warlord Zaela in Upper Blackrock Spire. 10 points.
  • What's Your Sign? Defeat Sadana Bloodfury on Heroic Difficulty while only having the runes that correspond to her active lunar cycle lit. 10 points. in Shadowmoon Burial Grounds on Heroic difficulty. 10 points.

Draenor Raid
Dungeons & Raids
  • A Fungus Among Us Gain 15 stacks of Burning Infusion and then defeat Lord Krakkenspore in Highmaul in Brackenspore in Highmaul on Normal Difficulty or higher. 10 points.
  • Imperator Gameplay Achievement [NYI] Imperator Gameplay Achievement [NYI] 10 points. Empower and defeat a Fortified Replicating Gorian Warmage and then defeat Imperator Mar'gok on Normal Difficulty or higher. 10 points.
  • Imperator's Fall Defeat Imperator Gor'vidus Mar'gok atop his citadel in Highmaul. 10 points.
  • Mythic: Lord Krakkenspore Defeat Lord Krakkenspore Defeat Brackenspore in Highmaul on Mythic Difficulty. 10 points.
  • Mythic: Trains [NNF] Defeat the Trains Defeat Operator Thogar in the Blackrock Foundry on Mythic difficulty. 10 points.

General

Guild
  • Scenario Roundup Complete every scenario Complete the following scenarios while in a guild group. Reward: Guild Shirts. 10 points.
  • Scenario Roundup Complete every scenario Complete the following scenarios while in a guild group. Reward: Guild Shirts. 10 points.

Legacy



Spell Changes
Originally Posted by MMO-Champion
Perks
Druid
  • Empowered Thrash Increases the periodic damage damage over time of your Thrash by 50%.

Hunter
  • Enhanced Piercing Shots Critical strikes with Multi-Shot now also trigger your Piercing Shots ability. Increases damage done by Chimera Shot by 20%.

Warlock

Companions

Unknown Class
Major Glyphs
  • Telluric Currents Your attunement to natural energies causes your Lightning Bolt spell to restore 1.25% of your maximum mana instead of costing mana. Shaman - Restoration Spec. cost no mana. Shaman - Restoration Spec.

Death Knight (Forums, Talent Calculator)
  • 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 40% of the Death Knight's health for 5 sec, absorbing 75% of all magical damage) and preventing application of harmful magical effects. Damage absorbed generates Runic Power. Lasts 5 sec. Instant. 45 sec cooldown. Instant. 45 sec cooldown.
  • Army of the Dead Summons an entire Summons a legion of Ghouls over 4 sec. The ghouls who will fight for the Death Knight for 40 sec. The Ghouls will swarm swarming the area, taunting and fighting anything they can. While summoning Ghouls, the Death Knight takes less damage equal to his Dodge plus Parry chance. 1 Blood, 1 Frost, 1 Unholy. 4 sec cast (Channeled). 10 min cooldown.
  • Blood Presence (Blood) You assume the presence of Blood, increasing Stamina by 25%, increasing all damage dealt by 0%, reducing chance to receive a critical strike by 0%, increasing damage dealt by 0%, and base armor by 55%, and reducing damage taken by 10%. Threat generation is also significantly increased. significantly increased. Only one Presence may be active at a time, and assuming a new Presence will Activating a new Presence will cancel this one and consume any stored Runic Power.
  • Blood Presence (Frost, Unholy) You assume the presence of Blood, increasing Stamina by 25%, increasing and base armor by 55%, and reducing damage taken by 10%. Threat generation is also significantly increased. significantly increased. Only one Presence may be active at a time, and assuming a new Presence will Activating a new Presence will cancel this one and consume any stored Runic Power.
  • Chains of Ice Shackles the target with frozen chains, reducing movement speed by 60% for 8 sec. Also infects and infecting the target with Frost Fever. 1 Frost. 30 yd range. Instant.
  • Death and Decay Corrupts the ground targeted by the Death Knight, causing [ 6.93% of AP ] Shadow damage every sec to targets that remain in the area for 10 sec [ 69.3% of AP ] Shadow damage over 10 sec to targets within the area. 1 Unholy. 30 yd range. Instant. 30 sec cooldown.
  • Death Coil (Blood, Frost) Fire a blast of unholy energy Fires a blast of unholy energy at the target, causing [ 127.2% of AP ] Shadow damage to an enemy target or healing [ 269.9% of AP ] damage on a friendly Undead target. or healing an Undead ally for [ 269.9% of AP ].
  • Death Coil (Unholy) Fire a blast of unholy energy Fires a blast of unholy energy at the target, causing [ 152.6% of AP ] Shadow damage to an enemy target or healing [ 269.9% of AP ] damage on a friendly Undead target. or healing an Undead ally for [ 269.9% of AP ].
  • Death Grip Harness the unholy Harnesses the energy that surrounds and binds all matter, drawing the target toward the Death Knight and forcing the enemy to attack the Death Knight for 3 sec. 30 yd range. Instant. 25 sec cooldown.
  • Frost Presence (Blood, Unholy) Only one Presence may be active at a time, and assuming a new Presence will Activating a new Presence will cancel this one and consume any stored Runic Power.
  • Frost Presence (Frost) Only one Presence may be active at a time, and assuming a new Presence will Activating a new Presence will cancel this one and consume any stored Runic Power.
  • Horn of Winter The Death Knight blows the Horn of Winter, which increases increasing attack power of all party and raid members within 100 yards by 10%. Lasts 60 min. Instant. for 60 min. Instant.
  • On a Pale Horse You become as hard to stop as death itself. The duration of movement-slowing effects used against you is reduced by 30%, and your mounted speed is increased by 20%. This does not stack with other movement speed increasing effects.
  • Path of Frost Your freezing aura Activates a freezing aura for 10 min that creates ice beneath your feet, allowing party or raid members within 50 yards to walk on water for 10 min. Works Useable while mounted, but being attacked or receiving damage damaged will cancel the effect. 1 Frost. Instant.
  • Pestilence Deals [ 1 + 66.6% of AP ] Shadow damage to all enemies within 10 yards, and spreads existing Blood Plague and Frost Fever infections your existing diseases from your target to all other enemies hit. 1 Blood. Instant.
  • Strangulate Shadowy tendrils constrict an enemy's throat, silencing them for 5 sec. Non-player victim spellcasting is also interrupted for 3 sec. 1 Blood. 30 yd range. Instant. 60 sec cooldown.
  • Unholy Presence You are infused with unholy fury, increasing haste by 10%, and movement speed by 15%. Only one Presence may be active at a time, and assuming a new Presence will Activating a new Presence will cancel this one and consume any stored Runic Power. Instant.

Blood
  • Bone Shield Surrounds you with a barrier of whirling bones. The shield begins with 6 charges, and with 6 charges that reduces all damage you take by 20% each damaging attack consumes a charge. While at least 1 charge remains, you take 20% less damage from all sources. Lasts 5 min Lasts 5 min or until all charges are consumed. Death Knight - Blood Spec. Instant. 60 sec cooldown.
  • Crimson Scourge Increases the damage dealt by your Pestilence by 50%, and the damage of your diseases by 30%. When you land a melee attack on a target that is Your successful melee attacks on targets infected with your Blood Plague, there is a 10% chance that have a 10% chance to make your next Pestilence or Death and Decay will consume cost no runes. Death Knight - Blood Spec.
  • Dancing Rune Weapon Summons a second rune weapon that fights on its own for 12 sec, mirroring the Death Knight's attacks. The rune weapon also assists in defense of its master mirrors its master's attacks and bolsters its master's defenses, granting an additional 20% parry chance while active. Requires Melee Weapon. Death Knight - Blood Spec. 30 yd range. Instant. 1.5 min cooldown.
  • Dark Command Commands the target to attack you, and increases threat that you generate against the target by 200% for 3 sec. Death Knight - Blood Spec. 30 yd range. Instant. 8 sec cooldown.
  • Scent of Blood Your Pestilence now refreshes your diseases on targets it damages. Your Pestilence and Soul Reaper now also Your Pestilence and Soul Reaper increase the healing done by your next Death Strike within 20 sec by 20%. This effect stacks up to 5 times. Death Knight - Blood Spec. Additionally, your Pestilence refreshes your diseases on targets it damages. Death Knight - Blood Spec.
  • Vampiric Blood Temporarily grants the Death Knight 15% of maximum health and increases the amount of health received from healing spells and effects by 25% for 10 sec. After the effect expires, the health is lost Increases maximum health by 15% and increases healing received by 25% for 10 sec. Death Knight - Blood Spec. Instant. 60 sec cooldown.
  • Will of the Necropolis When a damaging attack brings you below 30% of your maximum health, your Rune Tap ability instantly gains a charge and your next Rune Tap is free, and all damage taken is reduced Damage taking you below 30% health will instantly grant a charge of Rune Tap, make your next Rune Tap free, and reduce all damage taken by 25% for 4 sec. This effect cannot occur more than once every 45 sec. Death Knight - Blood Spec.

Frost
  • Killing Machine Your autoattacks have a chance to grant a 100% critical strike bonus to increase the critical strike chance of your next Obliterate or Frost Strike. Death Knight - Frost Spec. by 100%. Death Knight - Frost Spec.
  • Pillar of Frost Calls upon the power of Frost to increase The power of Frost increases the Death Knight's Strength by 20%. Icy crystals hang heavy upon the Death Knight's body, providing immunity against external movement and grants immunity to external movement effects such as knockbacks. Lasts 20 sec. Death Knight - Frost Spec. 1 Frost. Instant. 60 sec cooldown.

Frost & Unholy
  • Unholy Aura Increases the haste of all party and raid members within 100 yards by 5%. and their Versatility by 3%. Death Knight - Frost & Unholy Spec.

Unholy
  • Ebon Plaguebringer Increases the damage your diseases deal by 60% and, causes your Plague Strike to also apply Frost Fever, and causes your Blood Plague to also apply the Physical Vulnerability effect. Physical Vulnerability Weakens the constitution of an enemy target, increasing their physical damage taken by 5% for 30 sec. Death Knight - Unholy Spec. Death Knight - Unholy Spec.
  • Sudden Doom While in Unholy Presence, grants your main-hand autoattacks a chance to make your next Death Coil cost no Runic Power. Death Knight - Unholy Spec.
  • Summon Gargoyle A Gargoyle flies into the area and bombards the target with Plague damage modified by the Death Knight's attack power. Persists for 30 sec. Death Knight - Unholy Spec. 30 yd range. Instant. 3 min cooldown.

Druid (Forums, Talent Calculator)
  • Mark of the Wild Increases the friendly target's Strength, Agility, and Intellect by 5%, and Versatility by 3% for 60 min. If target is in your party or raid, all party and raid members will be affected. 5% of Base Mana. 30 yd range. Instant.

Talents
  • Balance of Power You align the power of your so direct damage spells so that they reenergize your periodic damage spells to the power of the Moon and Stars so your direct damage spells reenergize your damage over time effects. Your Starfires extend the duration of Moonfire by 6 sec. Your Wraths extend the duration of Sunfire by 4 sec. Also increases the periodic damage damage over time of your Moonfire and Sunfire by 10%. Druid - LvL 0 Talent.

Balance
  • Astral Showers You call upon greater Lunar and Solar energy in order to empower your Moonfire and Sunfire spells. Increases the initial damage of Moonfire by 100%, and increases the duration of its periodic damage effect by 100%. Increases the initial damage of Sunfire by 100%, and causes its periodic damage effect to be Moonfire's duration is increased by 100%. Sunfire's damage over time effect is now applied to all enemies within 5 yards of the target. Druid - Balance Spec.
  • Celestial Alignment You enter Celestial Alignment, a state where your Balance Energy cycle is paused, and all of your Lunar and Solar spells benefit from your maximum Eclipse bonus. Also increases your damage dealt by 20%, and causes your Moonfire and Sunfire spells to also apply the other's periodic damage damage over time effect. Lasts 15 sec. Can't be cast in Travel Form, Aquatic Form, Flight Form. Druid - Balance Spec. Instant. 3 min cooldown.
  • Moonkin Form Shapeshift into Moonkin Form, increasing Arcane and Nature damage you deal by 10% and increasing your armor by 100%. Grants 5% 0% haste to all party and raid members within 100 yards. The act of shapeshifting frees the caster of movement impairing effects. Can't be cast in Tree of Life Form. Druid - Balance Spec. 9.3% of Base Mana. Instant.
  • Shooting Stars You have a 5% chance when your most recent Moonfire or Sunfire deals periodic damage damage over time to trigger Shooting Stars. Chance doubled on critical strikes. Shooting Stars restores 1 charge of Starsurge and Starfall. Druid - Balance Spec.

Feral
  • Leader of the Pack While in Bear Form or Cat Form, increases critical strike chance of all party and raid members within 100 yards by 5%. Also causes your melee critical strikes to heal you for 3% of your health. This effect cannot occur more than once every 6 sec. Requires Cat Form, Bear Form. Druid - Feral & Guardian Spec. Spec.
  • Mastery: Razor Claws Increases the damage done by your bleed abilities by 25.04%. Requires Cat Form. Druid - Feral Spec. Druid - Feral Spec.

Hunter (Forums, Talent Calculator)
  • Aspect of the Cheetah The Hunter takes on the aspects aspect of a cheetah, increasing movement speed by 30%. If the Hunter is struck, he will be dazed hit by an attack, his movement will be slowed by 70% for 4 sec. Only one Aspect can be active at a time. Instant.10 sec cooldown.
  • Aspect of the Pack Party and raid members within 40 yards take on the aspects of a pack of cheetahs, increasing movement speed by 30%. If you are struck under the effect of this aspect, you will be dazed Anyone hit by an attack while in this aspect will move 70% slower for 4 sec. Only one Aspect can be active at a time. Instant.10 sec cooldown.
  • Beast Lore Gather information about the target beast. The tooltip will display damage, health, armor, any special resistances, and diet. In addition, Beast Lore will reveal diet, abilities whether or not the creature is tameable and what abilities the tamed creature has. 40 yd range. Instant. if it is an exotic beast. 40 yd range. Instant.
  • Camouflage You blend into your surroundings, causing you and your pet to be untargetable by ranged attacks. Also You and your pet blend into your surroundings, becoming untargetable by ranged attacks reduces the range at which enemy creatures can detect you, and provides stealth while stationary. You can lay traps Traps can be used while camouflaged, but any damage done by you or your pet will cancel the effect. If cast while in combat, lasts for 6 sec. Otherwise, lasts for 60 sec Lasts 60 sec, or 6 sec if cast in combat. 20 Focus. Instant. 60 sec cooldown.
  • Counter Shot A shot that interrupts spellcasting, preventing any spell in that school from being cast for 3 sec. Requires Ranged Weapon. 40 yd range. Instant. 24 sec cooldown.
  • Deterrence When activated, 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. Instant. 5 sec cooldown. You deflect all attacks and take 30% less damage for 5 sec, but you cannot attack. Instant. 5 sec cooldown.
  • Disengage You attempt to You leap backwards. Unlimited range. Instant. 20 sec cooldown.
  • Distracting Shot Distracts the target to attack you, and increases threat that you generate against the target for 6 sec, and increases threat you generate by 200% for 6 sec. Requires Ranged Weapon. 40 yd range. Instant. 8 sec cooldown.
  • Flare Exposes all hidden and invisible enemies within 10 yards of the targeted area for 0 20 sec. 40 yd range. Instant. 20 sec cooldown.
  • Master's Call Your pet attempts to remove removes all root and movement impairing effects from itself and its target, and causes your pet and its target to be immune grants immunity to all such effects for 4 sec. 40 yd range. Instant. 45 sec cooldown.
  • Misdirection You misdirect threat to the targeted party or raid member. All threat caused by your attacks for the next 8 sec will be transferred to them the target. 100 yd range. Instant. 30 sec cooldown.
  • Multi-Shot Fires several missiles, hitting your current target and all enemies within 8 yards of that target for 30% of weapon damage. Requires Ranged Weapon. 40 Focus. 40 yd range. Instant.
  • Steady Shot A steady shot that causes 35% weapon damage and. Generates 14 Focus. Useable while moving. Requires Ranged Weapon. 40 yd range. 2 sec cast.
  • Tame Beast Begins taming Tames a beast to be your companion. If you lose the beast's attention for any reason, the taming process will fail. You must dismiss any active beast companions and have an empty Call Pet slot before you can begin taming a new beast. 30 yd range. 10 sec cast (Channeled).
  • Tranquilizing Shot Attempts to remove Removes 1 Enrage and 1 Magic effect from an enemy target. Requires Ranged Weapon. 20 Focus. 40 yd range. Instant.

Talents
  • Focusing Shot Beast Mastery, Survival: Carefully line up a shot at the target that deals 100% weapon damage and focuses you, generating 50 Focus. Cannot be cast while moving. Replaces Steady Shot and Cobra Shot. Marksmanship: Carefully line up a shot at the target that deals 100% weapon damage and focuses you, generating 50 Focus. Cannot be cast while moving. Replaces Steady Shot and Cobra Shot. Also triggers Steady Focus. Requires Ranged Weapon. Hunter - LvL 0 Talent. 40 yd range. 3 sec cast.
  • Focusing Shot Beast Mastery, Survival: Carefully line up a shot at the target that deals 100% weapon damage and focuses you, generating 50 Focus. Cannot be cast while moving. Replaces Steady Shot and Cobra Shot. Marksmanship: Carefully line up a shot at the target that deals 100% weapon damage and focuses you, generating 50 Focus. Cannot be cast while moving. Replaces Steady Shot and Cobra Shot. Also triggers Steady Focus. Requires Ranged Weapon. Hunter - LvL 0 Talent. 40 yd range. 3 sec cast.

Beast Mastery
  • Bestial Wrath Send Sends you and your pet into a rage, causing 20% additional damage for 10 sec and breaking all effects which cause loss of control of your pet for 10 sec. Your pet deals 20% additional damage and breaks all loss of control effects. You deal 10% more damage and your shots cost 50% less Focus. Hunter - Beast Mastery Spec. 100 yd range. Instant. 60 sec cooldown.
  • Cobra Strikes You have a 15% chance when you hit with Arcane Shot to cause your pet's next 2 Your successful Arcane Shots have a 15% chance to grant you 2 charges of Cobra Strikes. Each charge causes 1 of your pet's Basic Attacks to critically hit. This effect can stack up to 6 times. Hunter - Beast Mastery Spec. Max 6 charges. Hunter - Beast Mastery Spec.
  • Focus Fire Consumes your pet's Frenzy stack Your pet's Basic Attacks have a 40% chance to trigger Frenzy, granting 4% increased attack speed for 30 sec, stacking up to 5 times. Focus Fire consumes all your pet's Frenzy, restoring 6 Focus to your pet and increasing your haste by 6% for each Frenzy stack per Frenzy application consumed. Lasts for 20 sec. Hunter - Beast Mastery Spec. Instant.
  • Invigoration When your pet deals damage with a Basic Attack, you Your pet's successful Basic Attacks have a 15% chance to instantly regenerate 20 grant you 20 Focus, and your auto-shot critical strikes grant your pet 15 Focus. Hunter - Beast Mastery Spec.
  • Kill Command (Beast Mastery) Give the command to kill, causing your pet to instantly inflict [ 274.1% of RAP ] damage to its target and apply the Hunter's Mark effect. The pet must be within 25 yards of the target to Kill Command. 25 yard range.
  • Kill Command (Marksmanship, Survival) Give the command to kill, causing your pet to instantly inflict [ 236.3% of RAP ] damage to its target and apply the Hunter's Mark effect. The pet must be within 25 yards of the target to Kill Command. 25 yard range.

Beast Mastery & Marksmanship
  • Kill Shot You attempt to finish the wounded target off, firing a long range attack off a wounded target dealing 550% weapon damage. Only useable on enemies that have with less than 20% health. If the target dies, the Hunter will regain 15% of maximum health. If Kill Shot fails to kill the target, the cooldown is instantly reset, but cannot be reset more often than once every 6 sec reset. Requires Ranged Weapon. Hunter - Beast Mastery & Marksmanship Spec. 45 yd range. 10 sec cooldown.

Beast Mastery & Survival
  • Cobra Shot Deals 35% weapon damage in the form of Nature damage and Beast Mastery, Marksmanship: Deals 35% weapon damage as Nature and generates 14 Focus. Useable while moving. Survival: Deals 35% weapon damage as Nature increases the duration of your Serpent Sting on the target by 6 sec, and. Generates 14 Focus. Useable while moving. Requires Ranged Weapon. Hunter - Beast Mastery & Survival Spec. 40 yd range. 2 sec cast.

Marksmanship
  • Bombardment Your critical hits strikes with Multi-Shot cause your Multi-Shot subsequent Multi-Shots to cost 20 less Focus and cause 60% additional damage for 5 sec. Hunter - Marksmanship Spec.
  • Careful Aim Increases the critical strike chance of your Steady Shot and Aimed Shot by 75% 60% on targets who are above 80% health or while Rapid Fire is active. Hunter - Marksmanship Spec.
  • Chimera Shot An instant shot that causes 190% ranged weapon Nature damage and heals you for 3% of your total health 255% ranged weapon Nature damage. Requires Ranged Weapon. Hunter - Marksmanship Spec. 45 Focus. 40 yd range. 9 sec cooldown.
  • Piercing Shots Your critical Aimed, Steady and Chimera Shots strikes with Aimed Shot, Steady Shot, and Chimera Shot cause the target to bleed for 30% of the damage dealt an additional 30% of the initial damage over 8 sec. Hunter - Marksmanship Spec.

Survival
  • Black Arrow Fires a Black Arrow at the target, dealing [ 14.19% of AP ] damage over 20 sec. You have a chance when your Black Arrow deals damage Black Arrow damage has a chance to cause your next two Explosive Shots within 12 sec to cost no Focus and trigger no cooldown. This effect will always happen occurs at least once per Black Arrow. Requires Ranged Weapon. Hunter - Survival Spec. 35 Focus. 40 yd range. Instant. 30 sec cooldown.
  • Serpent Sting Targets hit by your Multi-Shot and Arcane Shot are also afflicted by Serpent Sting, dealing [ 25.12% of AP ] Nature damage over 15 sec. Hunter - Survival Spec. Serpent Sting grants you 3 Focus each time it deals damage. You can gain Focus this way only once every 3 sec. Hunter - Survival Spec.
  • Trap Mastery Reduces the cooldown of all traps and Black Arrow by 6 sec, and provides additional benefits on each Trap: Ice Trap and Freezing Trap - Increases duration by 30%. Explosive Trap and Black Arrow - Increases periodic damage damage over time done by 30%. Snake Trap - Increases number of snakes summoned by 4. Hunter - Survival Spec.

Mage (Forums, Talent Calculator)
  • Conjure Refreshment Conjures mana food providing the Mage and his allies with something to eat. Conjured Items Conjured items disappear if logged out for more than 15 minutes. 3% of Base Mana. 3 sec cast.
  • Conjure Refreshment Table Conjures a refreshment table. Raid members can click the table to acquire Conjured mana food. The tables lasts for 0 table lasts for 3 min or 50 charges. 5% of Base Mana. Instant (Channeled). 60 sec cooldown.
  • Frostfire Bolt Launches a bolt of frostfire at the enemy, causing [ 112.5% of Spell Power ] Frostfire damage and slowing the target target's movement by 40% for 8 sec. 4% of Base Mana. 40 yd range. 2.8 sec cast.
  • Ice Block You become encased in a block of ice, protecting you from all physical attacks and spells attacks and damage for 10 sec, but during that time you cannot attack, move or cast spells. Causes Hypothermia, preventing you from recasting Ice Block for 30 sec. 15 Mana. Instant. 5 min cooldown.
  • Mage Bomb Casts a powerful periodic damage damage over time effect based upon your talent choice. Instant.
  • Slow Fall Slows Slows a friendly party or raid target's falling speed for 30 sec. 1% of Base Mana. 40 yd range. Instant.

Talents
  • Unstable Magic (Frost) Arcane Blast, Fireball, and Frostbolt have a 50%30% 50% chance to explode on impact, dealing an additional 50% damage to the target, and all other enemies within 8 yards.

Arcane
  • Arcane Blast Blasts the target with energy, dealing [ 1 + 72.1% of Spell Power ] Arcane damage. Generates and generating an Arcane Charge. Arcane Blast's damage is increased by 50% per Arcane Charge, and its mana cost is increased by 150% per Arcane Charge. Mage - Arcane Spec. 1.666667% of Base Mana. 40 yd range. 2.2 sec cast.
  • Arcane Explosion (Arcane) Causes an explosion of arcane magic around the caster, causing dealing [ 41.25% of Spell Power ] Arcane damage to all targets within 10 yards. Refreshes Refreshes the duration of your Arcane Charges and has a 30% chance to generate an Arcane Charge, if at least one target is hit.
  • Arcane Explosion (Fire, Frost) Causes an explosion of arcane magic around the caster, causing dealing [ 41.25% of Spell Power ] Arcane damage to all targets within 10 yards.
  • Presence of Mind When activated, your next Mage spell with a casting time less than 10 sec becomes an instant cast spell Causes your next Mage spell to be instant. Does not apply to Polymorph. This spell is not on the global cooldown Portal, or Teleport spells. Mage - Arcane Spec. Instant. 1.5 min cooldown.
  • Slow Reduces Reduces the target's movement speed by 50% for 15 sec. Mage - Arcane Spec. 1% of Base Mana. 35 yd range. Instant.

Fire
  • Combustion Instantly deals [ 150% of Spell Power ] Fire damage and stuns the target for 3 sec. If the target is currently affected by your Ignite, it also burns the target for additional damage equal to 40% of the damage per tick of the Ignite every 1 sec for 10 sec. When cast, resets the cooldown of your Inferno Blast ability Resets the cooldown on Inferno Blast and combusts your Ignite on the target, burning for additional damage over 10 sec equal to 8 seconds of Ignite's current damage over time. Mage - Fire Spec. 10% of Base Mana. 40 yd range. Instant. 45 sec cooldown.
  • Dragon's Breath Targets in a cone in front of the caster take [ 40.95% of Spell Power ] Fire damage and are disoriented for 4 sec. Any direct damaging attack will revive targets damage will cancel the effect. Mage - Fire Spec. 4% of Base Mana. Instant. 20 sec cooldown.
  • Inferno Blast Blasts the enemy for [ 101.3% of Spell Power ] Fire damage, and is guaranteed to critical strike. Upon impact, it spreads any Pyroblast, Ignite, and Combustion effects to up to 3 nearby enemy targets within 10 yards spreads your Fire damage effects on the target to up to 3 enemies within 10 yards. Inferno Blast will always deal a critical strike. Replaces Fire Blast. Mage - Fire Spec. 2% of Base Mana. 40 yd range. Instant. 8 sec cooldown.
  • Mastery: Ignite Your target burns for an additional 12% over 4 sec of the total direct damage caused by your Fireball, Frostfire Bolt, Inferno Blast, Scorch, Pyroblast, and Flamestrike Flamestrike, and their multistrikes. If this effect is reapplied, any remaining damage will be added to the new Ignite. Mage - Fire Spec.
  • Pyroblast Hurls an immense fiery boulder that causes [ 163% of Spell Power ] Fire damage and an additional [ 29.7% of Spell Power ] Fire damage over 18 sec. Getting two single-target direct-damage non-periodic Fire critical strikes in a row will make your next Pyroblast instant cast, cost no mana, and deal 25% additional damage. Mage - Fire Spec. 5% of Base Mana. 40 yd range. 3.5 sec cast.
  • Scorch Scorch the enemy for [ 62.78% of Spell Power ] Fire damage. Can be cast Castable while moving. Mage - Fire Spec. 2% of Base Mana. 40 yd range. 1.5 sec cast.

Frost
  • Brain Freeze Your Frostbolts have a 10% 60% chance to cause the Brain Freeze effect. Each multistrike increases that cast's chance by an additional 45%. The Brain Freeze effect causes your next Frostfire Bolt to cost no mana, deal 0% 60% additional damage, and act as if your target were frozen for 15 sec. Mage - Frost Spec. Mage - Frost Spec.
  • Fingers of Frost Your successful Frostbolts, Frostfire Bolts and Frozen Orb hits have a 15% chance, and your Blizzard ticks have a 5% chance to 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. Mage - Frost Spec.
  • Frost Armor Grants a 8% chance for your spells to multistrike, launching up to 2 additional copies of the spell dealing 30% of normal damage. If an enemy strikes the caster, their movement is Increases multistrike chance by 8% and causes enemies who strike the caster to be slowed by 30% for 5 sec. Mage - Frost Spec.
  • Icy Veins Accelerates your spellcasting, granting 20% haste and reducing the pushback suffered from damaging attacks while casting by 100% preventing spell pushback. Lasts 20 sec. Mage - Frost Spec. Instant. 3 min cooldown.
  • Mastery: Icicles When you damage enemies with Frostbolt and Frostfire Bolt, and their multistrikes, 16% of the damage done is stored as an Icicle with you, for 30 sec. Also increases the damage of your Water Elemental's Waterbolt by 16%. Up to 5 Icicles can be stored at once. Casting Ice Lance causes any Icicles to begin launching at the target. Mage - Frost Spec.
  • Shatter Multiplies the critical strike chance of all your spells against frozen targets by 1.5 plus an additional 50%. Mage - Frost Spec. and adds another 50% chance. Mage - Frost Spec.
  • Summon Water Elemental Summon Summons a Water Elemental to fight for the caster. Casting Frostbolt on your Water Elemental will heal it for [ 225% of Spell Power ]. Mage - Frost Spec. 3% of Base Mana. 1.5 sec cast. 60 sec cooldown.

Major Glyphs
  • Glyph of Icy Veins Your Icy Veins now grants 35% 30% multistrike instead of spell haste. Major Glyph.

Monk (Forums, Talent Calculator)
  • Crackling Jade Lightning (Mistweaver) Generates 1 Chi each time it deals damage.Grants 1 stack of Mana Tea if channeled for entire duration. damage.
  • Jab 2.4% of Base Mana / 40 50 Energy / 40 Energy / 2.4% of Base Mana.
  • Stance of the Fierce Tiger Increases your movement speed by 10% and increases the amount of Chi generated by your Jab and Expel Harm abilities by 1. Increases the energy cost of Jab by 10. Reduces the global cooldown of all of your spells and abilities by 0.5 sec. Stance. Instant. Grants yourself and all allies within 10 yards 10% increased movement speed. You have a 0% chance when you Jab to cause your next Tiger Palm or Blackout Kick to cost no Chi within 15 sec. Your Blackout Kick now also deals an additional 0% damage over 4 sec if behind the target or heals you for 0% of the damage done if in front of the target. Additionally, your Rising Sun Kick now also causes Mortal Wounds to the primary target. Mortal Wounds Grievously wounds the target, reducing the effectiveness of any healing received for 10 sec. Stance. Instant.

Brewmaster
  • Elusive Brew Increases Consumes all stacks of Elusive Brew to increase your chance to dodge melee and ranged attacks by 30% for 1 sec per stack of Elusive Brew active, consuming your Elusive Brew charges Your autoattack critical strikes grant up to 30 stacks of Elusive Brew. Requires Ox Stance. Monk - Brewmaster Spec. Instant. 6 sec cooldown.
  • Stance of the Sturdy Ox Reduces damage taken by 25%, increases Energy regeneration by 10%, reduces the chance to be critically hit by 6%, reduces the and chance to be parried by 3%, increases your Stamina by 20% and allows you to Stagger damage Stamina by 20%, and Energy regeneration by 10%, and reduces the Energy cost of Jab by 10. Fortifying Brew also increases your Stagger amount by 20% while active. Tiger Palm no longer costs Chi. After you Blackout Kick, you gain Shuffle, increasing your parry chance by 20% and your Stagger amount by an additional 20% for 6 sec. Also. Reduces the global cooldown of all of your spells and abilities by 0.5 sec, and allows you to Stagger damage. While at or below 35% health, your Expel Harm has no cooldown. Stagger You shrug off physical attacks, causing 80% of the damage to happen instantly and the remaining 20% to be divided over 10 sec. Monk - Brewmaster Spec. Instant.

Brewmaster & Windwalker
  • Touch of Death You exploit the enemy target's weakest point, instantly killing them. Only usable on non-player targets who have less than 10% of their maximum health remaining or less health than your maximum health. Monk - Brewmaster & Windwalker Spec. 3 Chi. Melee range. Instant. 1.5 min cooldown.
  • Touch of Death/Expel Harm Notification Driver Passive. Monk - Brewmaster & Windwalker Spec.
  • Transcendence You split your body and spirit, leaving your spirit behind for 15 min. Use Transcendence: Transfer to swap locations with your spirit. Instant. 45 sec cooldown. Monk - Brewmaster & Windwalker Spec. Instant. 45 sec cooldown.
  • Transcendence: Transfer Your body and spirit swap locations. Monk - Brewmaster & Windwalker Spec. 40 yd range. 0.5 sec cast. 25 sec cooldown.
  • Zen Meditation Reduces all damage taken by 90% and redirects to you up to 5 harmful spells cast against party and raid members within 30 yards. Lasts for 8 sec. Being the victim of a melee attack will break your meditation, cancelling the effect. Monk - Brewmaster & Windwalker Spec. 8 sec cast (Channeled). 3 min cooldown.

Mistweaver
  • Mana Tea Restores Consumes 1 stack of Mana Tea per 0.5 sec to restore 4% of your maximum mana per stack of Mana Tea active. Mana Tea must be channeled, lasting 0.5 sec per stack. Cancelling the channel will not waste stacks For each 4 Chi you spend, you gain 1 stack of Mana Tea, with a chance equal to your critical strike chance to generate 1 extra stack. Monk - Mistweaver Spec. Instant (Channeled).
  • Stance of the Spirited Crane Your attack power is equal to 100% of your spell power, and you no longer benefit from other sources of attack power. Also replaces your Energy resource with Mana. In addition, you also gain Eminence, causing you to heal the lowest health nearby target within 20 yards for 35% of the damage you deal. Monk - Mistweaver Spec. Instant. Each Chi that you consume grants you a stack of Vital Mists, reducing the cast time and mana cost of your next Surging Mist by 20%. Stacks up to 5 times. Lasts 30 sec. Eminence healing from Blackout Kick heals up to 0 targets for 100% of the damage done. Blackout Kick grants you Crane's Zeal, increasing your critical strike chance by 20% for 20 sec. Crackling Jade Lightning channels 0% faster and generates 1 Chi each time it deals damage. Haste effects lower the global cooldown of your spells and abilities. Monk - Mistweaver Spec. Instant.
  • Stance of the Wise Serpent Increases healing done by 20% and replaces your Energy resource with Mana. While in Stance of the Wise Serpent, Crackling Jade Lightning costs no mana and grants 1 stack of Mana Tea if channeled for its entire duration. Monk - Mistweaver Spec. Instant. Your Spinning Crane Kick heals nearby injured allies for 0 every 0.75 sec for 2.2 sec. Haste effects lower the global cooldown of your spells and abilities. Monk - Mistweaver Spec. Instant.

Windwalker
  • Tigereye Brew Increases Consumes up to 10 stacks of Tigereye Brew to increase damage and healing done by 6% per stack of Tigereye Brew active, consuming up to 10 Tigereye Brew stacks. Lasts 15 sec. For each 4 Chi you consume through use of abilities and attacks, you gain a charge of Tigereye Brew. Use Tigereye Brew to consume the charges, granting you 6% increased damage and healing for 15 sec. Tigereye Brew can stack up to 20 times, but you can only consume up to 10 stacks at a time for 60% increased damage for 15 sec. For each 6 Chi you consume, you gain a stack of Tigereye Brew. You can have a maximum of 20 stacks. Monk - Windwalker Spec. Instant. 5 sec cooldown.
  • Windflurry (New) Strong winds whirl around the monk and his allies, granting all nearby party and raid members 5% multistrike chance. Monk - Windwalker Spec.

Paladin (Forums, Talent Calculator)
  • Beacon of Light The target becomes a Beacon of Light to all party and raid members within 0 to 60 yards. Only one target can be the Beacon of Light at a time. Beacon of Light Your spells Your heals on other party or raid members will also heal the Beacon for a percentage of Light target for up to 50% of the amount healed. Your Holy Radiance, Light of Dawn, Light's Hammer, and Holy Prism will heal for 15% of the amount healed. All other heals will heal for 50% of the amount healed. 60 yd range. Instant. Flash of Light and Holy Light on the Beacon of Light target will also generate 1 Holy Power. 60 yd range. Instant.
  • Crusader Strike An instant strike that causes 100% weapon damage plus 0. Requires Melee Weapon. 15% of Base Mana. Melee range. Instant. 4.5 sec cooldown.
  • Flash of Light A quick, expensive heal that heals a friendly target for [ 185.3% of Spell Power ]. 23% of Base Mana. 40 yd range. 1.5 sec cast.
  • Hammer of the Righteous An instant strike that causes 100% weapon damage plus 0. Requires Melee Weapon. Unlimited range. Instant.
  • Hand of Sacrifice (Holy, Protection) Places a Hand on a party or raid member, transferring 30% damage taken to the Paladin. Lasts 12 sec or until the Paladin has transferred 100% of their maximum health. Places a Hand on a party or raid member, transferring 30% damage taken to the Paladin for 12 sec or until the Paladin has transferred 100% of their maximum health.
  • Hand of Sacrifice (Retribution) Places a Hand on a party or raid member, transferring 30% damage taken to the Paladin and removing all harmful Magic effects from the target. Lasts 12 sec or until the Paladin has transferred 100% of their maximum health. Places a Hand on a party or raid member, transferring 30% damage taken to the Paladin and removing all harmful Magic effects from the target for 12 sec or until the Paladin has transferred 100% of their maximum health.
  • Judgment (Holy) A magic attack that unleashes the energy of a Seal to cause [ 1 + 50.21% of Spell Power + 60.3% of AP ] Holy damage. Causes [ 1 + 50.21% of Spell Power + 60.3% of AP ] Holy damage. Requires an active Seal to cast.
  • Judgment (Protection) A magic attack that unleashes the energy of a Seal to cause [ 1 + 50.21% of Spell Power + 60.3% of AP ] Holy damage and generates one charge of Holy Power. Causes [ 1 + 50.21% of Spell Power + 60.3% of AP ] Holy damage and generates 1 Holy Power. Requires an active Seal to cast.
  • Judgment (Retribution) A magic attack that unleashes the energy of a Seal to cause Causes [ 1 + 50.21% of Spell Power + 60.3% of AP ] Holy damage, generate one charge of Holy Power, and apply the Physical Vulnerability debuff to a target. damageand generates 1 Holy Power. Physical Vulnerability Weakens the constitution of an enemy target, increasing their physical damage taken by 5% for 30 sec. Requires an active Seal to cast.

Talents
  • Beacon of Faith Mark a second target as a Beacon, mimicking the effects of Beacon of Light. Beacon of Light The target becomes a Beacon of Light to all party and raid members within 0 to 60 yards. Only one target can be the Beacon of Light at a time. Beacon of Light Your spells Your heals on other party or raid members will also heal the Beacon for a percentage of Light target for up to 50% of the amount healed. Your Holy Radiance, Light of Dawn, Light's Hammer, and Holy Prism will heal for 15% of the amount healed. All other heals will heal for 50% of the amount healed Flash of Light and Holy Light on the Beacon of Light target will also generate 1 Holy Power. Paladin - LvL 0 Talent. 60 yd range. Instant. 3 sec cooldown.
  • Empowered Seals Your Seals also cause your Judgment to empower you with an additional beneficial effect which persists through changing Seals: Judgment of Justice Increases your movement speed by 20% for 20 sec. Judgment of Insight Heals you for 5% 3% of your maximum health every 2 sec for 20 sec. Judgment of Righteousness Increases your attack speed by 30% for 20 sec. Judgment of Truth Increases your attack power by 15% for 20 sec. Paladin - LvL 0 Talent.
  • Hand of Purity Places a Hand on the friendly target, reducing damage taken by 10% and damage from harmful periodic damage over time effects by an additional 80% (less for some creature attacks) for 6 sec. Players may only have one Hand on them per Paladin at any one time. Paladin - LvL 60 Talent. 7% of Base Mana. 40 yd range. Instant. 30 sec cooldown.

Holy
  • Avenging Wrath Imbues you with wrathful light, increasing healing done by 100%, haste by 20%, critical chance by 20%, and damage done by 20%. Lasts and haste, critical strike chance, and damage by 20% for 20 sec. Paladin - Holy Spec. Instant. 3 min cooldown.
  • Beacon of Light The target becomes a Beacon of Light to all party and raid members within 0 to 60 yards. Only one target can be the Beacon of Light at a time. Beacon of Light Your spells Your heals on other party or raid members will also heal the Beacon for a percentage of Light target for up to 50% of the amount healed. Your Holy Radiance, Light of Dawn, Light's Hammer, and Holy Prism will heal for 15% of the amount healed. All other heals will heal for 50% of the amount healed Flash of Light and Holy Light on the Beacon of Light target will also generate 1 Holy Power. Paladin - Holy Spec. 60 yd range. Instant. 3 sec cooldown.
  • Daybreak After casting Holy Radiance, your next Holy Shock will also heal other allies Casting Holy Radiance causes your next Holy Shock to also heal each ally within 10 yards of the target for an amount equal to 75% 15% of the original healing done, divided evenly among all targets. Stacks up to 2 times. Paladin - Holy Spec. Can accumulate up to 2 charges. Paladin - Holy Spec.
  • Holy Light A large heal that heals a friendly target for [ 185.3% of Spell Power ;]. Good for periods of heavy damage. Paladin - Holy Spec. 11.5% of Base Mana. 40 yd range. 2.5 sec cast.
  • Holy Radiance Imbues a friendly target with radiant energy, healing that target for [ 151.32% of Spell Power ] and all allies within 10 yards for 50% of that amount. Grants a charge of half that amount. Grants 1 Holy Power. Healing effectiveness diminishes for each player target beyond 6. Paladin - Holy Spec. 44% of Base Mana. 40 yd range. 2.5 sec cast.
  • Holy Shock Blasts the target with Holy energy, causing Deals [ 102% of Spell Power ] Holy damage to an enemy, or [ 122.16% of Spell Power ] healing to an ally, and granting a charge of grants 1 Holy Power. Holy Shock has 2.0 times double the normal critical strike chance. Paladin - Holy Spec. 7.1% of Base Mana. 40 yd range. Instant. 6 sec cooldown.
  • Infusion of Light Increases your haste by 10%. Additionally, your Holy Shock critical effects Your Holy Shock criticals reduce the cast time of your next Holy Light, Divine Light, or Holy Radiance by 1.50 sec. Paladin - Holy Spec. Also increases your haste by 10%. Paladin - Holy Spec.
  • Light of Dawn Consumes up to 3 Holy Power to emanate unleash a wave of healing energy, healing up to 6 of the most 6 injured targets in your party or raid within 30 yards for [ 1 + 24.5% of Spell Power ] per charge of Holy Power up to [ 3 + 73.5% of Spell Power . Paladin - Holy Spec. 1 Holy Power. 1.5 sec cast.
  • Light's Beacon The target becomes a Beacon of Light to all party and raid members within 0 to 60 yards. Only one target can be the Beacon of Light at a time. Beacon of Light Your spells Your heals on other party or raid members will also heal the Beacon for a percentage of Light target for up to 50% of the amount healed. Your Holy Radiance, Light of Dawn, Light's Hammer, and Holy Prism will heal for 15% of the amount healed. All other heals will heal for 50% of the amount healed Flash of Light and Holy Light on the Beacon of Light target will also generate 1 Holy Power. Paladin - Holy Spec. 60 yd range.

Protection
  • Avenger's Shield Hurls your shield at an enemy target, dealing [ 2 + 237.6% of AP ] Holy damage, silencing and interrupting spellcasting interrupting and silencing the target for 3 sec, and then jumping to additional nearby enemies. Affects 3 total targets 2 additional nearby enemies. Requires Shields. Paladin - Protection Spec. 7% of Base Mana. 30 yd range. Instant. 15 sec cooldown.
  • Grand Crusader When you dodge or parry a melee attack you have a 30% chance of refreshing the cooldown on your next Avenger's Shield and causing it to generate a charge of Holy Power if used within 6 sec. Paladin - Protection Spec. 1 Holy Power. Paladin - Protection Spec.

Protection & Retribution
  • Seal of Righteousness Fills you with Holy Light, causing melee attacks to deal 5% weapon damage to all targets within 8 yards. Instant. Paladin - Protection & Retribution Spec. Instant.
  • Seal of Truth Paladin - Protection & Retribution Spec.

Protection, Retribution, Retribution
  • Hammer of the Righteous Hammer the current target for 35% weapon damage, causing a wave of light that hits all other targets within 8 yards for 20% Holy weapon damage. Grants a charge of 1 Holy Power. Requires Melee Weapon. Paladin - Protection, Retribution, Retribution Spec. 3% of Base Mana. Melee range. Instant. 4.5 sec cooldown.

Retribution
  • Divine Storm An area attack that consumes 3 charges of Holy Power to cause Deals 50% weapon damage as Holy damage to all enemies within 8 yards. Requires Melee Weapon. Paladin - Retribution Spec. 3 Holy Power. Instant.
  • Exorcism Forcefully attempt to expel the evil from the target with a blast of Holy Light. Causes Blasts the target with Holy Light, causing [ 1 + 117.1% of AP ] Holy damage and generates a charge of generating 1 Holy Power. Your autoattacks have a 20% chance of resetting the cooldown of your Exorcism. Paladin - Retribution Spec. 4% of Base Mana. 30 yd range. Instant. 15 sec cooldown.
  • Mastery: Hand of Light Your Crusader Strike, Hammer of the Righteous, Hammer of Wrath, Templar's Verdict and Divine Storm Divine Storm, and their multistrikes deal 14.8% additional damage as Holy damage. Paladin - Retribution Spec.
  • Sanctity Aura (New) You radiate holy energy, granting all nearby party and raid members 3% Versatility. Paladin - Retribution Spec.
  • Sword of Light Increases the damage you deal with two-handed melee weapons by 30%. Your spell power is now equal to 100% of your attack power, and you no longer benefit from other sources of spell power. Grants 6% of your maximum mana every 2 sec. Increases the healing done by Word of Glory by 60% and Flash of Light by 100%, and Word of Glory is now instant. Paladin - Retribution Spec. Paladin - Retribution Spec.
  • Templar's Verdict A powerful weapon strike that consumes 3 charges of Holy Power to deal deals 185% weapon damage. Requires Melee Weapon. Paladin - Retribution Spec. 3 Holy Power. Melee range. Instant.

Major Glyphs
  • Glyph of Ardent Defender Ardent Defender no longer reduces damage takent taken, but if its duration expires without being consumed, its cooldown will be reset to 60 sec. Major Glyph.

Priest (Forums, Talent Calculator)
  • Devouring Plague Consumes up to 3 Shadow Orbs to deal up to [ 1 + 337.5% of Spell Power ] Shadow damage and then up to an additional [ 1 + 337.5% of Spell Power 100% of the initial;] damage over 6 sec. Heals the caster for up to 15% of maximum health over the duration. Instant.
  • Divine Star Fires a Divine Star in front of you, traveling 24 yds, causing [ 1 + 68.3% 45.54% of Spell Power ] Shadow damage to all enemies within 4 yds of its path. After reaching its destination it will return to you, also dealing damage and healing to all targets in its path. 100 yd range. Instant. This spell can be cast while moving. 100 yd range. Instant.
  • Divine Star Fires a Divine Star in front of you, traveling 24 yds, causing [ 1 + 85% 56.67% of Spell Power ] healing to all allies within 4 yds of its path. After reaching its destination it will return to you, also dealing damage and healing to all targets in its path. 100 yd range. Instant. This spell can be cast while moving. 100 yd range. Instant.

Talents
  • Divine Insight Periodic damage Damage over time from your Shadow Word: Pain and damage from your Mind Spike has a 5% chance to reset the cooldown on Mind Blast and cause your next Mind Blast within 12 sec to be instant cast and cost no mana. Priest - LvL 75 Talent.
  • Divine Star Fires a Divine Star in front of you, traveling 24 yds, causing [ 1 + 68.3% 45.54% of Spell Power ] Shadow damage to all enemies within 4 yds of its path. After reaching its destination it will return to you, also dealing damage and healing to all targets in its path. This spell can be cast while moving. Priest - LvL 90 Talent. 2.5% of Base Mana. 30 yd range. Instant. 15 sec cooldown.
  • Divine Star Fires a Divine Star in front of you, traveling 24 yds, causing [ 1 + 85% 56.67% of Spell Power ] healing to all allies within 4 yds of its path. After reaching its destination it will return to you, also dealing damage and healing to all targets in its path. This spell can be cast while moving. Can be cast in Spirit of Redemption. Priest - LvL 90 Talent. 2.5% of Base Mana. 30 yd range. 1.5 sec cast. 15 sec cooldown.
  • Surge of Darkness Periodic damage Damage over time from your Vampiric Touch and Devouring Plague has a 20% chance to grant you Surge of Darkness, causing your next Mind Spike to not consume your damage-over-time effects, become instant cast, cost no mana, and deal 50% additional damage. Limit 3 charges. Priest - LvL 45 Talent.

Shadow
  • Devouring Plague Consumes up to 3 Shadow Orbs to deal up to [ 1 + 337.5% of Spell Power ] Shadow damage and then up to an additional [ 1 + 337.5% of Spell Power 100% of the initial;] damage over 6 sec. Heals the caster for up to 15% of maximum health over the duration. Can be cast in Shadowform. Priest - Shadow Spec. All Shadow Orbs. 40 yd range. Instant.
  • Mind Quickening Increases multistrike chance and haste Increases haste and multistrike chance of all party and raid members within 100 yards by 5% Priest - Shadow Spec.
  • Mind Spike Blasts the target for [ 1 + 97.5% of Spell Power ] Shadowfrost damage, but extinguishes your periodic damage effects from the target in the process damage over time effects on the target. Can be cast in Shadowform. Priest - Shadow Spec. 1% of Base Mana. 40 yd range. 1.5 sec cast.
  • Shadowy Apparitions When you deal critical periodic damage damage over time with your Shadow Word: Pain, you also create a shadowy version of yourself that floats towards the target and deals [ 45% of Spell Power ] Shadow damage. Priest - Shadow Spec.

Rogue (Forums, Talent Calculator)
  • Ambush Ambush the target, causing 250% weapon damage to the target (362% if a dagger is equipped). Must be stealthed and behind the target. Awards 2 combo points. Requires Melee Weapon. Requires Stealth. 60 Energy. Melee range. Instant.
  • Blade Flurry While active, your attacks also strike up to 4 additional nearby opponents for 40% of normal damage, but your Energy regeneration is reduced by 20%. Lasts until canceled. 100 yd range. Instant.
  • Blind Blinds the target, causing it to wander disoriented for up to 60 sec. Any damage caused will remove the effect. Does not break stealth Useable while stealthed. 15 Energy. 15 yd range. Instant. 2 min cooldown.
  • Cheap Shot Stuns the target for 4 sec. Must be stealthed. Awards 2 combo points. Requires Melee Weapon. Requires Stealth. 40 Energy. Melee range. Instant.
  • Cloak of Shadows Instantly removes all existing harmful spell effects, provides a brief moment of immunity against magical damage and harmful effects, and then causes you to resist all spells for 5 sec. Does not remove effects that prevent you from using Cloak of Shadows. Instant. 60 sec cooldown. Provides a moment of magic immunity, instantly removing all harmful spell effects. The cloak lingers, causing you to resist harmful spells for 5 sec. Instant. 60 sec cooldown.
  • Crimson Tempest (Assassination, Combat) Finishing move that consumes combo points on any nearby target to slash slashes at the flesh of all enemies within 8 yards, dealing Physical damage and causing victims to bleed and suffer for an additional 240% of the initial damage over 12 sec: 1 point : [ 3 + 6% of AP ] damage 2 points: [ 3 + 12% of AP ] damage 3 points: [ 3 + 18.1% of AP ] damage 4 points: [ 3 + 24.1% of AP ] damage 5 points: [ 3 + 30.1% of AP ] damage
  • Crimson Tempest (Subtlety) Finishing move that consumes combo points on any nearby target to slash slashes at the flesh of all enemies within 8 yards, dealing Physical damage and causing victims to bleed and suffer for an additional 240% of the initial damage over 12 sec: 1 point : [ 3 + 7.5% of AP ] damage 2 points: [ 3 + 14.9% of AP ] damage 3 points: [ 3 + 22.4% of AP ] damage 4 points: [ 3 + 29.9% of AP ] damage 5 points: [ 3 + 37.3% of AP ] damage
  • Crimson Tempest (Assassination, Combat) Finishing move that consumes combo points on any nearby target to slash slashes at the flesh of all enemies within 8 yards, dealing Physical damage and causing victims to bleed and suffer for an additional 240% of the initial damage over 12 sec: 1 point : [ 3 + 6% of AP ] damage 2 points: [ 3 + 12% of AP ] damage 3 points: [ 3 + 18.1% of AP ] damage 4 points: [ 3 + 24.1% of AP ] damage 5 points: [ 3 + 30.1% of AP ] damage
  • Crimson Tempest (Subtlety) Finishing move that consumes combo points on any nearby target to slash slashes at the flesh of all enemies within 8 yards, dealing Physical damage and causing victims to bleed and suffer for an additional 240% of the initial damage over 12 sec: 1 point : [ 3 + 7.5% of AP ] damage 2 points: [ 3 + 14.9% of AP ] damage 3 points: [ 3 + 22.4% of AP ] damage 4 points: [ 3 + 29.9% of AP ] damage 5 points: [ 3 + 37.3% of AP ] damage
  • Crippling Poison Coats your weapons with a Non-Lethal Poison that lasts for 60 min. Each strike has a 50% chance of poisoning the enemy, slowing their movement speed by 50% for 12 sec. Requires One-Handed Melee Weapon. 3 sec cast.
  • Distract Throws a distraction, attracting the attention of all nearby monsters for 10 seconds. Does not break stealth Useable while stealthed. 30 Energy. 30 yd range. Instant. 30 sec cooldown.
  • Fleet Footed Your movement speed is increased by 15%. Passive. and you take reduced falling damage. Passive.
  • Garrote Garrote the enemy, silencing them for 3 sec and causing [ 6 + 134.5% of AP ] damage over 18 sec, increased by your attack power. Must be stealthed. Awards 0 Awards 1 combo points. Requires Stealth. 45 Energy. Melee range. Instant.
  • Hemorrhage An instant strike that deals 65% weapon damage (94% if a dagger is equipped), causing profuse bleeding that deals and causes the target to bleed for an additional 100% of the direct strike's initial damage over 24 sec. Awards 1 combo points. Replaces Sinister Strike. 30 yd range. Instant.
  • Main Gauche A vicious attack that deals damage equal to 75% of a main-hand attack. 30 yd range. Instant. 150% weapon damage with your off-hand. 30 yd range. Instant.
  • Preparation When activated, this ability immediately finishes Immediately resets the cooldown on your Sprint, Vanish, Evasion, and Dismantle abilities. Instant. 5 min cooldown. and Evasion. Instant. 5 min cooldown.
  • Recuperate Finishing move that consumes combo points on any nearby target to restore restores 5% of maximum health every 3 sec. Lasts longer per combo point: 1 point : 6 seconds 2 points: 12 seconds 3 points: 18 seconds 4 points: 24 seconds 5 points: 30 seconds 30 Energy. 100 yd range. Instant.
  • Sap Incapacitates the target for up to 60 sec. Must be stealthed Incapacitates a target not in combat for up to 60 sec. Only works on Humanoids, Beasts, Demons and Dragonkin that are not in combat. Any damage caused will revive the target. Only 1 target may be sapped at a time. Requires Melee Weapon. Requires Stealth. 35 Energy. 10 yd range. Instant.
  • Shiv Strikes an enemy's pressure point with your off-hand weapon, dealing 10% weapon damage, dispelling an Enrage effect from the target, and Deals 10% weapon damage applying a concentrated form of your active Non-Lethal poison. See individual Non-Lethal poison tooltips for details regarding the concentrated effects of each and dispelling an Enrage effect from the target. See individual Non-Lethal poisons for their concentrated effects. Requires One-Handed Melee Weapon. 20 Energy. Melee range. Instant. 10 sec cooldown.
  • Shroud of Concealment Extend a cloak that wraps party and raid members within 0 yards in shadows, concealing them from sight for up to providing stealth for 15 sec. Requires Stealth. Instant. 5 min cooldown.
  • Sprint Increases your movement speed by 70% for 8 sec. Does not break stealth. Instant. 60 sec cooldown. Useable while stealthed. Instant. 60 sec cooldown.
  • Stealth Assassination, Combat: Conceals you in the shadows, allowing you to stalk enemies without being seen. Lasts until canceled. Instant. 6 sec cooldown. Subtlety: Conceals you in the shadows, allowing you to stalk enemies without being seen. Attacks from Stealth and for until cancelled after deal 10% more damage. Lasts until canceled. Instant. 6 sec cooldown.
  • Swiftblade's Cunning Increases the haste and multistrike chance of all party and raid members within 100 yards by 5%. Passive.
  • Tricks of the Trade The threat caused by your next damaging attack and all actions taken for 0 6 sec afterwards will be transferred to the target party or raid member. Transferred threat is not permanent, and will fade after 30 sec. 100 yd range. Instant. 30 sec cooldown.
  • Wound Poison Coats your weapons with a Lethal Poison that lasts for 60 min. Each strike has a 30% chance of poisoning the enemy, which instantly inflicts [ 21.8% of AP ] Nature damage and reduces all healing effects on them received for 12 sec. Requires One-Handed Melee Weapon. 3 sec cast.

Assassination
  • Dispatch A vicious strike that exploits the vulnerability of foes with less than 35% health remaining, causing 315% weapon damage to the target. Requires a dagger in the main hand. Awards 1 combo points Awards 1 combo points. Your successful Mutilates have a 30% chance to make your next Dispatch free and useable on any target. Replaces Sinister Strike. Requires Daggers. Rogue - Assassination Spec. 30 Energy. Melee range. Instant.
  • Envenom Finishing move that deals instant Nature 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 refreshes the duration of Slice and Dice if it is active, and increases your poison application chance by 15%. Damage and duration increased per combo point. 1 point : [ 30.6% of AP + 1 ] damage 2 sec 2 points: [ 61.2% of AP + 2 ] damage, 3 sec 3 points: [ 91.8% of AP + 3 ] damage 4 sec 4 points: [ 122.4% of AP + 4 ] damage 5 sec 5 points: [ 153% of AP + 5 ] damage, 6 sec Replaces Eviscerate. Requires One-Handed Melee Weapon. Rogue - Assassination Spec. 35 Energy. Melee range. Instant.
  • Seal Fate When you critically strike with a melee attack that generates combo points, you gain an additional combo point on your target. Rogue - Assassination Spec. Rogue - Assassination Spec.
  • Vendetta Marks an enemy for death for 20 sec, increasing all damage you deal to the target by 30% and granting you unerring vision of your target, regardless of making the target visible to you even through concealments such as stealth and invisibility. Lasts 20 sec. Rogue - Assassination Spec. 30 yd range. Instant. 2 min cooldown.
  • Venomous Wounds Each time your Rupture or Garrote deals damage to an enemy that you have poisoned, you deals damage, your poisons on the target have a 75% chance to deal [ 32% of AP ] additional Nature damage and to regain 10 Energy. Garrote will not trigger this effect if the enemy is also afflicted by your Rupture you regain 10 Energy. If an enemy dies while afflicted by your Rupture, you regain energy proportional to the remaining Rupture duration. Rogue - Assassination Spec. up to 120 energy, based on remaining duration. Rogue - Assassination Spec.

Assassination & Subtlety
  • Fan of Knives Instantly whirl around, releasing a spray of Sprays knives at all targets within 10 yards, dealing [ 1 + 23.1% of AP ] Physical damage. This attack has a chance of and applying your active poisons at their normal rate. Awards 1 combo points if it strikes your current combo target. Rogue - Assassination & Subtlety Spec. 35 Energy. Instant.
  • Rupture (Assassination) Finishing move that causes damage over time, increased by your attack power.
  • Rupture (Combat) Finishing move that causes damage over time, increased by your attack power.
  • Rupture (Subtlety) Finishing move that causes damage over time, increased by your attack power.

Combat
  • Adrenaline Rush Increases your Energy regeneration rate by 100% and your attack speed by 20% for 15 sec. While Adrenaline Rush is active, the global cooldown of Sinister Strike, Revealing Strike, Eviscerate, Slice and Dice, and Rupture on most of your Energy consumers is reduced by 0.2 sec Rogue - Combat Spec. Instant. 3 min cooldown.
  • Bandit's Guile Your training allows you to recognize and take advantage of the natural ebb and flow of combat. Your Sinister Strike increases causing your Sinister Strike to gradually 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. Rogue - Combat Spec. This maximum effect will last for 15 sec before fading and beginning the cycle anew. Rogue - Combat Spec.
  • Blade Flurry While active, your attacks also strike up to 4 additional nearby opponents for 40% of normal damage, but your Energy regeneration is reduced by 20%. Lasts until canceled. Requires One-Handed Melee Weapon. Rogue - Combat Spec. Instant. 10 sec cooldown.
  • Combat Potency Gives your successful off-hand melee attacks and Main Gauche attacks Your successful off-hand attacks have a chance to generate 15 Energy. Slower off-hand weapons have a proportionally higher chance to trigger Combat Potency. Rogue - Combat Spec. weapons have a higher chance. Rogue - Combat Spec.
  • Killing Spree Step through the shadows to an a visible enemy within 10 yards, attacking it every 0.5 7 times over 3 sec with both weapons for 50% weapon damage until 7 assaults are made, and increasing all damage done by 50% for the duration. Cannot hit invisible or stealthed targets. Blade Flurry Effect: Killing Spree 100% weapon damage. While Blade Flurry is active, each Killing Spree attack will teleport to and damage a nearby enemy target every 0.5 sec instead of focusing on your primary different nearby enemy target. Requires Melee Weapon. Rogue - Combat Spec. 10 yd range. Instant. 2 min cooldown.
  • Mastery: Main Gauche Your main-hand attacks have a 16% chance to grant you an attack that deals damage equal to 75% of a main-hand attack. Rogue - Combat Spec. trigger an attack with your off-hand that deals 150% weapon damage. Rogue - Combat Spec.
  • Revealing Strike An instant strike that deals 80% weapon damage and exposes the target's vulnerabilities, increasing the effectiveness Deals 80% weapon damage, increasing the effect of your offensive finishing moves on that target by 35%, and giving your Sinister Strikes Strike a 20% chance to generate an extra combo point, for Lasts 24 sec. Awards 1 combo points. Requires Melee Weapon. Rogue - Combat Spec. 40 Energy. Melee range. Instant.

Subtlety
  • Backstab Backstab the target, causing 130% weapon damage. Must not be in front of the target. Requires a dagger in the main hand. Awards 1 combo points. Requires Daggers. Rogue - Subtlety Spec. 35 Energy. Melee range. Instant.
  • Hemorrhage An instant strike that deals 65% weapon damage (94% if a dagger is equipped), causing profuse bleeding that deals and causes the target to bleed for an additional 100% of the direct strike's initial damage over 24 sec. Awards 1 combo points. Replaces Sinister Strike. Requires Melee Weapon. Rogue - Subtlety Spec. 30 Energy. Melee range. Instant.
  • Premeditation When used, adds 2 combo points to your target. You must add to or use those combo points within 18 sec or the combo points are lost. Requires Stealth. Rogue - Subtlety Spec. 30 yd range. Instant. 20 sec cooldown.
  • 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 and reducing the Energy cost of Ambush by 20. Rogue - Subtlety Spec. Instant. 60 sec cooldown.

Shaman (Forums, Talent Calculator)
  • Lightning Bolt (Elemental, Enhancement) Fires a bolt of lightning at the target, dealing [ 1 + 76.27% 95.34% of Spell Power ] Nature damage.
  • Lightning Bolt (Restoration) Fires a bolt of lightning at the target, dealing [ 1 + 76.27% 95.34% of Spell Power ] Nature damage, and restoring 1.25% of maximum mana
  • Unleash Wind Unleashes the Windfury enchantment upon the Shaman's weapon, increasing the Shaman's attack speed by 0% for the next 6 swings or until 12 30 sec have elapsed. Requires Melee Weapon. 100 yd range. Instant.
  • Windstrike Hurl a staggering blast of wind at an enemy, dealing Physical damage equal to 120% weapon damage, bypassing armor, and granting you an additional 25% chance to critically strike that enemy with your Lightning Bolt, Chain Lightning, Lightning Shield, and Earth Shock for 15 sec. Damage is increased by 0% while Lightning Shield is active. Requires Melee Weapon. 9.372% of Base Mana. 30 yd range. Instant. 8 sec cooldown. 7.5 sec cooldown.

Talents
  • Unleashed Fury Increases Empowers your Unleash Flame, increasing the enemy target's damage taken from your Lightning Bolt and Lava Burst by 30% by 30%, and from your Lava Burst by 10% for 10 sec. Shaman - LvL 90 Talent. 40 yd range. Instant.

Elemental
  • Lava Surge Your Flame Shock periodic damage damage over time has a chance to reset the cooldown of your Lava Burst spell and cause your next Lava Burst spell to be instant. Shaman - Elemental Spec.
  • Shamanism Increases the damage of Lightning Bolt by 70% 36% and Chain Lightning by 100%, reduces the casting time of Lightning Bolt by 0.5 sec, and removes the cooldown from Chain Lightning. Shaman - Elemental Spec.
  • Unleash Flame (New) Unleashes elemental forces of Flame, increasing the damage dealt by the Shaman's next Fire spell by 40%. Shaman - Elemental Spec. 7.5% of Base Mana. 40 yd range. Instant. 15 sec cooldown.

Elemental & Enhancement
  • Chain Lightning Hurls a lightning bolt at the enemy, dealing [ 1 + 30.66% of Spell Power ] Nature damage and then jumping to additional nearby enemies. Affects 3 total targets. Shaman - Elemental Spec. 30.5% Enhancement Spec. 7.1% of Base Mana. 30 yd range. 2 sec cast. 3 sec cooldown.

Enhancement
  • Fire Nova Ignites your Flame Shock spell on any nearby enemies, causing each of them to emit a wave of flames that deals [ 48.07% of Spell Power ] Fire damage to every other enemy within 10 yards. Shaman - Enhancement Spec. 13.7% of Base Mana. 100 yd range. Instant. 4 sec cooldown. 4.5 sec cooldown.
  • Flurry After dealing a melee critical strike, your attack speed increases by 15%, and you gain 50% additional benefit from Haste granted by items. Lasts until 5 melee attacks have occurred. Shaman - Enhancement Spec. Melee haste effects lower the cooldown and global cooldown of your Stormstrike, Lava Lash, Shocks, Unleash Elements, and Fire Nova. Shaman - Enhancement Spec.
  • Lava Lash You charge your off-hand weapon with lava, instantly dealing 260% of that weapon's damage to an enemy target and spreading your Flame Shock from the target to up to 4 enemies within 12 yards. Requires Melee Weapon. Shaman - Enhancement Spec. 4% of Base Mana. Melee range. Instant. 10 sec cooldown. 10.5 sec cooldown.
  • Magma Totem Summons a Fire Totem with 5 health at the feet of the caster for 60 sec that causes [ 4.25% [ 8.5% of Spell Power ] Fire damage to creatures within 8 yards every 2 seconds. Shaman - Enhancement Spec. 21.1% of Base Mana. Instant.
  • Stormstrike Instantly strike an enemy with both weapons, dealing 160% weapon damage and granting you an additional 25% chance to critically strike that enemy with your Nature damage spells for 15 sec. Requires Melee Weapon. Shaman - Enhancement Spec. 9.4% of Base Mana. Melee range. Instant. 8 sec cooldown. 7.5 sec cooldown.
  • Unleash Elements Unleashes elemental forces of Flame and Wind, increasing the damage done by the Shaman's next Fire spell by 40%, and increasing the Shaman's attack speed by 60% for the next 6 swings or until 12 sec have elapsed. Shaman - Enhancement Spec. 7.5% of Base Mana. 40 yd range. Instant. 15 sec cooldown.

Restoration
  • Water Shield (New) The caster is surrounded by globes of water, granting 0 mana per 5 sec. When a melee attack hits the caster, the caster regains 0 mana. This effect can only occur once every few seconds. Lasts 60 min. Only one of your Elemental Shields can be active on you at once. Replaces Lightning Shield. Shaman - Restoration Spec. Instant.

Warlock (Forums, Talent Calculator)
  • Blood Pact (New) A demonic pact that increases the Stamina of all nearby party and raid members by 10%.
  • Dark Intent Infuses all party and raid members with shadow, increasing their spell power by 10% and Stamina by 10% multistrike chance by 5% for 60 min. If the target is in your party or raid, all party and raid members will be affected. 1% of Base Mana. 30 yd range. Instant.

Talents
  • Cataclysm Affliction: Conjures a cataclysm at the target location, dealing [ 375% of Spell Power ] Shadowflame damage to all enemies within 0 yards, and applying Agony, Demonology: Conjures a cataclysm at the target location, dealing [ 375% of Spell Power ] Shadowflame damage to all enemies within 0 yards, and applying Corruption. Destruction: Conjures a cataclysm at the target location, dealing [ 375% of Spell Power ] Shadowflame damage to all enemies within 0 yards, and applying Immolate. Warlock - LvL 0 Talent. 40 yd range. 3 sec cast. 60 sec cooldown.
  • Soulburn: Haunt Grants the Soulburn empowerment to your Haunt spell. Your Haunt spell also grants you 15% increased periodic damage increases the damage of your damage over time effects by 15% for 30 sec. Warlock - LvL 0 Talent.

Affliction
  • Drain Soul Drains the soul of the target, causing [ 1 + 15% of Spell Power ] Shadow damage every 1 sec for 4 sec. If the target dies and yields experience or honor, one Soul Shard is energized. Every 1 sec, when Drain Soul deals damage, it causes all of your other periodic Warlock damage Warlock damage over time effects to instantly deal 40% of their normal periodic damage damage over time. Warlock - Affliction Spec. 1.5% of Base Mana, plus 1.5% per sec. 40 yd range. 4 sec cast (Channeled).
  • Haunt You send a ghostly soul into the target, dealing [ 295.5% of Spell Power ] Shadow damage and increasing all periodic damage damage over time done by your spells on the target by 35% for 8 sec. Warlock - Affliction Spec. 1 Soul Shard. 40 yd range. 1.5 sec cast.

Warrior (Forums, Talent Calculator)
  • Battle Shout Increases the attack power of all raid and party members within 100 yards by 10%. Lasts 60 min. Instant. for 60 min. Targets may only have one Shout active on them per Warrior. Instant.
  • Battle Stance Arms: An aggressive combat stance that generates increased Rage from melee autoattacks. Fury, Protection: An aggressive combat stance that generates Rage from melee autoattacks. Instant. 1.5 sec cooldown.
  • Commanding Shout Increases the Stamina of all party and raid members within 100 yards by 10%. Lasts 60 min. Instant. for 60 min. Targets may only have one Shout active on them per Warrior. Instant.
  • Deep Wounds Your Mortal Strike, Bloodthirst, and Devastate Devastate, and Thunder Clap cause the target to bleed for [ 5 + 60% of AP ] Physical damage over 15 sec. This effect is cancelled if the target reaches full health. 100 yd range. Instant.
  • Hamstring Your Mortal Strike, Bloodthirst, Raging Blow, and Revenge abilities also reduce the target's Maims the enemy for 20% weapon damage, reducing movement speed by 50% for 15 sec.Requires Melee Weapon. Requires Battle Stance. 10 Rage. Melee range. Instant.
  • Headlong Rush Arms: Haste reduces your global cooldown, and the cooldown of Mortal Strike, Bloodthirst and Thunder Clap. Fury: Haste reduces your global cooldown, and the cooldown of Bloodthirst. Protection: Haste reduces your global cooldown, and the cooldown of, Shield Slam, and Thunder Clap.
  • Heroic Leap (Arms) Leap through the air towards toward a targeted location, slamming down with destructive force to deal [ 1 + 62.4% of AP ] Physical damage to all enemies within 8 yards.
  • Heroic Leap (Fury, Protection) Leap through the air towards toward a targeted location, slamming down with destructive force to deal [ 1 + 52% of AP ] Physical damage to all enemies within 8 yards.
  • Heroic Leap (Arms) Leap through the air towards toward a targeted location, slamming down with destructive force to deal [ 1 + 62.4% of AP ] Physical damage to all enemies within 8 yards.
  • Heroic Leap (Fury, Protection) Leap through the air towards toward a targeted location, slamming down with destructive force to deal [ 1 + 52% of AP ] Physical damage to all enemies within 8 yards.
  • Heroic Strike An attack that instantly deals 75% weapon damage (105% if a one-handed weapon is equipped). Use when you have more Rage than you can spend. This ability is not on the global cooldown. Requires Melee Weapon. 30 Rage. Melee range. Instant. 1.5 sec cooldown.
  • Intervene Run at high speed towards toward an ally, intercepting the next melee or ranged attack within 10 sec while the target remains within 10 yards. 25 yd range. Instant. 30 sec cooldown.
  • Mocking Banner Throw down a war banner within 30 yards 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. Requires Defensive Stance. 30 yd range. Instant. 3 min cooldown.
  • Spell Reflection Raise your shield, reflecting the next spell cast on you. Lasts 5 sec. Instant. 25 sec cooldown. Requires Defensive Stance. Instant. 25 sec cooldown.
  • Taunt Taunts the target to attack you, and increases threat that you generate against the target by 200% for 3 sec. Requires Defensive Stance. 30 yd range. Instant. 8 sec cooldown.
  • Victory Rush Requires Battle Stance.
  • Whirlwind Off-Hand Arms, Protection: In a whirlwind of steel you attack all enemies within 8 yards, causing 45% 90% weapon damage to each enemy. Fury: In a whirlwind of steel you attack all enemies within 8 yards with both weapons, causing 45% weapon damage to each enemy. Protection: In a whirlwind of steel you attack all enemies within 8 yards, causing 45% weapon damage to each enemy. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Fist Weapons, Daggers. Instant.

Talents
  • Enraged Regeneration Instantly heals you for 5% 10% of your total health, and an additional 10% 20% over 5 sec. Can be used while stunned. Effects are doubled if used while Enraged. Warrior - LvL 30 Talent. Instant. 60 sec cooldown.
  • Mass Spell Reflection Reflects the next spell cast on you and on all party and raid members within 20 yards for 5 sec. Replaces Spell Reflection. Requires Defensive Stance. Warrior - LvL 75 Talent. Instant. 30 sec cooldown.
  • Safeguard Run at high speed towards a party or raid member, removing all movement-impairing effects upon you, intercepting the next melee or ranged attack made against them and reducing their damage taken by 20% for 6 sec. Replaces Intervene. Requires Defensive Stance. Warrior - LvL 75 Talent. 25 yd range. Instant. 30 sec cooldown.
  • Vigilance Focus your protective gaze on a party or raid member, reducing their damage taken by 30% for 12 sec. During the duration of Vigilance, your Taunt has no cooldown. Requires Defensive Stance. Warrior - LvL 75 Talent. 40 yd range. Instant. 2 min cooldown.

Arms
  • Colossus Smash (New) Smashes a target for 400% weapon damage and weakens their defenses, allowing your attacks to bypass all of their armor for 6 sec. Bypasses less armor on players. Requires Melee Weapon. Warrior - Arms Spec. 10 Rage. Melee range. Instant. 20 sec cooldown.
  • Execute Attempt to finish off a foe, causing 220% weapon damage to the target 200% weapon damage to the target, and consuming up to 40 additional Rage to deal up to 400% additional weapon damage. Only usable on enemies that have less than 20% health. Requires Melee Weapon. Warrior - Arms Spec. 60 Rage. Melee range. Instant. 20 Rage. Melee range. Instant.
  • Mastery: Weapons Master Increases the damage of your Colossus Smash, Slam Mortal Strike, Colossus Smash, and Execute abilities by 20%. Warrior - Arms Spec.
  • Mortal Strike A vicious strike that generates 10 Rage, deals 180% deals 400% weapon damage, and causes Mortal Wounds on the target. Mortal Wounds Grievously wounds the target, reducing the effectiveness of any healing received for 10 sec. Requires Melee Weapon. Warrior - Arms Spec. 30 Rage. Melee range. Instant. 6 sec cooldown.
  • Sweeping Strikes Your melee attacks strike an additional nearby opponent for 50% damage. Lasts 10 sec. Requires Battle Stance. Warrior - Arms Spec. 30 Rage. Instant. 10 sec cooldown.

Arms & Fury
  • Inspiring Presence (New) You inspire all nearby party and raid members, granting 3% Versatility. Warrior - Arms & Fury Spec.
  • Rallying Cry Temporarily grants you and all party or raid members within 30 yards 15% of increase to maximum health for 10 sec. After the this effect expires, the health is lost. Requires Defensive Stance. Warrior - Arms & Fury Spec. Instant. 3 min cooldown.
  • Recklessness Grants your special attacks an additional 15% chance to critically hit strike, and increases critical strike damage by 10%. Lasts 10 sec. Warrior - Arms & Fury Spec. Instant. 3 min cooldown.
  • Whirlwind Arms, Protection: In a whirlwind of steel you attack all enemies within 8 yards, causing 45% 90% weapon damage to each enemy. Fury: In a whirlwind of steel you attack all enemies within 8 yards with both weapons, causing 45% weapon damage to each enemy. Requires Melee Weapon. Warrior Protection: In a whirlwind of steel you attack all enemies within 8 yards, causing 45% weapon damage to each enemy. Requires Melee Weapon. Requires Battle Stance. Warrior - Arms - Fury Spec. 30 Rage. Instant.

Arms & Protection
  • Thunder Clap (Arms) Blasts Blasts all enemies within 8 yards for [ 57.2% of AP ] damage. [ 123.5% of AP ] damage and reduces their movement speed by 50% for 6 sec.
  • Thunder Clap (Fury, Protection) Blasts Blasts all enemies within 8 yards for [ 47.7% of AP ] damage. [ 102.89% of AP ] damage and reduces their movement speed by 50% for 6 sec.
  • Thunder Clap Requires Defensive Stance. 10 30 Rage.

Fury
  • Bloodthirst Instantly attack the target, generating 10 Rage, dealing 60% weapon damage with your main hand weapon for 60% main hand weapon damage, generating 10 Rage, and restoring 1% of your health. Bloodthirst has an additional 30% chance to be a critical strike. Requires Melee Weapon. Warrior - Fury Spec. Melee range. Instant. 4.5 sec cooldown.
  • Colossus Smash Smashes a target for 140% weapon damage and weakens their defenses, allowing your attacks to bypass all of their armor for 6 sec. Bypasses less armor on players. Causes the Physical Vulnerability effect on the target. Physical Vulnerability Weakens the constitution of an enemy target, increasing their physical damage taken by 5% for 30 sec. Requires Melee Weapon. Warrior - Arms Requires Melee Weapon. Warrior & Fury Spec. Melee range. Instant. 20 sec cooldown.
  • Crazed Berserker You are a master of dual-wield combat, and can equip one-hand and off-hand weapons in your off-hand. Increases your off-hand damage by 25% and causes your Execute ability to hit with both weapons. Warrior - Fury Spec. able to equip one-handed and two-handed weapons in both hands. You deal 20% additional damage when wielding only one-handed weapons. Your off-hand weapon damage is increased by 25% with two-handed weapons and by 50% with one-handed weapons. Warrior - Fury Spec.
  • Raging Blow A mighty blow that deals 115% weapon damage from with both melee weapons. Becoming Enraged enables one use charge of Raging Blow. Limit 2 charges. Requires Melee Weapon. Warrior - Fury Spec. 10 Rage. Melee range. Instant.
  • Wild Strike A quick strike with your off-hand weapon that deals 150% weapon damage plus 2 and causes Mortal Wounds on the target. Unuseable without charges. Bloodthirst has a 20% chance of granting 3 charges. Mortal Wounds Grievously wounds the target, reducing the effectiveness of any healing received for 10 sec. Requires Melee Weapon. Warrior - Fury Spec. 30 Rage. Melee range. Instant. Melee range. Instant.

Fury & Protection
  • Enrage Arms: Mortal Strike and Colossus Smash Protection: Shield Slam and Devasate critical strikes, and critical blocks Enrage you, generating 10 Rage and increasing damage done by 10% for 6 sec. Fury: Bloodthirst and Colossus Smash critical strikes, and critical blocks Enrage you, generating 10 Rage and increasing damage done by 10% for 6 sec. Protection: Shield Slam and Devastate critical strikes activating Berserker Rage, and critical blocks Enrage you, generating 10 Rage and increasing damage done by 10% for 6 sec.Warrior - Fury & Protection Spec.
  • Execute Warrior - Fury & Protection Spec.

Protection
  • Blood Craze Your multistrikes from auto attacks trigger a Blood Craze. Blood Craze regenerates 0% 3% of your health over 3 sec. When this effect is refreshed, the remaining portion is added to the new effect. Warrior - Protection Spec.
  • Deep Wounds Your Mortal Strike, Bloodthirst, and Devastate Arms: Your Mortal Strike and Thunder Clap cause the target to bleed for [ 5 + 60% of AP ] Physical damage over 15 sec. This effect is cancelled if the target reaches full health.Fury: Your Bloodthirst causes the target to bleed for [ 5 + 60% of AP ] Physical damage over 15 sec. This effect is cancelled if the target reaches full health. Protection: Your Devastate and Thunder Clap cause the target to bleed for [ 5 + 60% of AP ] Physical damage over 15 sec. This effect is cancelled if the target reaches full health. Warrior - Protection Spec.
  • Revenge Instantly attack an enemy and two additional enemies for dealing [ 1 + 185% of AP ] damage. A successful dodge or parry will to each, and generating 20 Rage. Your successful dodges and parries reset the cooldown on Revenge. Generates 20 Rage in Defensive Stance. Requires Melee Weapon Requires Melee Weapon. Requires Defensive Stance. Warrior - Protection Spec. Melee range. Instant. 9 sec cooldown.
  • Shield Barrier Raise your shield, absorbing [ 250% of AP ] damage for the next 6 sec. Consumes up to 60 40 additional Rage to increase the amount absorbed. Absorption amount increases with attack power. Requires Shields. Warrior - Protection Spec. 20 Rage. Instant. 1.5 sec cooldown.
  • Shield Slam Slam the target with your shield, causing [ AP * (gte(Level, 85) * (3.08) + (gte(Level, 80)) * (0.4) + 0.35) + 1 ] to [ AP * (gte(Level, 85) * (3.08) + (gte(Level, 80)) * (0.4) + 0.35) + 1 ] damage. Generates 20 Rage in Defensive Stance. Requires Shields damage and generating 20 Rage. Requires Shields. Requires Defensive Stance. Warrior - Protection Spec. Melee range. Instant. 6 sec cooldown.

Professions
Alchemy
  • Greater Draenor Armor Flask Alchemy. 1.5 sec cast. Reagents: Metamorphic Crystal, Alchemical Catalyst, Draenor Armor Flask, Embodiment of Stamina (PH). Permafrost Shard.
  • Greater Draenor Critical Strike Flask Alchemy. 1.5 sec cast. Reagents: Metamorphic Crystal, Alchemical Catalyst, Draenor Critical Strike Flask, Embodiment of Critical Strike (PH). Boiling Blood.
  • Greater Draenor Haste Flask Alchemy. 1.5 sec cast. Reagents: Metamorphic Crystal, Alchemical Catalyst, Draenor Haste Flask, Embodiment of Haste (PH). Shadow Dew.
  • Greater Draenor Mastery Flask Alchemy. 1.5 sec cast. Reagents: Metamorphic Crystal, Alchemical Catalyst, Draenor Mastery Flask, Embodiment of Mastery (PH). Brightwater Lily.
  • Greater Draenor Multi-Strike Flask Alchemy. 1.5 sec cast. Reagents: Metamorphic Crystal, Alchemical Catalyst, Draenor Multi-Strike Flask, Embodiment of Multi-Strike (PH). Twin-Yolked Egg.
  • Greater Draenor Spirit Flask Alchemy. 1.5 sec cast. Reagents: Metamorphic Crystal, Alchemical Catalyst, Draenor Spirit Flask, Embodiment of Spirit (PH). Ancient Moonwillow Leaf.
  • Greater Draenor Stamina Flask Alchemy. 1.5 sec cast. Reagents: Metamorphic Crystal, Alchemical Catalyst, Draenor Stamina Flask, Embodiment of Armor (PH). Wailing Bone.

Enchanting
  • Breath of Versatility (New) Permanently enchant a ring to increase versatility by 27,188. Enchanting. 1.5 sec cast. Reagents: Draenic Dust (20). Tools: Runed Copper Rod.

Inscription
  • Card of Omens (New) Inscription. 3.5 sec cast. Reagents: Light Parchment (20), War Paints (7), Sorcerous Earth (4). Tools: Virtuoso Inking Set.
  • Crystalfire Spellstaff (New) Inscription. 5 sec cast. Reagents: Simple Wood, War Paints (53), Sorcerous Fire (32), Sorcerous Air (17). Tools: Virtuoso Inking Set.
  • Darkmoon Card of Draenor Inscription. 3 sec cast. Reagents: Ink of the Clans (14), War Paints (11). Tools: Virtuoso Inking Set. Light Parchment, War Paints (11), Sorcerous Air (3). Tools: Virtuoso Inking Set.
  • Etched-Blade Warstaff (New) Inscription. 5 sec cast. Reagents: Simple Wood, War Paints (22). Tools: Virtuoso Inking Set.
  • Glorious Etched Crystal (New) Inscription. 5 sec cast. Reagents: War Paints (33). Tools: Virtuoso Inking Set.
  • Mystical Etched Crystal (New) Inscription. 5 sec cast. Reagents: War Paints (27). Tools: Virtuoso Inking Set.
  • Shadowtome (New) Inscription. 5 sec cast. Reagents: Light Parchment (40), War Paints (22). Tools: Virtuoso Inking Set.
  • Volatile Etched Crystal (New) Inscription. 3.5 sec cast. Reagents: War Paints (5). Tools: Virtuoso Inking Set.



Misc Changes
Originally Posted by MMO-Champion
CurrencyType
  • CurrencyType #980 - Dingy Iron Coins

Faction
  • Faction #1679 - Operation: Aardvark
  • Faction #1681 - Vol'jin's Spear
  • Faction #1682 - Wrynn's Vanguard

Game Text
  • Game Text #83431 - Free at last! Join me in the ogre mound when you are done, and we shall slay the ogre chieftain together.
  • Game Text #84463 - We've learned much from K'ure. (We're writing a book.)
  • Game Text #84464 - You�ve given your sanity for this power, Cho'gall. It will consume you.
  • Game Text #84465 - Run away, old man. (Soon Highmaul will burn. Then, the world!)
  • Game Text #84576 - Those Iron cowards were using us as conduits to power their portal. They will regret that.
  • Game Text #84577 - The Shadow Council thanks you.
  • Game Text #84580 - Seek out Gul'dan if you truly wish to stop the Iron Horde.
  • Game Text #84658 - I admit, even in Socrethar's madness, there was a hint of truth.
  • Game Text #84659 - He questioned our complacency. Perhaps we have been too content, too SAFE, hiding here on Draenor.
  • Game Text #84660 - A call is coming, hero. I feel it, large and looming, just beyond the horizon. When the time comes, the draenei must answer.
  • Game Text #84662 -
  • Game Text #84663 -
  • Game Text #84665 -
  • Game Text #84866 - Our only course of action is to retreat. Everyone, with me!
  • Game Text #85014 - Operations in Tanaan go well, sir. The Citadel is almost complete.
  • Game Text #85015 - I am keeping a close eye on the Highmaul ogres, Warchief. So far, they remain... obedient.
  • Game Text #85016 - What of you, Blackhand?
  • Game Text #85017 - Alliance and Horde forces strike at the Foundry, but they are nothing I cannot handle.
  • Game Text #85018 - BAH! Again, Blackhand? All I hear are excuses.
  • Game Text #85019 - Azuka!
  • Game Text #85020 -
  • Game Text #85021 - Can I trust you to take care of these other-worlders? Or do you lack the bloodlust of your forefathers?
  • Game Text #85022 -
  • Game Text #85023 - I'll slice off your tongue for that!
  • Game Text #85024 - Ahahaha... bold words from my newest Warlord. I see you carry the Demon Blade of your forefathers.
  • Game Text #85025 -
  • Game Text #85026 - I will have you bathe it in the blood of our enemies. Scour them from this world! Only then, shall your worth be known.
  • Game Text #85027 - You all have your orders. Come. I ride for Tanaan.
  • Game Text #85028 -
  • Game Text #85041 - Hang tight, $Gsir:my lady;. I'm here to help you.
  • Game Text #85049 - Don't worry about me. I know my way around here.
  • Game Text #85050 - I'll poke around here. See if you can find anything elsewhere in the camp.
  • Game Text #85052 - What do you know about Grommash Hellscream's plans?
  • Game Text #85058 - Grommash Hellscream met with his Warlords - Blackhand, Kargath Bladefist, Kilrogg Deadeye, and Azuka Bladefury. I'd watch out for Azuka... it seems she is charged with destroying the Alliance forces here on Draenor.
  • Game Text #85060 -
  • Game Text #85061 -
  • Game Text #85062 -
  • Game Text #85098 -
  • Game Text #85099 -
  • Game Text #85109 - Hmmm, if dis all be true, den da Iron Horde be more dangerous den we imagined.
  • Game Text #85110 - I underestimated Hellscream. I send my shadow huntas at once. Tank you, commanda. I will report ta ya when I know more.
  • Game Text #85111 - If this intel is true, then the Iron Horde's network is larger than we imagined.
  • Game Text #85112 - I've underestimated Grommash. I must send out agents at once. Commander, I will inform you as soon as I know more.

GameTip
  • GameTip #626 - |cffffd100Tip:|r Look for the Toybox inside your Collections menu. All your cosmetic items and toys are automatically stored there.
  • GameTip #627 - |cffffd100Tip:|r Draenor Perks are class enhancements that unlock in random order as you level through Warlords of Draenor.
  • GameTip #628 - |cffffd100Tip:|r Professions buildings let you craft items from all tradeskills, not just those your character has learned.
  • GameTip #629 - |cffffd100Tip:|r Your Garrison serves as your base of operations in Draenor. Upgrade it and recruit an army of followers to defeat Garrosh and the Iron Horde.

GarrSpecialization
  • GarrSpecialization #41 - Buying in Bulk - Reduces cost of purchasing buildings and changing specializations.

Scenario
  • Scenario #661 - The Wicked Grotto
  • Scenario #662 - Foulspore Caverns
  • Scenario #663 - Earth Song Falls
  • Scenario #664 - Maraudon
  • Scenario #665 - Warpwood Quarter
  • Scenario #666 - Capital Gardens
  • Scenario #667 - Gordok Commons
  • Scenario #668 - Dire Maul
  • Scenario #669 - Detention Block
  • Scenario #670 - Upper City
  • Scenario #671 - Blackrock Depths
  • Scenario #673 - Debug Invasion
  • Scenario #674 - The Stonecore
  • Scenario #675 - The Stonecore

Taxi
  • Taxi #1487 - Bloodblade Redoubt, Spires of Arak
  • Taxi #1488 - Quest Path 4333: Shadowmoon Valley 6.0:JP3 - Darktide Roost - Taxi Path to Darktide Roost
  • Taxi #1489 - Quest Path 4334: Frostfire Ridge:JP3 - Darktide Roost - Taxi to Darktide Roost
  • Taxi #1490 - Quest Path 4337: Spires of Arak 6.0 - Horde Garrison Outpost > Shadow's Defiance (GJC)
  • Taxi #1493 - Southport, Spires of Arak
  • Taxi #1494 - Quest Path 4341: Spires of Arak 6.0 - Alliance Garrison Outpost > Shadow's Defiance (GJC)
by Published on 2014-06-19 05:08 PM

Warlords of Draenor Zone Preview: Shadowmoon Valley
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Hidden under a shroud of perpetual night broken only by bright starlight, the lush idyllic forests of Shadowmoon Valley are home to a majestic draenei tomb and sanctuary: Karabor. While many of Shadowmoon’s denizens study prophecy among Karabor’s ancient stone circles, plotters with darker ambitions lurk in the valley’s vast underground cave network, gazing greedily at the sacred temple.


In Warlords of Draenor, Shadowmoon Valley serves as the starting zone for Alliance players once they’ve endured the initial rigors of Tanaan Jungle and survived their first encounter with the Iron Horde. To take you on a journey through Shadowmoon’s forests, temples, and secrets, we’ve tapped one of the creative minds behind the zone, Senior Designer Helen Cheng.


What’s the story in Shadowmoon Valley?

Helen Cheng: After a daring escape from the Iron Horde in Tanaan Jungle, Alliance players crash land on the northern shores of Shadowmoon Valley.

The valley is tranquil and serene. Rolling green hills give way to lush, violet forests. Draenei temples stand proudly beneath a star-studded sky. Here, the draenei have built wonders of their civilization—the town of Elodor with its majestic Altar of Sha’tar serves as the proud home of the great Exarchs, while the shining Temple of Karabor acts as the font of all holy learning. Under Prophet Velen and Exarch Akama’s watch, all is well.

But times are changing. The Iron Horde have called the native orc clans to join their ranks. The Shadowmoon Clan, led by Warlord Ner’zhul, yearns to prove itself worthy to Grommash Hellscream. Beneath the valley’s bright moon, a dark star hangs in the sky. For centuries, the Shadowmoon have been forbidden to tap its void-touched energy . . . until now. Will Warlord Ner’zhul succeed in harnessing the star’s power to destroy the draenei and the Temple of Karabor? Or will Prophet Velen, aided by his disciple Yrel—and a few fearless heroes—be able to stop him?


Meanwhile, trouble brews amongst the Exarchs, the most powerful and influential draenei heroes. Even as they debate the future of the draenei on their adopted homeworld, there is growing evidence of a traitor among their ranks. Who can be trusted?

The night elf Wardens sense a demonic presence in the northern woods of Shadowmoon Valley. As they hunt for the source of the fel energy, a sinister truth is revealed: Gul’dan, the Destroyer of Dreams, has returned.

Most importantly, as a proven champion of the Alliance, you are charged with establishing the Alliance foothold on Draenor. The land is harsh and unforgiving, and the Iron Horde has amassed an enormous army without equal. Before you can hope to defeat them, you must build a stronghold—your Garrison—from the ground up and gather allies to face this indomitable foe.

What are some of your favorite places within the zone?

Helen Cheng: Shadowmoon Valley is one of the most beautiful places on Draenor, with a breathtaking variety of stunning areas. I would say that the two most striking aspects of Shadowmoon Valley are the draenei and Shadowmoon orc areas.

The draenei architecture in Shadowmoon is really impressive. You get everything from a merchant town in Embaari Village to the valorous training grounds of the Exarchs in the north to the crystalline dome that is Teluuna Observatory. The draenei are cultured and sophisticated. Theirs is the pinnacle of an advanced society, and their towns and cities reflect a perfect balance of beauty and function. I really love all of the draenei locations—and there are more in other zones—but the Temple of Karabor has to be one of my favorites. The sheer size and scale of the place is incredible, and it’s remarkable to see it in its glory before the events of The Burning Crusade, which turned it into the Black Temple under Illidan’s control.


The Shadowmoon clan structures are impressive as well. The Shadowmoon were once a wise people, with a deep respect for the elements and a natural curiosity about the stars. They are natural-born leaders with a strong affinity for magic. However, since they joined the Iron Horde, Ner’zhul has strayed from the ancient ways. You can see this gradual decay reflected in their way of life. The Burial Fields is a place where the Shadowmoon traditionally bury and honor their dead. That place has become defiled and corrupted with void magic. Their ancestors, whom they once revered, are now being brutally tormented. Ner’zhul’s stronghold, Anguish Fortress, is an open-air ziggurat with a sacrificial pit in its center. In a nearby dungeon, players will see that there are more dark secrets hidden beneath this compound.

Tell us more about the Alliance garrison!

Helen Cheng: Nestled near the northern shores and with a commanding view of the main road, the Alliance Garrison location is of immense strategic importance. Prophet Velen will give the land to players as a thank-you for their deeds in the jungles of Tanaan, the intro zone. But there isn’t much time to rest—as great as the Prophet is, he needs your help. Your Garrison is awfully close to Shadowmoon territory, so be prepared to defend it.

Your Garrison will start as little more than an outpost, and your laborers will quickly run into trouble as they discover that even the forests of Draenor can be their enemy. But before long, you should have a comfortable Town Hall to call home and a Barracks that you can use to train new recruits. One of the perks of having your home base here is the ability to sound a “call to arms” anywhere in Shadowmoon, and Alliance troops will rush to your aid.

Kick your feet up – after all, the Garrison is all yours.

Could you name three of your favorite locations players should check out on their journey through the zone?

Helen Cheng: Once you’ve settled in, you should take a quick jaunt over to the town of Elodor, home of the revered Altar of Sha’tar with its stunning view of Karabor and the surrounding ocean. There you can meet the five Exarchs who act as the hand of the Prophet, guiding draenei society, and you can witness their own internal conflicts as they argue about their place in this savage land. Don’t miss the nearby Rangari Enclave, where the elite scouts of the draenei train—you won’t see mushrooms that size for another 30 years!

If you're the adventurous type, try spelunking in Bloodthorn Cave. Don’t mind the flesh-eating pale orcs—they only kill you when provoked. Also, don’t eat the local mushrooms. They can be rather . . . potent.


We’ve heard mixed reviews about Gloomshade Grove. Some folks rave about the pristine beaches, while others are just never heard from again. If you see anything that looks like a flower, makes a sound like “mawarwaawa,” and has very sharp teeth, run away! Though it’s probably too late for you, so oh well. Don’t say we didn’t warn you!

You’re probably wondering if there are any creatures on Draenor that won’t bite your head off. Try heading over to the Shimmering Mor. This enchanted forest glade is home to wild faerie dragons. Awww, they’re just so cute! No, you can’t take one home . . . oh, who are we kidding? You’ll probably find an egg or some-such to raise eventually.

Finally, don’t forget to stop by Embaari Village. This draenei merchant town is known for its delicious food and exotic wares. No trip to Shadowmoon is complete without a tasty meal and a mug of honey mead.

As with all places on Draenor, Shadowmoon Valley is filled with sights to see, adventures to be had, and savage enemies to destroy. Enjoy your journey!

Next, our voyage will take us north into the Horde starting zone of Frostfire Ridge. Stay tuned for more!
by Published on 2014-06-19 01:37 AM

Warlords of Draenor Alpha Patch Notes - June 18 Update
Originally Posted by Blizzard Entertainment
Ability Pruning


Buffs and Debuffs
  • Moonkin Form now grants increased Mastery instead of 5% to Spell Haste.


Self-Sustainability
  • Mage
    • Conjured Refreshments now restores 100% health and Mana over 20 seconds, regardless of level.


Druid
  • Survival Instincts no longer requires or forces the Druid into Cat or Bear Form, and is now available to all Druid specializations. Survival Instincts now reduces damage taken by 70% (up from 50%) with a 2-minute cooldown (down from 3 minutes), and can have up to 2 charges (up from 1 charge).


Monk

Priest

Warrior
Developer's Note: Arms is still undergoing heavy revision and additional information will be made available later.
  • Battle Stance for Arms Warriors now generates increased 100% Rage from auto-attacks and Critical Strikes now generate double Rage.
  • Defensive Stance for Arms Warriors now generates 50% as much Rage from auto-attacks as in Battle Stance.
  • Mastery: Strikes of Opportunity has been removed, and replaced with a new ability, Mastery: Weapons Master.
  • Blood and Thunder has been removed.
    • Deep Wounds is now available only to Protection Warriors, and naturally triggers from Thunder Clap.
    • Thunder Clap is now available only to Protection Warriors, and its damage has been increased by 50%.
  • Executioner is a new passive ability for Arms Warriors.
    • Executioner causes the Warrior's auto attack hits to generate an additional 40 Rage against targets with less than 20% health remaining. Additionally, the Execute ability no longer requires the target to be below 20% health to use, but its Rage cost is increased by 100%.
  • Colossus Smash now costs 30 Rage, deals 225% increased damage, and no longer increases the damage of Slam.
  • Enrage is no longer available to Arms Warriors.
  • Execute for Arms Warriors now costs 20 Rage, and consumes up to 40 additional Rage to deal additional damage.
  • Mortal Strike now costs 30 Rage (instead of generating 10 Rage). generates 20 Rage (up from 10 Rage).
  • Slam has been removed. now costs 15 Rage (down from 25 Rage) and no longer has additional effects when Sweeping Strikes is active.
  • Sudden Death has been removed.
  • Unbridled Wrath has been removed.
  • Whirlwind is now available to Arms Warriors.

Warlords of Draenor Theorycraft Discussion
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Another question I've seen asked...

Baseline healer mana regen with no Spirit
0.8%/sec for level 1-90.
Drops by 0.04%/sec per level past 90.
0.4%/sec at level 100.

Is the radius of lava lash's flame shock spread centered on the shaman or on the target that's being lava lashed with flame shock on it?
Centered on the target that's being Lava Lashed.

Could you elaborate on this?

-Say I have 0 stacks of SoB, and am about to begin AoEing. My main target has BP/FF at 20s, while another nearby target has them at 28 seconds. Pestilence, in this case, will take the 28 second DoTs and apply them to everything?
Still a bit murky about how 0 stack SoB works with NP, since on Alpha it starts by spreading at 1 stack/30s and then adds stacks after- is this all intended?

-Now say I have 2 stacks of SoB- instead of looking for a target with longer diseases, Pestilence will automatically refresh BP/FF on all nearby targets or spread them at full duration. In addition, it will add one stack to existing Necrotic Plague infections OR spread 1 stack/30 second Necrotic Plague to any targets without the disease.


I was referring to Scent of Blood, the passive, not the stacks. The SoB passive is what says the "your Pestilence refreshes your diseases" effect.

Vereesa (Verestrasz) has noticed that Pestilence for Unholy/Frost DKs seems to be spreading diseases at current durations instead of spreading them at new durations- is this intended, or a bug? If it's intended, could you elaborate on Pestilence's functionality for both DPS specs- assuming BP/FF and Necrotic Plague?

Also, will Pestilence behave better with big boss models and adds from now on? Thinking ones like Ragnaros, Al'Akir and Immerseus here.

Yes, intended. That's why I said it *clones* the diseases to the other targets.

Pestilence hits all units who have any part of their hit box within 10yd of you.

Related to your multistrike conversation with Collision, Shining Protector is also acting in an anomalous way. It's not really a theorycrafting issue though, so no point in discussing the details here. Bug thread thisaway: http://us.battle.net/wow/en/forum/topic/13183868324

Yep, Shining Protector was bugged, still using the old 2x (X/2)% style. Fixed, for the build after next.

Does the cloned dot include the current ongoing time-to-tick on the new target?
Yup.

What is the spirit regen formula/scaling at level 100?
It's 0.412207024 Mana per second, per Spirit.

What's the mana regen rate of arcane mages now that the 90 tier is decoupled from mana?
(1+Haste)*1.8% of base max mana per second.
EDIT: Fixed. Originally said 0.4%, but forgot that Mages have a hidden passive which gives them 4.5x.

Can multistrike melee hits proc "on melee hit" procs like killing machine and sudden doom?
No. Multistrikes cannot proc other things, unless those other things specifically call out that they proc from Multistrikes.

How will Blood in the Water (feral execute, rip refresh on FB) work with the panedmic mechanic. Will it grant a longer 130% duration Rip, or will it always reset to the base duration like it does now?
Fixed Blood in the Water and Touch of Chaos to be able to refresh up to 1.3x base duration. That'll be in the build after next.

Reminder for anyone working on Recount, Skada, etc... Filter out damage done to Prismatic Crystal. The Mage will cast an additional spell that does damage to enemies based on damage they deal to Prismatic Crystal, so if you include both, you'll be double-counting them.

Please confirm this. My current level 92 fire mage on alpha has 1.8% mana per second, which is almost an order of magnitude higher. My template 90 arcane mage also has much higher mana regen than this quoted number.

EDIT: 3330 combat regen mp5 according to tooltip on naked template 90 orc arcane mage. Mana pool is 37000, which gives 1.8% mana per second. Is the quoted mana regen implemented yet?

EDIT2: Fix numbers and here's a screenshot: http://i.imgur.com/Gz5oH0C.jpg
3330 mp5 over 37000 mana pool, 3330/5 = 666, 666/37000 = 1.8%. This does not agree with quoted 0.4% figure.

Whoops. There's a passive that gives them 4.5x Mana regen, but I forgot that it's hidden, you don't see it. Yes, it's 1.8%, not 0.4%. Fixed the post above.

Thanks. Does this mana regen rate decay from level 90 to 100?
It does not.

#2 and #3 are currently not working. Sweeping strikes never multistrike, and multistrikes are not added to the ignite.
Yep, I fixed those late last week; check next build.

What is the mechanical philosophy behind Eminence and Atonement?
It varies. All stats benefit healing, but it's alright if only some stats benefit Atonement/Eminence, or only competitively benefit Atonement/Eminence. But lets keep this thread about theorycrafting, and leave the "why" and philosophy for other threads. Feel free to state what the values of each stat are (based on theorycraft) are to Atonement/Eminence though here, that's good data.

noticed that if Blood Craze is procced on consecutive autoattacks, it seems to become an ignite? It looked like it was adding the leftover dot into the next 3 ticks. Does that sound right?
Yep.

Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
I noticed Resolve isn't meant to affect life% heals,but it affects Empowered Seals-->Insight(which is op anyway at 5%hp/2 secs)
Resolve will actually affect % heals, in most cases. (Celestalon)
Ok, the thread just said Resolve does not affect percent-based heals (i.e. "heals you for 20% of your life" would be unaffected
Oh, it does say that. I wrote that a bit ago; we're still discussing, and think it's worth trying if it does work on % heals. (Celestalon)

Why do tanks need vengeance/resolve? Can't you just get rid of it?
It's so % reduction abilities (ie Shield Block) and flat reduction abilities (ie Shield Barrier) stay competitive with each other. (Celestalon)
From a healer point of view, it makes them NPC that don't require much attention unless they have no idea what they're doing :/
That's not Resolve; that's the overall defensive power of tanks, which was too strong in Mists, and is coming way down in Warlords. (Celestalon)

Druid (Forums / Skills / WoD Talent Calculator)
is sunfire + astral showers getting a graphical update to reflect it's aoe effect?
It will not drop a beam on each target, just the center one; it does an impact visual on each other hit target though. (Celestalon)

Can't post on us forum. What's the shooting stars chance for multiple moonfires? Still: base_chance * sqrt(x)/x ?
No, Shooting Stars is only the most recent Moonfire and Sunfire now. (Celestalon)
Still 2.5% chance to proc? Seems farily low compared to 30% chance on crit live version.
No, 5%. (Celestalon)

is there a way to recalculate, so that mastery procs doesnt count? it would be a shame if snapshot going away bc this
Yeah, we're working on a change to make it snapshot Balance Energy, and then dynamically turn that into Eclipse per tick (Celestalon)

Do you have any plans of capping the amount you can extend MF/SF with Balance of Power like the old Starfire glyph?
You can extend it an infinite number of times, but the debuffs can never have a duration longer than 1.3x their normal duration. (Celestalon)
These Q's confuse me. Lots of boomkin chatter but I can probably count the # of boomies I've seen in randoms on my fingers. WTH?
Seems like these changes will help the problem, no? (Celestalon)

Hunter (Forums / Skills / WoD Talent Calculator)
Possible to add a combatlog entry with the name of who Misdirection was cast on? Impossible to track with WeakAuras and others.
I believe it does in 6.0; test it when you get access and let me know if it doesn't. (Celestalon)

Can we talk less about pets and more about why Bear Trap is such a terrible idea for a 2 minute cooldown?
I don't think it was a terrible idea, but its big reason for existing was removed, so we cut it. (Celestalon)

Mage (Forums / Skills / WoD Talent Calculator)
carrion swarm & supernova both could be used as an interrupt, yet the former is something you dont want warlocks to have, why?
Supernova is an alternate of Frost Nova; giving up Frost Nova is a big deal. (Celestalon)

And on the back end of that, why not for arcane either, shouldn't arcane multis gain dmg from mastery and/or arcane charges?
Arcane's multistrikes do benefit from Mastery and Arcane Charges. (Celestalon)

Are frosts frostbolt multistrikes supposed to proc the icicles? If so why do they work for ignite but not frost.
Multistrikes will be create Icicles and Ignites in the build after next. (Celestalon)

Could you explain what the Supernova is supposed to do exactly? The knock-up looks tiny and doesn't seem to serve much purpose.
It may be on the weak side still. It's a short CC, but doesn't break on damage like freezes do, always interrupts, etc. (Celestalon)
Not a bad idea though its going to need a pretty sizable shot in the arm to be useful. Thanks for the reply.
Ah, there's one change coming soon that I don't think has been mentioned yet: Supernova/Ice Nova/Blast Wave all have 2 charges now. (Celestalon)

Nether Tempest appears to snapshot arcane charges, but update with mana and SP changes, tooltip confirms, intended?
Intended. (Celestalon)

Monk (Forums / Skills / WoD Talent Calculator)
Will monk's +20% Blackout Kick perk work with Chi Explosion?
I believe so, though it doesn't really matter in practice; it'll be tuned around whichever way it is. Always have the perk. (Celestalon)

Versatility: Will fistweaving double dip? How will it work for heals based on damage?
No; it affects them exactly once. 100dmg->100healing. With 10% Versatility, 110dmg->110healing. (Celestalon)

Paladin (Forums / Skills / WoD Talent Calculator)
Cant you make the talent gives the effects of Readiness without it being a stat?
Without the stat to support it, that's a significant amount of additional complexity. (Celestalon)

Priest (Forums / Skills / WoD Talent Calculator)
Should Devouring Plague's duration decrease with Haste? Bonus orb talents and more DPs vs. smaller MF:I window.
No, Haste reduces the period and duration of Devouring Plague. Results in a consistent number of GCDs in each DP. (Celestalon)
I thought haste wasn't going to be reducing dot durations, only moding the period? That not a thing?
Devouring Plague changed; it's not that kind of DoT anymore. (Celestalon)
so its a nice nerf to shadow. Another one.
No, it's not a nerf. That's a change, not a nerf. (Celestalon)

Rogue (Forums / Skills / WoD Talent Calculator)
Currently, Death from Above sometimes only works when you're 10y away or so. Isn't it supposed to be used while in melee?
Ah, that's not range, that's the low ceiling; it's failing to path to the point in the air it's trying to get to. Will fix that. (Celestalon)
Aye my bad. There's something to fix though, so I guess uploading the clip wasn't so useless after all. Thanks anyway.
No, not useless at all, good testing. Still a bug, just wasn't the cause you thought it was. (Celestalon)

Saw Death from above on yt. Any chance we get a cool anim with it? Right now it's the plain jump anim with pull to trg
It has a unique visual; it's not even remotely the plain jump anim. (Celestalon)

Warrior (Forums / Skills / WoD Talent Calculator)
Sudden Death: will it proc from white only going forward, or is there a chance for Multistrike to replace SoO's contribution?
White only, and tuned accordingly. (Celestalon)

Any thought what might replace Anger Management talent for warriors since Readiness isn't going to be put in the game?
It's staying (for now, anyway), we'll just list the abilities on its tooltip, instead of saying to reference Readiness. (Celestalon)

Character / Items
will the proc chance of WoD RPPM trinkets scale with haste? Or case by case basis?
General rule is that either the proc rate or the proc benefit scales with haste, not both. (Celestalon)

Warlords of Draenor Stats
I thought the dps pots were still primary stat
Yeah, potions are primaries. (Celestalon)

Also, does multi-strike trigger "on hit" effects, like killing machine (proc off white hit) or DK T75(rune regen tier?)
Not unless specifically called out as such. (Celestalon)
is there an example spell that does call out for "on multistrike hit" you can give me? Thanks for the quick replies.
Blood Craze is one. Few more in next build. Plans to add some to a few more specs. (Celestalon)

Does that mean 66 ms rating will give two 1% chances to do an additional 30% dmg? And 80 haste rating = 1% haste?
Yes. Versatility undecided yet, but I'd guess somewhere around 130. (Celestalon)

is armor mitigation going to be 75% or 85% in 6.0?
The cap will be 85%. (Celestalon)
so using armor/armor+k_value means we'll see 29650 being the 85% cap?
Armor/(Armor+K), but yeah. And it'd be 29660 with rounding. (Celestalon)

PvP
Arent you afraid, that ne new sec. Stats will have a huge Impact in PvP? Even if these Stats are low? If not, why?
That's not a fear, that's an expectation. They most certainly will have an effect on PvP. That's not a bad thing, though. (Celestalon)
Ah ok, you seems to be very relaxed. Why are you bringing these Stats in the Game, if you know, these can be "bad" for PvP?
It's a good thing when we add new content and systems to the game, especially in expansions. It keeps the game from getting stale (Celestalon)
For sure! But doesent some Speccs sacle more with these stats than other? I think of "bursty" classes, which benefit too much.
We're tuning with these stats in mind. (Celestalon)

World
I bet it's not tuned yet. per post on spell damage tuning.
No, it's tuned and consciously deadlier. Going for a leisurely swim in lava is silly. (WatcherDev)

Misc
GC's Law: In social games, players fear the perception that they are uninformed more than the perception that they play badly.
Sort of an aside, but once I bought a recommended item and my friends busted my balls. That was a bad experience. (holinka)
We will see win rates increase when we change recommended items.
It contributes to the original point that even though the choice was fine, the social element made it feel bad. (holinka)
We see high ban rates for champions with low win rates, we assume because the pros are doing it.
This legit confuses the crap out of me. What makes people think the meta is the same at every skill level?
Back to Greg's original point, the fear of picking the "wrong champ" as defined by "the best" drives behavior (holinka)

Building the Nexus: The Voice of Gazlowe
Gazlowe shows up in Heroes of the Storm, but he is also involved in the Warlords of Draenor garrison quests. Blizzard posted a nice behind the scenes video of the voice acting recently.

by Published on 2014-06-18 07:35 AM

First Look: Patch 2.1.0 PTR Preview

June Site Update: Naxxramas Deckbuilder

Hero Rotation Update - June 17, Alpha Opt-Ins: Large Australia Wave as Early as Next Week

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



Patch 5.4.8 Hotfixes - June 17
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Creatures
  • NPC vendors selling Tier-16 armor pieces now have significantly more health.

Items
  • Fire-Watcher's Oath: Players transformed into an Ordon Fire-Watcher now have a 100% chance to gain Bloody Coins on killing-blows against level-90 characters. Note that there's still a short internal-cooldown on earning Bloody Coins.
  • Nightmarish Hitching Post is now usable in Arenas and Rated Battlegrounds.

Bug Fixes
  • Resolved an issue where the Nightmarish Reins buff could cause players on a flight path to travel slowly.
  • Resolved an issue where players may receive duplicate letters in-game for purchases made on the store.

Warlords of Draenor - Game Responsiveness
Originally Posted by Blizzard (Blue Tracker / Official Forums)
I know this is a very open question, but is there anything "under the hood" with the responsiveness changes that could impact theorycrafting?
I was wondering when this'd get brought up. I've hinted about this in the past in a couple interviews... Yes, there was a very significant underlying change here, that may have implications for theorycrafting (though minor).

I don't want to get too deep into the under-the-hood workings of WoW servers, but here's a super short version. Any action that one unit takes on another different unit used to be processed in batches every 400ms. Some very attentive people may have noticed that healing yourself would give you the health instantly (minus client/server latency), whereas healing another unit would incur a delay of between 0ms and 400ms (again, on top of client/server latency). Same with damaging, applying auras, interrupting, knocking back, etc.

That delay can feel bad just due to the somewhat laggy responsiveness feeling, but also because the state of things can change during that time. For example: Holly the Holy Priest is healing Punky the Brewmaster. Punky spikes low, and Holly hits Guardian Spirit in a panic. The server verifies that Holly is able to cast it, and that Punky is alive (great!). The cast goes off, Guardian Spirit goes on cooldown, and a request is placed for the Guardian Spirit aura (that prevents dying) to be placed on Punky. That request will be filled next time the 400ms timer loops, which happens to be 320ms from now. 250ms later, the boss lands another hit on on Punky. Punky dies. Sadface. Another 70ms goes by, and the Guardian Spirit aura request pops up, and goes "Hey guys, I'm here!... Aww... damn, I missed the party. Sadface."

We no longer batch them up like that. We just do it as fast as we can, which usually amounts to between 1ms and 10ms later. It took a considerable amount of work to get it working that way, but we're very pleased with the results so far; the game feels noticeably more responsive.

I can't guarantee that you'll never ever again run into cases where Guardian Spirit went on cooldown and the tank still died... but it'll be literally 40x rarer than before, and the whole game will feel more responsive too.

Warlords of Draenor Theorycraft Discussion
Originally Posted by Blizzard (Blue Tracker / Official Forums)
In the next build, visit Shattrath, in Outland, and you'll find...

Test Realm Dummies!
There are dummies setup for damage dealers on the SW and SE sides of the inner ring, for tanks along the NE side of the inner ring, for healers along the NW side of the inner ring, and for raid groups on Aldor Rise.

Here's a list of what's there:

Weak Damage Dummy – Level 100. Comes in clusters of 5.
Dungeon Damage Dummy – Level 102.
Raid Damage Dummy – Level 103. Comes with two Dungeon Damage Dummies next to it.
Killable Damage Dummy – Level 103. Is Killable. Has 20million health.
Mythic Damage Dummy – Level 103. Is Killable. Has 300million health.

Weak Tank Dummy – Level 100. Swings for 5000-5000 damage, 1.5sec swing timer.
Dungeon Tank Dummy – Level 102. Swings for 60000-90000 damage, 1.5sec swing timer. Has a “Dummy Strike” attack, which does 50% Weapon Damage as Physical, 5-7sec cooldown.
Raid Tank Dummy – Level 103. Swings for 200000-300000 damage, 1.5sec swing timer. Has the same “Dummy Strike” attack.
Mythic Tank Dummy – Level 103. Swings for 300000-450000 damage, 1.5sec swing timer. Has the same “Dummy Strike” attack. Also has an “Uber Strike”, which deals 100% Weapon Damage as Shadow and increases damage dealt by 5% per stack, 1sec cast time, resets swing timer, 10sec cooldown, unlimited stacks.

Healing Dummy – Level 100. Friendly. Drops to 1hp every second.

Cauldron of Power – Clickable objects on the ground that will grant you all raid buffs, and the flask/food matching your current spec's stat attunement.

Does this mean 100 premades are inc in the next build as well?
We're working on that. I hope they make it into that build, but not 100% positive.

(Also, I know I'm behind a few days on this thread, trying to catch up. I'm going to be on vacation for a week starting tomorrow afternoon, so trying to get caught up before I leave.)

Will Fury Execute OH function like RB OH, Storm Bolt OH or Whirlwind OH? Also, did any of the following mechanics change?
In Warlords, as of next build...

Execute, Raging Blow, and Storm Bolt will work like this: Perform the Mainhand hit roll. If successful, also fire the Offhand attack, which always hits. (Same as now for RB, different for SB, new for Ex)

EDIT: Slight technicality here, if you're looking at the spell IDs involved in the logs. RB's root spell is just a cover spell that contains separate MH and OH spells. The root spell can miss, the MH/OH spells cannot.

For SB/Ex, the root spell is the MH damage, which can miss. If it hits, it fires the OH spell, which cannot miss.

Whirlwind will work like this: Perform the Mainhand hit rolls. Independently, perform the offhand hit rolls. (Same as now)

1. Anything that applies either disease, including icy touch, howling blast, plague strike, outbreak, and unholy blight ticks, will, if necrotic plague is already active, instead add 1 stack to affected targets, and not affect the duration.
Correct.

2. Festering strike's 6 second extension will not change current stacks, but is the only thing that will add on duration to an existing stack, allowing for an additional 3 ticks at max strength per festering strike.
Correct.

3. Pestilence spreads necrotic plague from a target that has it to targets that don't have it. Pestilence has no effect on targets that already have it, neither changing duration nor stacks.
If you have Scent of Blood, it will effectively recast each disease that they have (refreshing/extending BP/FF, and adding a stack to NP). If you don't have Scent of Blood, it will find the longest duration one of each type, and clone that copy to the other targets, replacing their current debuff (and yes, that applies to NP, even).

4. When necrotic plague jumps on it's own, it jumps with it's existing stack size and duration. This allows it to naturally spread to 2^n targets, where N is the number of ticks. (1, 2, 4, 8. 16, 32)
Correct.

When necrotic plague jumps on the last tick, does that tick spread?
No.

Unholy seems to be able to maintain a permanent 15 stack with festering strike, which spreads to all adds as a 15 stack, and whenever it falls off an add, another add spreads it back to said add. It doesn't seem to want to jump to a target that already has it, so how does the following case work?

T=0, duration on target 1 is 30 seconds, and 2 seconds on target 2. Tick happens, no open targets, no jumping occurs.
T=2, duration on target 1 is 28 seconds, and 0 seconds on target 2. Tick happens on both, Does the disease jump to target 2, or is there a 2 second delay before it can jump, having a tick be missed?

Disease jumps just as the last tick happens, so there's no break in tick periods.

1: Will multistrikes attempt to proc from attacks that miss/parry/dodge?
2: Will sweeping strikes duplicate multistrikes?
3: Will multistrikes be counted into ignites?


1) Looks like they currently do, but shouldn't. (Or, alternatively, the Multistrikes should be able to miss). Will solve that and report back with which way we decided to go.
2) As usual, no double-dipping on Multistrike. Sweeping Strikes can Multistrike. Multistrikes cannot Sweeping Strike. So, maximum procs from one Execute would be... Ex, Ex-MS, Ex-MS, Ex-SS, Ex-SS-MS, Ex-SS-MS.
3) Yes. Multistrikes trigger Ignite. Ignite cannot Multistrike.

So just to clarify, doom should always gain the damage boost from being cast in meta, even when not in meta? Currently on beta if you cast doom and leave meta, it will loose the meta damage boost.also side note bug, toc doesn't extend corruption to the 24~ seconds you can get from pandemic extending. instead it just extends it to the base duration. (I assume this is a bug).

Correct. Yeah, those are bugs currently. There are a lot of "shoulds" and "woulds" in what I said because I'm not sure which way it works right now, just clarifying which way is intended.

Blue Posts
Originally Posted by Blizzard Entertainment
Warlords of Draenor Story
I'm feel like I'm already supposed to know these characters, and it's kind of like being a stranger at a party where everyone else knows each other.
One super important thing to keep in mind is that the alpha is currently lacking the Warlords of Draenor intro experience we're working on. By the time you reach the point where the current alpha template characters start, you'll already have been introduced to many of the characters you're interacting with. That should hopefully make you feel like less of a stranger.

Still, it's good feedback. Keep it coming! Tons of great feedback in this thread so far. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
Mage (Forums / Skills / WoD Talent Calculator)
If I have Pyroblast! buff, use pyroblast (instant, +25%dmg), and multristrike - does the multistrike'd pyro get the +25% buff?
Yes. (Celestalon)

Paladin (Forums / Skills / WoD Talent Calculator)
you still left 20% wings, holy avenger and added Seraphim. Why did you add a burst cd talent? 3 cds too much again.
Big difference between a 30 second cooldown and a 3 minute one. (holinka)

Everyone is less of a threat outside of cd's, however Ret is far weaker. Templar's Verdict should be more of a threat as a finisher
TV feels weak because when you press it, 3 numbers spawn instead of 1 big number. (holinka)
3? TV+Mastery should be 2, or? Do you count autoattack?
Seal proc (holinka)

Priest (Forums / Skills / WoD Talent Calculator)
With lvl 90 talents for Priests no longer doing damage as Holy, will we be ablo to cast them in Spirit of Redemption?
Yes. (Celestalon)

PvE
Any chance we'll ever see the Que requirement for heroic scenarios, lowered from three people to two? Or even one. Would love it
Unlikely while they are current, but in 6.0 you'll be able to go back and solo queue for any Mists scenarios. (WatcherDev)

what consumable buffs will we have in wod? Secondary flasks, food (secondary?), and one time battle potions?
Pretty much that. Plus health potion/Healthstone on a separate shared cooldown. (WatcherDev)

PvP
I think i am, i thought the intent was random people facing each other. Another question: Is there a minimum item level for solo q?
That's a pretty generic intent. Random people face each other in every part of PvP. No min ilevel but gear is scaled up to a min. (holinka)

Also I'm presuming the main reason for Skirmish would be 'I have noone to Q with'.For that the current isn't good solution
I expect high level players will do very little skirmish. Just as they do little normal battlegrounds. That's fine. (holinka)
what prode is saying. High end arena players will do skirmishes for honor grinds if its efficient vs bgs
that's fine, but they aren't the intended audience. Once they have gear they will end up in rated. (holinka)
while many people primarily play random bgs, some people will primarily play skirmishes (holinka)

Pre-purchase WoD at Selected Retailers from June 17!
Originally Posted by Blizzard Entertainment
Starting June 17, you’ll be able to pre-purchase World of Warcraft: Warlords of Draenor Standard Edition at selected retail outlets across Europe.

Picking up a special Standard Edition pre-purchase box ahead of the expansion’s release this Fall will let you upgrade your account to Warlords of Draenor immediately. And of course, this gives you a level 90 character boost which you can use any time you like! These pre-purchase boxes, which are only available before the game comes out, don’t include a game disc, but instead everything is linked to the digital code inside. Apply it to your Battle.net account before release, and all the content will automagically download through the Battle.net app so you’ll be able to play Warlords of Draenor as soon as it’s released. Oh—and there’s a cool poster inside too.
Pre-purchase copies of Warlords of Draenor will go on sale June 17 at selected European retailers. You can find the list of these retailers here.


Warlords of Draenor is also available for pre-purchase via Battle.net, where you can also find out about the Digital Deluxe Edition – and we’ll have news about the Collector’s Edition soon too! Well, not very soon. But soon-ish.

Blizzard Art Update
Blizzard has added more pieces to the World of Warcraft: Mists of Pandaria Art gallery.


by Published on 2014-06-17 10:16 AM

Datamined Affix Chances For Enchanting, Rend Hotfix Now Live, [Stats] 5 Hours of Cursed Chests Farming

This Week in Review, Nuba's Meta Report & Deck Suggestions

Skin Spotlight: Medic Uther, Into The Nexus #9

Warlords of Draenor - Shaman Tier 17 Armor Sets
The latest alpha build added the Mythic version of the Shaman Tier 17 Armor set.

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





Warlords of Draenor - Active Mana Regeneration
Originally Posted by Blizzard (Blue Tracker / Official Forums)
As you may have noticed, the most recent update to the patch notes included the removal of the Active Mana Regeneration, and I'd like to take a moment to explain that a bit.

First, I'd like to dispel some misconceptions about what Active Mana Regeneration was. Due to the similar name, and how it had its own section in the patch notes, some people were under the impression that it was as significant a feature as Active Mitigation was for tanks; that was not the case. It was quite minor in its impact. We found, based on internal testing, that in order to make it impactful, we'd have to make it much, *much* stronger. As it was, most forms of it were only worth using when you had mismanaged your Mana and were trying to recover. Based on its low and unintuitive usage, we decided to remove it.

Now, a fair question to ask is, “Why not just tune it stronger, so it *is* worth using?” We considered that heavily. There is probably a design where most of your Mana regeneration comes from active sources, and all healers spend a significant portion of their time and ability usage actively regenerating their Mana. However, that is a gigantic change to healer gameplay, for all healers. Many existing healers would not enjoy that style of gameplay, and we're not even sure that it'd be better gameplay for a new player anyway. Overall, we think that, while that option does seem like it could potentially function, it would not be good for the game.

So where does that leave healers for Mana management? Rest assured, healers will still have significant control over their Mana. The primary method for doing that is through spell selection. We've tuned healers such that they have a mixture of high efficiency and high throughput heals. If you maximize efficiency, you’ll actually be spending less than you regenerate (as of about blue dungeon gear), so your Mana bar will actually be going up. The way you’ll spend that Mana is through high throughput heals, which will let you burn more mana for more throughput. As your gear improves, you'll get more and more Spirit, so that your Mana refills faster while casting efficient heals. And that additional Mana will translate into more and more of your spell casts being high throughput ones, as you get better gear. The key, as it relates to Active Mana Regeneration, is that if you find yourself at 30% Mana, and the boss is still at 50% health, you do have something to do to catch up: lean more on your efficient heals, until you catch up. You'll never end up in a situation where you run OOM and are unable to cast anything. Also important to note, all healers have some way to deal minor damage with no Mana cost now, so that they have something to do when there is no healing needed, if you're the type of player that feels compelled to always be casting something.

Blue Posts
Originally Posted by Blizzard Entertainment
Recent Bloody Coins Battlegrounds Hotfix
Thanks for all the feedback on this change. We agree that the chance to earn a Bloody Coin from the Fire-Watcher’s Oath buff felt too low, especially with all the competition for killing blows in Battlegrounds. We’ve just pushed a hotfix that will increase the chance of earning a Bloody Coin from a killing blow while Fire-Watcher’s Oath is active to 100%. Enjoy! (Blue Tracker / Official Forums)

Warlords of Draenor Ability Pruning
One of our primary goals for ability pruning is to clean out things you rarely use, but still want to have keybound. Scare Beast, Hibernate, etc are perfect examples of those sorts of abilities. They're rarely (if ever) used in PvE, and only really usable in extremely niche cases in PvP. But you still want it sitting on your action bar, and filling out one of your keybinds, for those rare occasions in which you actually do want to use it.

It's important to remember that the point of ability pruning isn't to just get rid of spells for the sake of getting rid of spells. We want to free up action bar and keybind space. If we remove something that's kind of cool, but you wouldn't have bound (or maybe not even on your action bar), then all we've really done is removed something that's kind of cool. There is some value in clearing up extraneous stuff in the spellbook, but we don't want to remove anything fun to achieve that. Eagle Eye doesn't take up keybind or even action bar space for the vast majority of players, but it's still fun to use, even if you're just clicking on the icon in your spellbook to cast it. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
Death Knight (Forums / Skills / WoD Talent Calculator)
what's the plans with death strike for frost/unholy? Or blood strike
Death Strike remains for all. Blood Strike is gone for all. (Celestalon)

Death Strike is a wast of resources for Frost/Unholy. Even in solo play. VR =/= DS
No, it's not, especially with baseline Dark Succor. (Celestalon)

Hunter (Forums / Skills / WoD Talent Calculator)
Kinda noticed the new RFK Blind Hunter Bat Model. Will Hunters be able to tame it? x:
Yes! (Muffinus)

Mage (Forums / Skills / WoD Talent Calculator)
Does the +5% of Enhanced Pyrotechnics get improved by Critical Mass?
Yes. (Celestalon)
Can I assume the same for the +15% from Improved Pyroblast?
Yep. (Celestalon)

Priest (Forums / Skills / WoD Talent Calculator)
Glyph of shadow and glyph of stars, are they here to stay?
Yes. (Celestalon)

Warlock (Forums / Skills / WoD Talent Calculator)
Will MS generate emberbits for destruction? Fury for demo?
Nope. (Celestalon)

PvP
I'd be very surprised if they were more then a passing craze; heavily used to start, then trickling down to lightly utilized ;-)
We're attaching rewards to them (honor, strongboxes) and they're solo queue. I expect more people will do skirmish then rated. (holinka)

Solo queue is also working as well.
The whole point is a more casual approach to arena. Playing alone or with friends. (holinka)
So does solo queue only face other solo queue? Otherwise it's an automatic disadvantage versus pre-made
Skirmish Matchmaking will never be perfectly balanced. I suggest rated if that's what you want. (holinka)
feel like it would be more fun to play with all randoms than to face an OP comp on Skype. I suggest rated if you want to group up.
I think you're missing the intent of skirmishes. It isn't for serious competition, it's for fun. Fast queues are most important. (holinka)

why are player health pools still so high. saw tank at 100 with 272k. by end of exp numbers will be back to normal. fail squish?
Player health in particular was squished by less to allow us to get rid of resilience. All other numbers are much more readable (WatcherDev)

Reputation / Questing
I have noticed that rare spawns turn gold on normal after being defeated and no longer give good loot. Only kill once?
Those aren't really what I'd call "rare" spawns. They're events you encounter while exploring, with a one-time reward. (WatcherDev)

Dark Legacy Comics #444
DLC #444 has been released.


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