World of Warcraft News and Raiding Strategies RSS Feed

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)
  • NPC vendors selling Tier-16 armor pieces now have significantly more health.

  • 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.

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.

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)

When necrotic plague jumps on the last tick, does that tick spread?

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
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)

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)

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 account before release, and all the content will automagically download through the 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, 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
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)

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.

by Published on 2014-06-16 04:04 PM

The Gaze of the Black Prince Be Upon You
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The gaze of the Black Prince had been both blessing and curse to her once upon a time. Her journey long and arduous, the blood of the enemy stained her boots. Now she stood on the corpse of the vanquished Fire God – Ordos – her cloak whipping about her frame and victory beating within her heart. Her journey was at an end. But as with any end, there is always another beginning ‘round the bend.

To be legendary, one must obtain– a truly legendary cloak. What hero is hero without one? To help you on your danger fraught quest, the infamous Black Prince would grant you a boon to help make the journey toward adorning your own cloak a little easier. Will you follow in the footsteps of heroes that have come before and brave the challenge?

Beginning Tuesday, June 17 at 9:00 a.m. PDT, through Monday, June 30 at 9:00 a.m. PDT, we’ll be applying the Gaze of the Black Prince buff which will increase the reputation gained with the Black Prince by 100%. It will also increase the chance of obtaining items from his foes needed as a part of the Legendary Cloak quest line including: the Secrets of the Empire, Sigil of Wisdom, Sigil of Power, or Titan Runestone.
by Published on 2014-06-15 02:44 PM

Jaetch's Torrent Time Bomb Wizard, Blue Posts, WD's Grim Reaper Tips, Legendary Gem Suggestions

DreamHack Summer This Weekend - Schedule & Participants, Preparing for Naxxramas With Jotto

Skin Spotlight: Magni Muradin

Warlords of Draenor - Mage and Monk Tier 17 Armor Sets
The latest alpha build added the Mythic version of the Mage and Monk Tier 17 Armor sets.

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

Bloody Coin Hotfix Clarifications
Recently, several changes have been made to how Bloody Coins are acquired. Lore provided some more information on the changes recently.
Originally Posted by Lore
"more atractive" reads higher rate of acquiring them or chance to gain on HK as well as KB? And could you share the actual chances?
Previously, there was a 10 second ICD on getting a coin from a killing blow. That's been reduced significantly.
You'll only hit the ICD now if you're up to some serious exploit-y shenanigans. (Source)
But will there be any chance of getting one on a HK? Healers would like to get coins too you know
Spoke with dev: not technically feasible atm. Opens up a ton of potential exploits (ie: AFK farming coins)
Would have to significantly rework the entire Bloody Coin mechanic to avoid those issues.
BUT: We recognize that healers got the short end here, and it's a lesson learned for the future.
So....besides Ashran then, any hope for us getting those coin rewards then short of pew pew?
Not for Bloody Coins, unfortunately. But we'll do better in future mechanics. (Source)

Patch 5.4.8 Hotfixes - June 13
Originally Posted by Blizzard (Blue Tracker / Official Forums)
  • Censer of Eternal Agony now has a cooldown of 1 hour when used (up from 10 minutes).
  • Fire-Watcher's Oath now has a cooldown of 10 minutes (down from 1 hour) and costs 100 Timeless Coins to purchase (costs 50 Bloody Coins previously). The Ordon Fire-Watcher transformation now allows mount usage and Druid shapeshifting and significantly reduced the internal cooldown on earning Bloody Coins.

Timeless Isle
  • Non-rare creatures and NPCs on lower areas of Timeless Isle should now respawn more frequently.

US Connected Realms - Update 6/13
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, and since then have completed several connections. As a part of our ongoing communication, we wanted to provide you with an update that contains a list of completed realm connections, currently planned connections, and any additional future plans in one convenient location.

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

Future Connections
We will be connecting the realms listed below on Thursday, June 19 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.

  • Blackwater Raiders and Shadow Council
  • Grizzly Hills and Lothar
  • Tanaris and Greymane

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

  • Doomhammer and Baelgun
  • The Scryers and Argent Dawn

*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.

Blue Tweets
Originally Posted by Blizzard Entertainment
Does resolve have reduced gains when tanking multiple targets? Or is that done since it isn't cheesing DPS?
Currently, yes. (Celestalon)

Any chance you could allow potions to not break stealth so it is easier to pre-pot and get an opener?
Yes. (Celestalon)

Death Knight (Forums / Skills / WoD Talent Calculator)
Without Heart Strike, what's going to make Blood DKs attacks different from Unholy in WoD?
I don't really understand. They have hardly any overlap at all. (Celestalon)
Aside from the passive fx of blood, using Pest and Death Strike, and filling with Death Coil doesn't really seem dif from UH
Death Coil is similar. Pestilence is shared but used in completely different ways. Everything else is completely different. (Celestalon)

Hunter (Forums / Skills / WoD Talent Calculator)
Do Aimed Shot MultiStrikes benefit from Careful Aim? Is this behavior consistent with similar circumstances?
Yes. Yes. (Celestalon)

Rogue (Forums / Skills / WoD Talent Calculator)
any chance that you combine recuperate n slice into a single spell to facilitate use rogue finishmoves, giving us a bit of surv
It's a good choice that you have to make between offense and defense. (holinka)

Warlock (Forums / Skills / WoD Talent Calculator)
are you taking out the warlock green fire quest in 6.0?
Nope. (WatcherDev)
And you get a Feat of Strength in 6.0 for having completed it before then?
Before Draenor unlocks, yes. (WatcherDev)

With Garrosh gone, why are most of Horde buildings still following this horrendous "Ten thousand iron spike" idea?
Garrosh didn't invent spikes, WC3 orc farm was spiky before it was cool. (Muffinus)
But, not iron buildings, steel spikes, dried molten rooftops.. It was made with tents, wooden spikes... Tribal - not metallic.
Consider it the industrial revolution for the horde (Muffinus)

Warlords of Draenor Stats
Is Versatility not the best stat for fistweavers?
Not the best healing throughput stat; it doesn't double-dip. (Celestalon)

(1/2) If an ability critically hits and procs MS, does MS do 30% of crit or 30% of normal hit dmg. Seems that crit is the only
The damage (including crit or not) of the initial hit has no impact of the damage of the multistrike hit. Separate damage roll (Celestalon)

How will haste effect our GCDs in WoD? With OP gone our quick filler at 1 sec will make us feel clunky =/
Haste reduces your GCD. (Celestalon)

what gets me is, JP acquisition is TOO LOW pre nerf, wtf?
When is the last time either of you direct-queued (NOT random) for a Normal mode scenario? (WatcherDev)

when i tried grinding JP for heirlooms, I gave up quickly because of high costs, and low JP rates.
How long ago was that? Nowadays you get 100 JP per individual dungeon boss. (WatcherDev)

is it me or doesn't the tentacle showing up mean its part of the old gods
The Twilight's Hammer cultists are deeply connected to the Old Gods, and they're the ones who occupy BFD. (WatcherDev)

Will revamped BFD/RFD/RFK have level 100 H/CM versions, or just their existing low-level ones?
Low-level only; just showing some love to a few dungeons that felt a bit dated. (WatcherDev)

With all the requests for skirmishes through the years you all better play the ever loving crap out of them now that they're in game. (holinka)

Thought you guys were looking to improve PvP participation. Making the sets identical feels really lazy.
I love how people throw the word "lazy" around without any insight into how hard people are working. (holinka)

are we really going back to where the PvP gear is the same exact model as the PvE gear in WoD? If so why?
Armor sets have lost a lot of aspirational value at the high end. We want higher tier content to reward cooler looking gear. (holinka)
So to clarify the tier 17 armor sets are also the season 16 PvP armor sets?
Yes, but Mythic looks better than Normal/Heroic and Elite looks better than normal conquest. Also, it's Warlords Season 1. (holinka)

Any plan to add some missing old school pvp stuff? (first cata set, boot belt bracers,LK pvp and MoP weapon)?thx for answr
We'd like to, just a lot of other work that feels more important. (holinka)

.since it's been a bit over a week, any news on how the free faction changed has been working so far?
My understanding is that there hasn't been any significant problems with the process. (holinka)

So because Mythic difficulty gets different models, PvP gets gimped with re-used PvE models now? Come on
By your logic, you could say because Elite gear gets different models, PvE gets gimped with re-used PvP models. (holinka)
PvP is not getting the short end of the stick. Higher skill/commitment is being further rewarded in PvP & PvE. (holinka)
Mythic difficulty AND Elite PvP gear gets different models. This is a really strange attitude you're coming from (holinka)
I would rather see PvP get different models and Elite get a recolor of those models instead of PvE>PvP recolor.
that's what we have now and it's underwhelming. (holinka)
Better rewards for top players is awesome and i applaud it, but recolored PvE sets for 95%> of all PvPers is also underwhelming.
Calling them "recolored PvE sets" is a huge mis-characterization. (holinka)
I feel like this could use some clarification. Mythic and elite pvp use same model/different color or no?
different color (holinka)

is Ashran playable in the alpha yet? If not will you let us know when it is? WTB Ashran blog!!!
It isn't ready for public testing yet...but we're about to do our largest internal test to date. Does that help? (holinka)

I mean, do you plan to squish the entire thing more if necessary ?
We wanted to shrink base resilience down to 0% which meant inflating health pools more than originally expected. (holinka)

Is pvp power necessary with different pvp and pve ilvls?
Nope (holinka)

Reputation / Questing
Ah I still have so much to explore in Frostfire. Hit 92, think 4/6 story done, but so many things to still hunt down!
Exploratory gaming is huge for us this round, hope you're finding it fun! We're not nearly done though >=] (Muffinus)

when my pet kills a mob on its own, I don't get loot.. will this ever be changed? really annoying when soloing old stuff
Unlikely to change that; it'd expose exploits. (Celestalon)
is that the same reason it happens with other "non active" sources; lightning shield, etc?
Yes. Damage that you can do with no input should not count for loot rights. Prevents afk farming. (Celestalon)

Yes there are rare spawns, lots of them, more than ever before! (Muffinus)
If they are common, can they be rare?
Levelup rares are meant to be encountered, endgame are more rare. (Muffinus)
Currently in alpha once a rare is killed its respawn isnt rare to that character anymore. Is this what you meant by "encountered"?
Yep! You always get the reward the first time, no need to farm it for loot/XP (plenty others to hunt), visually represented. (Muffinus)
A lot of the alpha rares need their "no-tap" flag set, they should all operate like Timeless Isle rares. (Muffinus)

Costumes Update
Blizzard has updated the costume gallery with Warcraft-themed costumes featuring the creations of Caitlyn Culpepper.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Class Changes

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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


Mistweaver Changes


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

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

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

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


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

Holy Changes

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

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

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

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


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


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

Haste for Warriors

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

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

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

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

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

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