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by Published on 2014-04-05 11:51 PM

Update (9:45 PM EST): Added Blackhand's model

Warlords of Draenor Beta - Second Round of Information
Things are going to take a little longer than normal with all of the changes, but our team is hard at work and we're making amazing progress. Don't miss our Day 1 progress!

This is just a couple of the things we've found so far, check back often for more updates!





New Zone Maps






Draenor World Map
We have a preview of what Draenor will look like, constructed from the game's minimap files!



New Icons

by Published on 2014-04-05 01:19 AM

Update (6:40 AM EST): Updated Glyphs with real values and links to the database.
Update (6:00 AM EST): WoWDB has been updated with Patch 6.0 data. A lot of data is still temporary as we work through the new format but you should still be able to catch a glimpse of what's new, like the wonderful Fudgehammer (obviously a test item).


Update (4:50 AM EST): Added New Lore / Conversations
Update (2:40 AM EST): Added New Rare Spawns / Chests / Events

Warlords of Draenor Beta - First Round of Information
Things are going to take a little longer than normal with all of the changes, but our teams are hard at work and we're making amazing progress.

This is just a couple of the things we've found so far, check back often for more updates!


New Lore / Conversations
The list was too long to include here, so click the banner below!



New Rare Spawns / Chests / Events
Originally Posted by MMO-Champion
  • Starcrusher Roghash
  • Farah Treasure Walker
  • Captured Draenei
  • The Voidseer
  • Uraka
  • Synodicus
  • Executioner Nozil
  • Mysterious Void
  • The Obliterator
  • Prophecy of Jerrikar
  • Prophecy of Kraator
  • Prophecy of the Warp-Watcher
  • Obliterator Construction
  • Foreling Worship Circle
  • Iron Chain Treasure
  • Hygrocybe
  • Rockhoof
  • Talby
  • Shadow Mountain Treasure
  • Bergzoid
  • Shadowmoon Gronn
  • Ancient Saltsnap Turtle
  • Sooty
  • Cannibalistic Squirrel
  • Giant-Slayer Kul
  • Canyon Icemother
  • Thunderlord Cache
  • Cindermaw
  • Time-Warped Tower
  • Grizzled Frostwolf Veteran
  • Firefury Stone
  • Firefury Giant
  • Borrok the Devourer
  • Gorg'ak
  • Gutstone of the Devourer
  • Veloss
  • Boarmother Kuu'rat
  • Venomshade
  • Dusty Chest
  • Blademaster Zaruk
  • Future Vignette Placeholder
  • Primalist Mur'og
  • Dark Emanation
  • Rotbelcher
  • Killmaw
  • Amaukwa
  • Iron Horde Caravan
  • Iron Flail
  • Shadowcaller Anga
  • Rockhoof
  • Aruumel's Mace
  • Gigantic Mother Hippo
  • Coldstomp the Griever
  • Giantslayer Hunting Party
  • Coldtusk
  • Scout Goreseeker
  • The Beater
  • Yazheera the Incinerator
  • Dr. Gloom
  • Kal'rak the Drunk
  • Viperlash
  • Nixxie the Goblin
  • Gigantic Insect
  • Frenzied Animus
  • Cro Fleshrender
  • Amethor
  • Stormwave
  • Larvra
  • Aarkos
  • Hammertooth
  • Glimmerwing
  • Iron Horde Gunman
  • Ra'kahn
  • Bloodbloom the Colossus
  • Roardan
  • Saving Anchorite's Sojourn
  • Wandering Vindicator
  • Lo'marg Jawcrusher
  • Echo of Murmur
  • Giant Snake
  • Iron Horde Hunter
  • The Bone Crawler
  • Broodmother Reeg'ak
  • Grand Warlock Duress
  • Gnarljaw
  • King Slime
  • Pale Fishmonger
  • Frozen Treasure
  • Cyclonic Fury
  • Kharazos the Triumphant
  • Galzomar
  • Azika the Frostwitch
  • Caldera Makrah
  • Champion Logor
  • Deadshot Kizi
  • Earth-Master Rogok
  • Elementalist Utrah
  • Forge Matron Targa
  • Kalgor Foeslayer
  • Line-Breaker Drugg
  • Lorgrun Ironfist
  • Magmos the Mountain Breaker
  • Warmatron Okrilla
  • Pathstalker Draga
  • Pyrecaster Zindra
  • Scarhide Kragor
  • Scoutmaster Hasark
  • Skull-Splitter Grun
  • Stone Matron Shula
  • Warcaster Bargol
  • Worgmaster Rakan
  • Garrison - Event - Danger - Bomb
  • Breathless
  • Klikixx
  • Iron-Bound Avalanche
  • Iron-Bound Inferno
  • Iron Horde War Engine
  • Taskmaster Mugrah
  • Bonus Objective: Forbidden Glacier
  • Frozen Axe
  • Gorum
  • Bloodthorn Cave
  • Snagglemaw
  • Foreman Fallow
  • Doomfang
  • Gargantuan Frostbeak
  • Marok Doomhand
  • Brotoculus
  • Frostbite Hollow
  • Grimfrost Hill
  • Ogron-B-Gone
  • Ug'lok the Frozen
  • Brotoculus
  • Yaga the Scarred
  • Chop 'Em Down
  • Fowl Play
  • Warmaster Blugthol



New Broadcast Text
The list was too long to include here, so click the banner below!



New Creatures
The list was too long to include here, so click the banner below!



New Glyphs
Spells aren't parsed yet!
Originally Posted by MMO-Champion
Death Knight (Forums)

Druid (Forums)
  • Glyph of Astral Communion - Your Astral Communion ability can be used while moving.
  • Glyph of Imbued Bark - While Barkskin is active, when you are interrupted the resulting school lock has 50% reduced duration.
  • Glyph of Enchanted Bark - For 10 sec after activating Barkskin, you are immune to Silence and Interrupt effects.
  • Glyph of Ursol's Defense - Increases your armor in Bear Form by an additional 210%.
  • Glyph of the Ninth Life - Reduces all damage taken while in Cat Form by 10%.
  • Glyph of Celestial Alignment - Celestial Alignment now lasts 60 sec, or until 12 spells have been cast with it active, whichever occurs first.
  • Glyph of Sudden Eclipse - While not in an Eclipse state critical attacks done to you restore 20 Solar or Lunar energy whichever is more beneficial to you. This effect can only occur once every 6 sec.
  • Glyph of Maim - Increases the damage done by Maim by 100%.
  • Glyph of the Shapemender - Each time you activate a shapeshift form, you are healed for 5% of your maximum health.
  • Glyph of Moonwarding - Moonkin Form no longer grants bonus armor, but instead grants 10% increased maximum health.
  • Glyph of Travel - Travel Form grants an additional 60% movement speed, but can no longer be used while in combat. This effect is disabled in battlegrounds and arenas and cannot be combined with other temporary speed bonuses.

Mage (Forums)

Monk (Forums)
  • Glyph of Expel Harm - Expel Harm's energy cost is reduced by 5 while your health is below 35%.
  • Glyph of the Floating Butterfly - Fists of Fury can be channeled while moving but no longer stuns its target.
  • Glyph of the Flying Serpent - Flying Serpent Kick now also slows all enemies you move through by 70% for 0 sec.
  • Glyph of Keg Smash - Increases the range on Keg Smash by 5 yards.
  • Glyph of Renewed Tea - When Renewing Mist is dispelled, you gain 1 charge of Mana Tea.
  • Glyph of Victory Roll - You gain 1 charge of Roll or Chi Torpedo whenever you kill a target that grants experience or honor.
  • Glyph of Freedom Roll - Your Roll, Chi Torpedo, and Flying Serpent Kick abilities dispel all snares affecting you when used.
  • Glyph of Soothing Mist - When you stop channeling Soothing Mist, you gain 1% movement speed for 1 sec for every sec you spent channeling Soothing Mist.
  • Glyph of Zen Focus - When you use Thunder Focus Tea, you gain Zen Focus causing you to be immune to all silence and interrupt effects for 10 sec.

Paladin (Forums)
  • Glyph of Ardent Defender - Ardent Defender no longer reduces damage taken, but if its duration expires without being consumed, its cooldown will be reset to 60 sec.
  • Glyph of the Consecrator - Your Consecration effect now moves with you.
  • Glyph of Divine Favor - Reduces all mana costs while Divine Favor is active by 25%, but Divine Favor increases healing done by 50% less.
  • Glyph of the Liberator - Hand of Freedom's cooldown is reduced by 5 sec when not cast on self.
  • Glyph of Hand of Freedom - Hand of Freedom immediately reduces the remaining duration of all effects which cause loss of control of a character by 25%. Any additional loss of control effects applied within 10 sec also have 25% reduced duration.
  • Glyph of Judgment - Increases the range of Judgment by 10 yards.

Priest (Forums)

Rogue (Forums)

Shaman (Forums)
  • Glyph of Ephemeral Spirits - Reduces the cooldown on Feral Spirit by 60 sec and reduces the duration by 15 sec.
  • Glyph of Ghostly Speed - Ghost Wolf grants an additional 60% movement speed, but can no longer be used while in combat. This effect is disabled in battlegrounds and arenas and cannot be combined with other temporary speed bonuses.
  • Glyph of Grounding - Reduces the cooldown on Grounding Totem by 3 sec.
  • Glyph of Lava Spread - Increases the radius at which Lava Lash spreads Flame Shock by 8 yards.
  • Glyph of Reactive Shielding - Your Lightning Shield can now trigger once every 1.5 sec.
  • Glyph of Shamanistic Resolve - Shamanistic Rage reduces damage taken by an additional 30% but the cooldown on Shamanistic Rage is increased by 60 sec.
  • Glyph of Shocks - Increases the range on Earth Shock, Flame Shock, Frost Shock, and Wind Shear by 5 yards.
  • Glyph of Spiritwalker's Focus - Reduces the cooldown of Spiritwalker's Grace by 60 sec, but reduces its duration by 7 sec.
  • Glyph of Spiritwalker's Aegis - When you cast Spiritwalker's Grace, you become immune to Silence and Interrupt effects for 10 sec.

Warlock (Forums)
  • Glyph of Curses - Increases the radius of effect on your Curse of Exhaustion and Curse of Elements spells by 10 yards.
  • Glyph of Dark Soul - Reduces the duration and cooldown of Dark Soul by 50%.
  • Glyph of Flames of Xoroth - Flames of Xoroth no longer costs any Embers to cast.
  • Glyph of Life Pact - Mana costs on all your spells are reduced by ??%, but Life Tap can no longer be cast, and your health will drop by ??% per sec. Your health cannot drop below ??% from this effect.
  • Glyph of Metamorphosis - When you activate Metamorphosis, you no longer transform into a demon, but instead grow demon wings on your normal form.
  • Glyph of Shadowflame - Increases the movement speed reduction on the Shadowflame effect from your Hand of Gul'dan spell by 20%.
  • Glyph of Soul Swap - You can hold inhaled periodic effects from Soul Swap for 27 more sec.
  • Glyph of Twilight Ward - Your Twilight Ward now absorbs damage from all magical schools.
  • Glyph of Strengthened Resolve - Unending Resolve reduces damage taken by an additional 20%, but its cooldown is increased by 60 sec.

Warrior (Forums)
  • Glyph of Cleave - Your Heroic Strike now hits 2 targets.
  • Glyph of the Drawn Sword - Each time you parry while Die by the Sword is active, you gain 5 Rage
  • Glyph of Heroic Leap - Increases your speed by 70% for 10 after using Heroic Leap.
  • Glyph of Mocking Banner - Your Mocking Banner now causes creatures to attack the tank specialization player you had targeted when placing the Mocking Banner, instead of attacking you.
  • Glyph of Raging Blow - If both of your attacks from a single Raging Blow are critical strikes, then your next Bloodthirst within 10 sec heals for 0% more.
  • Glyph of Rallying Cry - While your Rallying Cry is active, you also gain 20% leech, healing you for 20% of all damage and healing you cause.
  • Glyph of Shattering Throw - Teaches you the ability Shattering Throw.
    • Shattering Throw - Throws your weapon at the enemy causing 12 damage or removing any invulnerabilities.
  • Glyph of Flawless Defense - You have a 25% reduced chance for attacks against you to be critical strikes while Shield Wall is active.



New Objects
This is only some of the new objects. Many are related to Garrisons.
Originally Posted by MMO-Champion
  • Mailbox
  • Merry-Go-Round!
  • Chair
  • Plaque 01
  • ITK Mage Crate
  • ITK Mage Bottle
  • ITK Mage Table
  • ITK Mage Cage
  • ITK Mage Cauldron
  • ITK Beastmaster Straw
  • ITK Beastmaster Pot
  • ITK Beastmaster Grain
  • ITK Beastmaster Drum
  • ITK Mage TableDecoration
  • Sunreaver Ballista
  • Smelting Pot 01
  • Smelting Pot 04
  • Smelting Pot 05
  • Smelting Pot 02
  • Garrison Building Armory V1
  • Garrison Building Armory V2
  • Garrison Building Armory V3
  • Garrison Building Barn V1
  • Garrison Building Barn V2
  • Garrison Building Barracks V1
  • Garrison Building Barracks V2
  • Garrison Building Barracks V3
  • Garrison Building Farm V1
  • Garrison Building Farm V2
  • Garrison Building Infirmary V1
  • Garrison Building Infirmary V2
  • Garrison Building Infirmary V3
  • Garrison Building Inn V1
  • Garrison Building Inn V2
  • Garrison Building Inn V3
  • Garrison Building Mage Tower V1
  • Garrison Building Mage Tower V2
  • Garrison Building Mage Tower V3
  • Garrison Building Mill V1
  • Garrison Building Mill V2
  • Garrison Building Pet Stable V1
  • Garrison Building Pet Stable V2
  • Garrison Building Salvage Tent
  • Garrison Building Storage Shed
  • Garrison Building Blacksmith Level 1
  • Garrison Building Mine 1
  • Garrison Building Mine 2
  • Garrison Building Mine 3
  • Garrison Building Farmhouse
  • Garrison Building Stable 1
  • Garrison Building Stable 2
  • Garrison Building Stable 3
  • War Machine
  • Torch
  • (TESTING) Client Creature
  • (TESTING) Client Item
  • Garrison Building Leatherworking Level 1
  • Garrison Building Engineering Level 1
  • Garrison Building Enchanting Level 1
  • Garrison Building Inscription Level 1
  • Garrison Building Jewelcrafting Level 1
  • Garrison Building Alchemy Level 1
  • Garrison Building Tailoring Level 1
  • Chimera Nest
  • Leather Roll
  • Crate
  • Cart
  • Supplies
  • Hay Bale
  • Haybale
  • Straw
  • Hay Pile
  • Trough
  • Weapon Pole
  • Tent
  • Frostwolf Banner
  • Bench
  • Spear
  • Leatherworking Stand
  • Leather Bag
  • Spear Pole
  • Rug
  • Campfire
  • Axe
  • Leather Sack
  • Bowl
  • Bowl Stack
  • Leatherworking Station
  • Bucket
  • Bedroll
  • Frostwolf Wind Pole
  • Meat
  • Garrison Building Blacksmith Level 2
  • Garrison Building Blacksmith Level 3
  • Garrison Building Alchemy Level 2
  • Garrison Building Alchemy Level 3
  • Garrison Building Leatherworking Level 2
  • Garrison Building Leatherworking Level 3
  • Garrison Building Engineering Level 2
  • Garrison Building Engineering Level 3
  • Garrison Building Enchanting Level 2
  • Garrison Building Enchanting Level 3
  • Garrison Building Tailoring Level 2
  • Garrison Building Tailoring Level 3
  • Garrison Building Inscription Level 2
  • Garrison Building Inscription Level 3
  • Garrison Building Jewelcrafting Level 2
  • Garrison Building Jewelcrafting Level 3
  • Garrison Building Trading Post V1
  • Garrison Building Trading Post V2
  • TAL - Small - Alliance Garrison Plot 01
  • TAL - Small - Alliance Garrison Plot 02
  • TAL - Small - Alliance Garrison Plot 03
  • TAL - Large - Alliance Garrison Plot 03
  • TAL - Medium - Alliance Garrison Plot 02
  • Talador - Garrison Farm
  • TAL - Medium - Alliance Garrison Plot 01
  • Talador - Garrison Mine
  • TAL - Large - Alliance Garrison Plot 02
  • TAL - Medium - Alliance Garrison Plot 03
  • TAL - Small - Alliance Garrison Plot 04
  • TAL - Large - Alliance Garrison Plot 01
  • SMV - Garrison - Large Plot - 01
  • SMV - Garrison - Small Plot - 01
  • SMV - Garrison - Small Plot - 02
  • SMV - Garrison - Small Plot - 03
  • SMV - Garrison - Medium Plot - 03
  • SMV - Garrison - Large Plot - 03
  • SMV - Garrison - Small Plot - 04
  • SMV - Garrison - Large Plot - 02
  • SMV - Garrison - Mine
  • SMV - Garrison - Medium Plot - 01
  • SMV - Garrison - Medium Plot - 02
  • SMV - Garrison - Garden House
  • TEXT
  • Auchindoun
  • FW - Garrison - Medium building 03
  • FW - Garrison - Large building 03
  • FW - Garrison - Large building 01
  • FW - Garrison - Small building 03
  • FW - Garrison - Small building 02
  • FW - Garrison - Small building 01
  • FW - Garrison - Small building 04
  • FW - Garrison - Mine
  • FW - Garrison - Farm
  • FW - Garrison - Medium building 02
  • FW - Garrison - Fishing Hut
  • FW - Garrison - Large building 02
  • FW - Garrison - Medium building 01
  • Garrison Building Horde Armory V1
  • Garrison Building Horde Armory V2
  • Garrison Building Horde Armory V3
  • Garrison Building Horde Barn V1
  • Garrison Building Horde Barn V2
  • Garrison Building Horde Barracks V1
  • Garrison Building Horde Barracks V2
  • Garrison Building Horde Barracks V3
  • Garrison Building Horde Farm V1
  • Garrison Building Horde Inn V1
  • Garrison Building Horde Inn V2
  • Garrison Building Horde Inn V3
  • Garrison Building Horde Mage Tower V1
  • Garrison Building Horde Mage Tower V2
  • Garrison Building Horde Mage Tower V3
  • Garrison Building Horde Mill V1
  • Garrison Building Horde Mill V2
  • Garrison Building Horde Pet Stable V1
  • Garrison Building Horde Inscription V1
  • Garrison Building Horde Inscription V2
  • Garrison Building Horde Inscription V3
  • Garrison Building Horde Storehouse V1
  • Garrison Building Horde Storehouse V2
  • Garrison Building Horde Storehouse V3
  • Garrison Building Horde Salvage Yard V1
  • Garrison Building Horde Salvage Yard V2
  • Garrison Building Horde Salvage Yard V3
  • Garrison Building Horde Alchemy V1
  • Garrison Building Horde Alchemy V2
  • Garrison Building Horde Alchemy V3
  • Garrison Building Horde Blacksmith V1
  • Garrison Building Horde Blacksmith V2
  • Garrison Building Horde Blacksmith V3
  • Garrison Building Horde Enchanting V1
  • Garrison Building Horde Enchanting V2
  • Garrison Building Horde Enchanting V3
  • Garrison Building Horde Engineering V1
  • Garrison Building Horde Engineering V2
  • Garrison Building Horde Engineering V3
  • Garrison Building Horde Leatherworking V1
  • Garrison Building Horde Leatherworking V2
  • Garrison Building Horde Leatherworking V3
  • Garrison Building Horde Jewelcrafting V1
  • Garrison Building Horde Jewelcrafting V2
  • Garrison Building Horde Jewelcrafting V3
  • Garrison Building Horde Tailoring V1
  • Garrison Building Horde Tailoring V2
  • Garrison Building Horde Tailoring V3
  • Garrison Building Horde Mine V1
  • Garrison Building Horde Mine V2
  • Garrison Building Horde Mine V3
  • Garrison Building Horde Stable V1
  • Garrison Building Horde Stable V2
  • Garrison Building Horde Stable V3
  • Garrison Building Horde Trading Post V1
  • Garrison Building Horde Trading Post V2
  • Garrison Building Horde Trading Post V3
  • Garrison Building Salvage Tent V2
  • Garrison Building Salvage Tent V3
  • Garrison Building Horde Sparring Arena V1
  • Garrison Building Horde Sparring Arena V2
  • Garrison Building Horde Sparring Arena V3
  • Garrison Building Sparring Arena V1
  • Garrison Building Sparring Arena V2
  • Garrison Building Sparring Arena V3
  • Garrison Building Horde Workshop V1
  • Garrison Building Horde Workshop V2
  • Garrison Building Horde Workshop V3
  • Garrison Building Workshop V1
  • Garrison Building Workshop V2
  • Garrison Building Workshop V3



New Scenes
The list was too long to include here, so click the banner below!



Temporary Loading Screen



New Items With Strings
Originally Posted by MMO-Champion
Poor
  • Ossified Venom Gland - As prized as rare gems when set in Draenic jewelry.
  • Gronn Ritual Stone - Insidious power eminates from this mysterious piece of volcanic rock.
  • Uncleft Hoof - Prized amongst Orc tribes as a sign of a hunter's good luck.
  • Luminescent Crystal Heart - Installed atop poles by Draenei civil engineers to provide well-lit paths and common areas.
  • Faded Note - A carefully folded parchment that has yellowed with age. Like the chest, it appears to have sat undisturbed for many years.
  • Ironforged Tow Chain - Nigh indestructible and strong enough to pull almost anything.
  • Void Lens - A featureless, perfect sphere that gives off no reflection.
  • Latent Elemental Core - Traces of power remain, making this a valuable focus for Shamanistic rituals.
  • Unblemished Carapace - A useful vessel for holding volatile or caustic liquids.
  • Intact Vocal Sac - Used as a game call by swampland hunters.
  • Iron Horde Weapon Cache - Lots and lots of simple but deadly-looking weaponry.
  • Giant Draenor Pearl - Like a regular pearl, but more savage.
  • Lightbearer - This worn mace once belonged to a guardian of Shattrath. Light still emanates from within, though it has begun to fade.
  • Confessions of Dolruu I - These pages were torn from a larger journal.
  • Confessions of Dolruu II - These pages were torn from a larger journal.
  • Confessions of Dolruu III - These pages were torn from a larger journal.
  • Crushed Pebbles - These rocks have been slowly broken down for digestion.
  • Partially Chewed Hand - Who did this belong to?
  • Chunk of Dogestone - Such color. Many shine! So heavy. Wow!
  • Plant Fibers - A good source of nutrients.
  • Wriggling Worm - Squirmy.
  • Envoy's Log - Most of the pages are covered in mud but the last few are still legible.

Common
  • Ga'nar's Hunting Spear - Simple in design, but finely honed.
  • Wild Flame Torch - The flames burn wildly attop the torch.
  • Chuck Meat - This accumulation of assorted clefthoof meats has a smell to it that only a wolf could appreciate.
  • Vicious Grapple - This bloodied hook is designed to breach the thick hide of a giant and inflict tremendous pain upon removal.
  • Coil of Chain - This thick, rudementary chain is designed to hold the weight of a full grown orc without breaking and is able to be coiled about the wrist.
  • Giantstalker Tactics - A collection of illustrated pages revealing the Thunderlord methods of fighting and dispatching giants.
  • Mote of Frostfire - This swirling vortex of energy exists in a state of flux, both on fire and frozen, and always burning.
  • Thunderlord Armband - Etched in this leather armband are crued but enlightening illustrations of giant hunting tactics favored by the crafter.
  • Chunk of Moon Rock - As big a piece as you can carry. It glows with power and is still a bit hot to the touch.
  • Scavenged Gizmo - Pieces of a Whirring Bronze Gizmo.
  • Bent Framework - A piece of bent framework.
  • Blasting Powder - A small bag filled with highly explosive blasting materials.
  • Blackrock Blasting Powder - Refined minerals from Gorgrond, shipped in by the Iron Horde. Packs a big bang.
  • Iris Crystal - The crystal's light is already beginning to fade.
  • Delectable Ogre Queasine - Not necessarily edible.
  • Mother of Wolves' Remains - Bury the Mother of Wolves at the graveyard just to the west of northern Throm'var.
  • Redleaf Herb - A rare plant that is known to prevent infection and even cure some toxins. Widely sought after by healers all over Draenor.
  • Kurgoth's Shard - Radiates pure evil, slowly corrupting anything it touches.
  • Mulverick's Axe - One of Mulverick's twin axes.
  • Turgall's Key - A key that can be used to unlock Lokra's chains.
  • Urgent Bronze Missive - Sealed with the mark of the Bronze Dragonflight.
  • Cindermaw's Chitinous Plates - The Nesingwary Foundation will pay handsomely to study any trophies from the infamous creatures of Draenor. When their research is complete, the trophy will be displayed in your Town Hall.
  • Gorg'ak's Obsidian Spines - The Nesingwary Foundation will pay handsomely to study any trophies from the infamous creatures of Draenor. When their research is complete, the trophy will be displayed in your Town Hall.
  • Pipeline Plans - Despite the scale of the pipes illustrated in the diagrams on this page, they have a very rudementary design. Much of this is covered in the blood of its former owner.
  • Frost Wolf First-Fang - A "first-fang" is the first of many shed by an adolescent frost wolf pup when their adult teeth begin growing. Orcs of the Frostwolf Clan often keep the first-fang of their animal companion as good luck charms.
  • The Blade of Kroga - This weapon was forged and cared for by a grand master swordsmith.
  • Stormherald of Rakish - This bloodstained mace is the work of a grand master smith.
  • Laughing Skull Mask - This mask has been stretched and worn with age since its owner came of age.
  • Shadow Tome - Shadow magic is strictly forbidden by the Adherents of Arak. Arakkoa found in posession of books like this are branded as heretics and cast out.
  • Limbflayer's Limbflayer - This vicious blade is crudely wrought, but has seen the insides of many victims.
  • Kaz's Crazy Crate - Air holes have been punched in the sides of this crate and it rattles as you lift it.
  • Passible Provisions - This collection of fruits and vegatables appear to be the only edible thing in Laughing Skull that isn't covered in questionable powders and seasonings.
  • PH_6 Engorged Innards - Gross.
  • Skullchief Mask - This mask looks and smells as if it has been handed down from one mad chief to the next for several generations.
  • Goliath Prototype Instruction Manual - Hefty. The tome is rife with diagrams and notes in the margins. Hopefully, Thaelin can read Orcish.
  • Remote Firing Plunger - Not quite as elaborate as something the dwarves and gnomes would create.
  • Kaz's Disturbing Crate - Air holes have been punched in the sides of this crate and it rattles as you lift it.
  • Blizzcon Boss Basher's Bombastic Blasters - Congratulations on vanquishing a fearsome foe in the depths of the Bloodmaul Slag Mines! Time to celebrate!
  • Defender's Medallion - The golden pin is covered in blood.
  • Thaelin's Spare Wrench - Use to sabotage the war machines at Blackrock Station and make them belch smoke.
  • Iron Shredder Operation Manual Vol. X (Abridged) - This 1000 page volume of the Iron Shredder Operation Manual details various and sundry functions of the machine. You should see the unabridged version...
  • Iron Shredder Operation Manual Vol. X Page ? - One of one thousand pages of Vol. X of the Iron Shredder Operation Manual. There must be something in here about enabling functions...
  • Crystal-Shaper's Tools - A specialized set of chisels, blades and grinding stones used for refining raw crystals.
  • Iron Horde Explosives - Explosives used by the Iron Horde in its Talador operations.
  • Melani's Doll - Slightly singed.
  • Annals of Aruuna - The draenei have learned to shape crystals for all kinds of purposes ranging from power containment to data storage.
  • Crate of Rocks - You're just a good, little slave taking this crate full of rocks from one place to another.
  • Dreadful Heart - The strange organ is shrouded with a foreboding aura of emptiness.
  • Spare War Machine Parts - Thaelin's going to love you!
  • Spare War Machine Parts - Thaelin's going to love you!
  • The Edge of Garloc - The edge of this axe is stained with blood and suffering.
  • Slaver's Skeleton Key - Can be used to unshackle the slaves at the Imperion Slave Camp and Mine.
  • Distilled Heroism - Only works while engaged in battle with the Iron Horde.
  • Blackrock Crucible - The molten metal that boils in the heart of this crucible can be formed into Blackrock Ingots and Draenor Steel Ingots.
  • Draenic Coal - Causes a fire hot enough to smelt Draenic Steel.
  • Fomic Ore - This ore has been smelted over and over again giving it an almost unequal purity.
  • Abnormally Large Leaf - Far too large to have originated from a podling.
  • Handful of Duskwing Dust - The fine dust from the wings shimmers in your hands.
  • Aruunem Berries - The bright red skin of the berry is slightly sticky.
  • Handful of Jorune Crystal Dust - The dust produces a soft light.
  • Frightened Volen - Slightly traumatized, but still intact.
  • Stolen Axe - An axe stolen from a Frostwolf orc shipment.
  • Arena Master's War Horn - Are you not amused?
  • Na'Shra's Mining Pick - This mining pick has been fashioned from the teeth of wild goren and coated with their unique acid making it an effective tool for mining the toughest of ore.
  • Stolen Weapons - Various weapons hoarded by the saberon.
  • Iron Horde Battle Orders - These orders outline the intent of the Iron Horde Shocktroops in Laughing Skull.
  • Deceptia's Smoldering Boots - [PH - When you arrive at this fake quest hub/refugee camp, the entire place explodes and the questgiver flies at your screen. She leaves her boots behind and they are eternally smoldering--cosmetic boots or toy that make your feet smoke]
  • Ricky - A slightly chewed stuffed Elekk.
  • Auchenai Shadow Talisman - Used by Auchenai Soulpriests to enter the Shadow Realm.
  • Solidified Goren Spit Sample - Crunchy on the outside with a squishy center.
  • Curious Gem - The gem was once attached to the back of this goren and has taken on a curious color.
  • Curious Gem - The gem was once attached to the back of this goren and has taken on a curious color.
  • Ahm's Heirloom - A Draenei family heirloom.
  • Ahm's Heirloom - A Draenei family heirloom.
  • Goliath Prototype Report - This tome contains calibration information to optimize future Goliath Cannons being produced at facilities in northern Gorgrond.
  • Bloodmaul Blasting Charge - Used to blast open caves in Frostfire Ridge.
  • Torches - It may not be a proper burial, but it's better than eternal torment.
  • Putrid Brown Ogre Tooth - A stained and rotted tooth of an ogre potmarked with cavities and strange holes.
  • Merchant Rune - This smelly stone has a symbol carved in it representing something in the uncouth language of ogres.
  • Last Will and Testament - Signed Restalaan, Captain of the Guard.
  • Last Will and Testament - Signed Restalaan, Captain of the Guard.
  • Blackrock Powder Keg - Uncorked, the keg leaves a line of blackrock powder behind you wherever you go and all the way back to Thaelin.
  • Blackrock Ore Sample - This unrefined ore is the staple material used in Iron Horde machines. It is able to be refined to a hardened metal or mixed with other components to become an unstable explosive.
  • Coil of Sturdy Rope - The rope is extra heavy duty.
  • Barbed Thunderlord Spear - Sturdy and light, perfect for throwing.
  • Glob of Sticky Tar - Smells awful and sticks to everything.
  • Subdermal Tracking Device - A small tracking implant fastened to a dart and fired from safe distance.
  • Palemoon Prayer Beads - Used in the performance of various rituals and ceremonies.
  • Barbed Thunderlord Spear - Sturdy and light, perfect for throwing.
  • True Iron Ore - It is believed that this shining, pure metal is the original form of Fel Iron.
  • Coil of Sturdy Rope - The rope is extra heavy duty.
  • Crescent Oil - Can be made by Alchemists or purchased from vendors. Commonly used in many recipes.
  • Frostweed - Found growing in the snowy landscape of Frostfire Ridge.
  • Fireweed - Unlike their cousins, found only in the very hot environments near the lava pools of Frostfire Ridge.
  • Gorgrond Flytrap - A carnivorous plant with a misleading name - it subsists on a wide variety of small animals.
  • Starflower - Blooms under the starlit sky of Shadowmoon Valley. The nectar that collects at the bottom of the flower causes it to glow.
  • Nagrand Arrowbloom - Native to Nagrand, its arrow shaped blooms are prized for their medicinal properties.
  • Talador Orchid - A lovely blossom that is highly poisonous unless thoroughly boiled.
  • Crescent Saberfish Flesh - Flesh of the Crescent Saberfish, fished in waters all around Draenor.
  • Jawless Skulker Flesh - Flesh of the Jawless Skulker, most often fished in the waters of Gorgrond with Skulker Bait.
  • Fat Sleeper Flesh - Flesh of the Fat Sleeper, most often fished in the waters of Nagrand with Sleeper Bait.
  • Blind Lake Sturgeon Flesh - Flesh of the Blind Lake Sturgeon, most often fished in the waters of Shadowmoon with Sturgeon Bait.
  • Fire Ammonite Tentacle - Flesh of the Fire Ammonite, most often fished in the lava of Frostfire with Ammonite Bait.
  • Sea Scorpion Segment - Flesh of the Sea Scorpion, fished in the ocean all around Draenor with Sea Scorpion Bait.
  • Abyssal Gulper Eel Flesh - Flesh of the Abyssal Gulper Eel, most often fished in the waters of the Spires with Eel bait.
  • Blackwater Whiptail Flesh - Flesh of the Blackwater Whiptail, most often fished in the waters of Talador with Whiptail Bait.
  • Grimoire of Binding - Contains spells and incantations used to bind magical power to living beings.
  • Ango'rosh Spellbook - Advisory: Spells of raw power. Do not attempt to wield, control, or bind.
  • Sticky Tarbomb - Do not expose to open flame untill ready for use.
  • Hagra's Shard - Touching the shard gives you the feeling that your soul is being covered by something oily and foul.
  • Grogal's Shard - The fel taint within resonates as if something is trying to escape.
  • Fiery Hearts - Still beating and burning with demonic heat.
  • Burning Torch - The first rule of fire safety is to keep burning torches away from flammable objects.
  • Gul'dan's Soul Trap - The sum feels far greater than the parts.
  • Siege Weapon Schematics - The weapon detailed in these blueprints is both savage and brutal.
  • Engineer's Gnomish Army Knife - Includes Gyromatic Micro-Adjustor, Arclight Spanner, Jeweler's Kit, Blacksmithing Hammer, Nail File, and Virtuoso Inking Set.
  • Ultimate Gnomish Army Knife - Includes Gyromatic Micro-Adjustor, Arclight Spanner, Jeweler's Kit, Blacksmithing Hammer, Nail File, and Virtuoso Inking Set.
  • Shadow Council Spellbook - If found, cast the spell on page 42.
  • Alchemist's Cauldron - Yields Metamorphic Crystals and Alchemical Catalysts.
  • Mutation Serum - Use on Grulk to restore his mutant strength.
  • Dungeon Key - If there is a skull on the handle it must be a dungeon key.
  • Key to Corki's Cage - This rod iron key has seen a lot of re-use.
  • Neural Silencer - Warning label: May upset annoying humanoids.
  • Broken Frostweed Stem - Collected by a herbalist in training.
  • Broken Fireweed Stem - Collected by a herbalist in training.
  • Gorgrond Flytrap Ichor - Collected by a herbalist in training.
  • Starflower Petal - Collected by a herbalist in training.
  • Nagrand Arrowbloom Petal - Collected by a herbalist in training.
  • Talador Orchid Petal - Collected by a herbalist in training.
  • Small Crescent Saberfish - Found everywhere in Draenor. Silvery eel with many, many sharp little teeth. Requires little skill to catch.
  • Small Jawless Skulker - A strange fish with no mouth and an unforked tail. Subsists on the life energy of plants. Requires little skill to catch.
  • Small Fat Sleeper - Ugly and slimy. Surprisingly delicious when cooked. Requires little skill to catch.
  • Small Blind Lake Sturgeon - Lacking eyes, it "sees" with its long whiskers. Requires little skill to catch.
  • Small Fire Ammonite - A magical "fish" that lives in lava and looks like a squid in a cone shaped shell. Requires little skill to catch.
  • Small Sea Scorpion - Careful. It could take off one of your fingers with its pincers. Requires little skill to catch.
  • Small Abyssal Gulper Eel - With a ridiculously oversized head and mouth, it can swallow prey bigger than itself. Requires little skill to catch.
  • Small Blackwater Whiptail - Has a powerful tail, which it uses to stun its prey. Requires little skill to catch.
  • All-Seeing Ring - Khadgar has an idea for how to use this fel-powered ring to pinpoint the Shadow Council's base of operation.
  • True Iron Nugget - Collected by a miner in training.
  • Blackrock Fragment - Collected by a miner in training.
  • Bloodmaul Shackle Key - Unlocks Owynn Graddock's shackle.
  • Owynn's Mace - Owynn's trusty head cracker.
  • The Heart of Fernus - The heart of Fernus is the key to destroy the Fel Crystals and gain access to Gul'dan inside the Gloomspire.
  • Large Blackwater Whiptail - Has a powerful tail, which it uses to stun its prey.
  • Large Abyssal Gulper Eel - With a ridiculously oversized head and mouth, it can swallow prey bigger than itself.
  • Large Sea Scorpion - Careful. It could take off one of your fingers with its pincers.
  • Large Fire Ammonite - A magical "fish" that lives in lava and looks like a squid in a cone shaped shell.
  • Large Blind Lake Sturgeon - Lacking eyes, it "sees" with its long whiskers.
  • Large Fat Sleeper - Ugly and slimy. Surprisingly delicious when cooked.
  • Large Jawless Skulker - A strange fish with no mouth and an unforked tail. Subsists on the life energy of plants.
  • Large Crescent Saberfish - Found everywhere in Draenor. Silvery eel with many, many sharp little teeth.
  • Enormous Blackwater Whiptail - Has a powerful tail, which it uses to stun its prey. Only caught by experienced anglers.
  • Enormous Abyssal Gulper Eel - With a ridiculously oversized head and mouth, it can swallow prey bigger than itself. Only caught by experienced anglers.
  • Enormous Sea Scorpion - Careful. It could take off one of your fingers with its pincers. Only caught by experienced anglers.
  • Enormous Fire Ammonite - A magical "fish" that lives in lava and looks like a squid in a cone shaped shell. Only caught by experienced anglers.
  • Enormous Blind Lake Sturgeon - Lacking eyes, it "sees" with its long whiskers. Only caught by experienced anglers.
  • Enormous Fat Sleeper - Ugly and slimy. Surprisingly delicious when cooked. Only caught by experienced anglers.
  • Enormous Jawless Skulker - A strange fish with no mouth and an unforked tail. Subsists on the life energy of plants. Only caught by experienced anglers.
  • Enormous Crescent Saberfish - Found everywhere in Draenor. Silvery eel with many, many sharp little teeth. Only caught by experienced anglers.
  • Dose of Lurker Venom - Freshly squeezed.
  • Frostbloom Leaves - Touching these leaves has a nauseous effect.
  • Frostshard - This shard burns to the touch.
  • Owynn's Armor - Well oiled gear for sneaking in the shadows.
  • Owynn's Dagger - Owynn's cherished blade from his adventures in Azeroth.
  • Big Ol' Yeti Hide - It smells of savage... and musk. But mostly savage.
  • Jawless Skulker Bait - Useful when fishing in Gorgrond. Kelp is the favorite food of the Jawless Skulker.
  • Fat Sleeper Bait - Useful when fishing in Nagrand. Fat Sleepers find sweet flavors irresistable.
  • Blind Lake Sturgeon Bait - Useful when fishing in Shadowmoon. The movement of bottom dwelling Sand Crab attracts the attention of Blind Lake Sturgeons.
  • Fire Ammonite Bait - Useful when fishing in Frostfire. Frostfire fruit is lethal to most humanoids, but is the favorite food of the Fire Ammonite.
  • Sea Scorpion Bait - Useful when fishing in ocean waters. Sea Scorpions like to pull starfish apart and eat their legs one by one.
  • Abyssal Gulper Eel Bait - Useful when fishing at the Spires of Arrak. Toadfish have an odd shape that only gulpers manage to eat.
  • Blackwater Whiptail Bait - Useful when fishing in Talador. Soft shell clams are the favorite food of the Blackwater Whiptail.
  • Wolf Fuzz - It smells of savage... and musk. But mostly savage.
  • Borgal's Flamebinder Totem - Drops of lava continue to drip from it.
  • Borgal's Totem - You hear a faint whispering but can't quite make out what is being said.
  • Borgal's Waterbinder Totem - The vile waters this totem is covered with would be best avoided.
  • Borgal's Windbinder Totem - The totem is surrounded by a foul stench.
  • Luminescent Soul Shard - This thin crystal shard glows with a soft light.
  • Crystal Giant Heart - The heart is cold to the touch and pulsating with arcane energy.
  • Pile of Elemental Ash - The reamains of a lava elemental who's magic has been completely used up.
  • Thaelin's Notebook - Yep - there's embarrassing doodles in here, alright.
  • V Ring - This ornate ring is lavishly decorated with a "V" emblazoned on it.
  • Dissipation Crystal - Use on Frenzied Manafeeders to sooth them. The Frenzied Manafeeders must be below 35% health.
  • V Slipper - These elaborate slippers are lavishly decorated with a "V" emblazoned on them.
  • V Hat - This mystic hat is lavishly decorated with a "V" emblazoned on it.
  • V Staff - This magical staff fluxuates in and out of time itself and has the clear symbol of the letter "V" on it.
  • "Fragrant" Pheromone Fish - Has a very strong... fragrance. You refuse to use it on yourself.
  • Drudgeboat Schedule - A dock schedule for the ships that carry Frostwolf prisoners.
  • Shadow Hunter Garb - Woven by Bwu'ja herself while communing with the loa.
  • Shadow Hunter's Glave - Double the blades, double the danger.
  • Shadow Hunter's Mask - The mask silently judges all that it perceives.
  • Native Beast Hide - Skin of a beast native to Draenor.
  • Native Beast Hide Scraps - Combine 10 for Native Beast Skin.
  • Stitched Starglazed Leather - Starglazed leather pieces stitched together with the vines of Starflowers has many uses.
  • Bloodmaul Slave Key - Unlocks Bwu'ja's shackle.
  • Sack of Draenor Herbs (TEMP) - Standing in for sources of herbs that aren't in yet. Based on your herbalism skill, you get this.
  • Iridium Ore - A small rock of ore, but very heavy.
  • Heart of Stone - The Earth Elemental's heart is incredibly durable.
  • Iron Explorer Notes - The notes of an Iron Horde explorer investigating reports of mysterious flowers throughout Draenor.
  • A Gift from the Shadowmoon - A note from Ner'zhul, addressed to Kargath.
  • Thulgork's Orders - Thulgork's Orders from High Magister Reglakk
  • Crulgorosh's Orders - Crulgorosh's Orders from High Magister Reglakk
  • Frost Iron Ingot - Probably need some well padded gloves to carry this.
  • Alchemist's Cauldron - The bubling brew inside contains Metamorphic Crystals and Alchemical Catalysts. Occasionally, however, things may go horribly wrong.
  • Sack of Draenor Ore (TEMP) - Standing in for sources of ore that aren't in yet. Based on your mining skill, you get this.

Uncommon
  • Firefury Spirit - Warms your pocket. Burns your foes.
  • Napmaster's Sleep Mask - Effective at blocking attacks as well as bright sunlight.
  • Blackrock Crucible - The molten metal that boils in the heart of this crucible can be formed into Blackrock Ingots and Draenor Steel Ingots.
  • Frostwolf Clan Relic [PH] - Keystone that can complete Frostwolf Clan archaeology artifacts with missing fragments.
  • Tiny Iron Star [PH spell] - A miniaturized version of an Iron Star, presented as tribute to the Shadowmoon Orc Clan.
  • Fingers of the Void - Made with real fingers.
  • Alchemical Catalyst - Used in creating alchemical processes. Catalyzes reactions that would otherwise take thousands of years.
  • Ronokk's Greatcloak - This fallen hero's cloak was retained by the clan in honor of his glorious death.
  • Essence of the Shapers - Contains the living essence of Draenor. A skilled alchemist can distill it from a number of different plants.
  • Blackrock Ore - The might of the Blackrock Clan is built on the powerful properties of this dark ore.
  • Chameleon Lotus - Changes form to adapt to the local environment. What may seem like another herb is sometimes actually a Chaemeleon Lotus.
  • Ogre Empire Relic [PH] - Keystone that can complete Ogre Empire archaeology artifacts with missing fragments.
  • Shadowmoon Clan Relic [PH] - Keystone that can complete Shadowmoon Clan archaeology artifacts with missing fragments.
  • Warsong Clan Relic [PH] - Keystone that can complete Warsong Clan archaeology artifacts with missing fragments.
  • Star Chart - [PH] Summon a Draenic map of the stars.
  • Mortarer's Whistle - A small bomb is etched on the back end.
  • Bottled Elements - A dangerous material used by skilled, or reckless, engineers.
  • Discarded Lucky Coin - The previous owner's luck appears to have been used up.
  • Gloria's Glorious Gliding Goodies - Contains negative calories.

Rare
  • Temporal Shard - Teaches you how to summon a Temporal Shard.
  • Garrison Blueprint: Inn, Level 2 - Teaches you how to build or upgrade a garrison building.
  • Plans: Blackrock Crucibles and Their Uses - Teaches you how to create Blackrock Crucibles that produce Draenic Steel Ingots and Blackrock ingots. Also teaches you a recipe that uses the ingots.
  • Recall Stone - Teaches you a garrison building specialization.
  • - You think this is the real Quaid? It is. *BRAAAAAP!*
  • Metamorphic Crystal - Key component in the most potent alchemical concoctions of Draenor. Constantly shifting in form and color, it is as volatile as it is versatile.
  • Garrison Blueprint: Mage Tower, Level 2 - Teaches you how to build or upgrade a garrison building.
  • Garrison Blueprint: Mage Tower, Level 3 - Teaches you how to build or upgrade a garrison building.
  • Garrison Blueprint: Inn, Level 3 - Teaches you how to build or upgrade a garrison building.
  • Embodiment of Agility (PH) - PH - may be split into multiple items.
  • Embodiment of Intellect (PH) - PH - may be split into multiple items.
  • Embodiment of Strength (PH) - PH - may be split into multiple items.
  • Embodiment of Spirit (PH) - PH - may be split into multiple items.
  • Embodiment of Stamina (PH) - PH - may be split into multiple items.
  • Embodiment of Armor (PH) - PH - may be split into multiple items.
  • Embodiment of Critical Strike (PH) - PH - may be split into multiple items.
  • Embodiment of Haste (PH) - PH - may be split into multiple items.
  • Embodiment of Mastery (PH) - PH - may be split into multiple items.
  • Embodiment of Multi-Strike (PH) - PH - may be split into multiple items.
  • Embodiment of Readiness (PH) - PH - may be split into multiple items.
  • Embodiment 2 of Agility (PH) - PH - may be split into multiple items.
  • Embodiment 2 of Intellect (PH) - PH - may be split into multiple items.
  • Embodiment 2 of Strength (PH) - PH - may be split into multiple items.
  • Embodiment 2 of Spirit (PH) - PH - may be split into multiple items.
  • Embodiment 2 of Stamina (PH) - PH - may be split into multiple items.
  • Embodiment 2 of Armor (PH) - PH - may be split into multiple items.
  • Embodiment 2 of Critical Strike (PH) - PH - may be split into multiple items.
  • Embodiment 2 of Haste (PH) - PH - may be split into multiple items.
  • Embodiment 2 of Mastery (PH) - PH - may be split into multiple items.
  • Embodiment 2 of Multi-Strike (PH) - PH - may be split into multiple items.
  • Embodiment 2 of Readiness (PH) - PH - may be split into multiple items.
  • Megawatt Filament - Everything is better when it's electrified.
  • Shrediron's Face Shredder - To engineers, a work of art. To hunters, a tool for the art of killing.
  • Shrediron's Face Shredder - To engineers, a work of art. To hunters, a tool for the art of killing.
  • Shrediron's Face Shredder - To engineers, a work of art. To hunters, a tool for the art of killing.
  • World Shrinker - Overuse may result in permanent shrinkage.
  • Garrison Blueprint: Lumber Mill, Level 2 - Teaches you how to build or upgrade a garrison building.
  • Garrison Blueprint: Lumber Mill, Level 3 - Teaches you how to build or upgrade a garrison building.
  • Garrison Blueprint: Engineering Works, Level 2 - Teaches you how to build or upgrade a garrison building.
  • Garrison Blueprint: Engineering Works, Level 3 - Teaches you how to build or upgrade a garrison building.
  • Garrison Blueprint: Engineering Works, Level 1 - Teaches you how to build or upgrade a garrison building.
  • Draenor Philosopher's Stone - Can be used for transmutations in place of a Philosopher's Stone.
  • GUMM-E - Normally too complicated for the common person, this particular mailbox has extra-large buttons and instructions on it.
  • Garrison Blueprint: Mine - Teaches you how to build or upgrade a garrison building.
  • Garrison Blueprint: Herb Garden - Teaches you how to build or upgrade a garrison building.
  • Garrison Blueprint: Fishing Shack - Teaches you how to build or upgrade a garrison building.
  • Echo of Murmur [TEMP ITEM & SPELL] - Teaches you how to summon this companion.
  • Savage Safari Hat - Huntin' pets is dangerous business. Don't go out without your hat.
  • Mysterious Flower - A mysterious flower from a mysterious orc.
  • Starglazed Leather - Native Beast Leather tanned using the nectar of Starflowers has a natural glow and magical properties.
  • Darkmoon Ticket Fanny Pack - Contains several hundred Darkmoon Prize Tickets.
  • Old Cooking Pot - Teaches you how to summon Lil' Leftovers.
  • Carrotus Maximus - Teaches you how to summon this companion.
  • Lovely Locket of the Luxurious Locks of Lor're - Contains several ringlets of the most exquisite hair you've ever seen.
  • Gearspring Parts - The ultimate in adaptability, these parts are revered by engineers creating or fixing complex devices.
  • Mechanical Toucan - Teaches you how to summon this companion.
  • Mushroom Juice - Does something interesting.

Epic
  • Chestplate of Paladin Testing Glory - Primary Stat Only
  • Chestplate of Paladin Testing Glory - Both Primaries
  • Chestplate of Paladin Testing Glory - Both Primaries, Deprecated Unimportant One
  • Unclaimed Black Market Container [PH Loot] - An item sold at a previous auction that was never picked up by the winning bidder. Buyer beware.

Legendary
  • Fudgehammer - Legendary weapon of Warlord Blackhand. Legendary status derived from its name, not its power.
  • Mercurial Embossment - Garrison Armory Prototype Reward

Heirloom
  • Grimore of the Four Winds - Teaches you Wisdom of the Four Winds, allowing you to fly in Pandaria. This tome is consumed when read.



New Graveyards
Originally Posted by MMO-Champion
  • Frostwind Desert - TEMP GRAVEYARD
  • Frostfire Ridge - Arena GY
  • Frostfire Ridge - Exile Camp GY
  • Frostfire Ridge - Bladespire Oasis GY
  • Frostfire Ridge - Frostwolf Camp GY
  • Frostfire Ridge - Broken Ogre Tower GY
  • Frostfire Ridge - Favela GY
  • Frostfire Ridge - Stonefang Outpost GY
  • Frostfire Ridge - Garrison GY
  • Frostfire Ridge - Bone Town GY
  • Frostfire Ridge - Icewind Dunes GY
  • Shadowmoon 6.x, (F) Karabor South
  • Frostfire Ridge - Thunderland GY
  • The Purge of Grommar - Start
  • Frostfire Ridge - Bladespire Fortress - Brazen Taxi - GJC
  • Frostfire Ridge - Bladespire Fortress - Ride Ghostfur
  • Shadowmoon 6.x, (A) Vindicator Ledge
  • Shadowmoon 6.x, (B) Whispering Fields
  • Shadowmoon 6.x, (C) Shaz'gul
  • Shadowmoon 6.x, (D) The Arbitum
  • Shadowmoon 6.x, (E) Alliance Bastion
  • Shadowmoon 6.x, (G) Karabor North
  • Shadowmoon 6.x, (H) Iron Horde
  • Shadowmoon 6.x, (I) Mount Teluuna
  • Shadowmoon 6.x, (J) Gloomshade Grove
  • Shadowmoon 6.x, (K) The Tainted Woods
  • Shadowmoon 6.x, (L) The Pale Cave
  • Shadowmoon 6.x, (M) Western Fields
  • Shadowmoon 6.x, (N) Chimaera Island
  • Bloodmaul Slave Mines - Exit
  • Bloodmaul Slave Mines - Entrance
  • 6.0 Ogre Mines - Exit Target
  • Frostfire Ridge - Bladespire Fortress - Intro Level 1 GY
  • Frostfire Ridge - Bladespire Fortress - Intro Level 2 GY
  • Frostfire Ridge - Bladespire Fortress - Intro Level 3 GY
  • Frostfire Ridge - Ogre Mines GY
  • Razorfen Kraul 6.x - Boss 3 Defeated Transfer Loc - KJD
  • Razorfen Kraul 6.x - Boss 4 Defeated Transfer Loc - KJD
  • Blackfathom Deeps - Hallway 01 Cleared Transfer Loc
  • Blackfathom Deeps - Pre Bathiel Transfer Loc
  • Blackfathom Deeps - Pre Aku'mai Transfer Loc
  • 6.0 - Professions Prototype - Mining (2) Scenario Start Loc
  • Gorgrond Finale Scenario - Start
  • Auchindoun Dungeon 6.0 - Entrance
  • Bonetown Scenario - Start Loc
  • Frostfire Finale Scenario - Start
  • Frostfire Finale Scenario - Graveyard
  • Ashran - Alliance Base - Main GY
  • The Purge of Grommar - Graveyard
  • Talador Iron Horde Scenario - Start
  • Spires of Arak - Entrance Teleport Target
  • SMV Alliance Garrison, Safe
  • Auchindoun Dungeon 6.0 - Construct Defeated Entrance
  • Blackrock Train Depot - Entrance Target
  • Shadowmoon Dungeon - Entrance Target
  • Gorgrond - Belcher Cauldron (HMC)
  • Tanaan Jungle Intro - Dark Portal - TEMP Graveyard - PRK
  • Altar of A'dal (Quest Conditioned)
  • Ashran - Quarry - Alliance TEMP GY
  • Ashran - Alliance Base - Main GY
  • Auchindoun Dungeon 6.0 - Entrance
  • Shadowmoon Valley - Garrison - Alliance 1 GY
  • Blasted Lands, Dark Portal GY
  • Blasted Lands, Dark Portal GY
  • Shadowmoon Valley - Garrison - Alliance 3 GY
  • Defense of Karabor - Start
  • Ashran - The Arena - Alliance GY
  • Ashran - The Arena - Horde GY



New Alchemy Categories
Originally Posted by MMO-Champion
  • Alchemy of Draenor
  • Reagents
  • Flasks
  • Potions
  • Trinkets
  • Ancient Alchemical Recipes



New Flightpath Nodes
Originally Posted by MMO-Champion
  • Shadowmoon Valley 6.0 - Observatory (JP3)
  • Shadowmoon Valley 6.0 - Ironhorde POI (JP3)
  • Teluuna Observatory, Shadowmoon Valley
  • Twilight Glade, Shadowmoon Valley
  • Path of Light, Shadowmoon Valley
  • Palemoon Village, Shadowmoon Valley
  • Arkaat Outpost, Shadowmoon Valley
  • Wor'gol, Frostfire Ridge
  • Bladespire Fortress, Frostfire Ridge
  • Exile Camp, Frostfire Ridge
  • Blue (PH), Frostfire Ridge
  • Stonefang Village, Frostfire Ridge
  • Thunder Pass. Frostfire Ridge
  • Thunder Pass, Frostfire Ridge
  • Muster Field, Frostfire Ridge
  • Horde Staging Area, Ashran
  • Alliance Staging Area, Ashran
  • Shadowmoon Valley 6.0:Jp3 - Darktide Roost - Bottom Of Hill
  • Shadowmoon Valley 6.0:JP3 - Darktide Roost - Top of Hill
  • Test Loc 1, Talador
  • Test Loc 2, Talador
  • Horde Garrison (PH), Frostfire Ridge



New Scenarios / Challenge Modes
Originally Posted by MMO-Champion
The Purge of Grommar
  • Chosen by K'ara - Speak with Vindicator Maraad.
  • The Gates of Grommar - Slay Orrok the Spearmaster.
  • The Purge of Grommar - Kill all orcs in Grommar.
  • Fire From the Skies - Clear all of the remaining orcs from the docks and slay Commander Vorka.

Razorfen Kraul
  • Razorfen Kraul - Defeat the forces of the Death's Head Quilboar inside their city of Razorfen Kraul.

The Mines of Draenor
  • Collect Resources - Mine as much as you can before you run out of Steam Power!

Gorgrond Finale
  • Speak with Durotan - Speak with Durotan.
  • Get to the Machinehouse - Escort your group northward, toward the Machinehouse.
  • Goraluk Anvilcrack - Slay Goraluk Anvilcrack, High Machinist of the Naval Base.
  • Get to Supply Depot - Get to the Supply Depot.
  • Survive Iron Horde Onslaught - Survive against waves of Iron Horde orcs. Use explosive barrels against them.
  • Get to Central Dock - Get to the Central Dock so you can board the Wavemurder Barge.
  • Get on the Barge - Speak with Rokk to get launched onto the Wavemurder Barge.
  • Destroy the Wavemurder Barge - Destroy the Wavemurder Barge.

Dawson's Creek
  • Kill Zem, Kill Zem All - Kill the guards in Stonard.
  • Step 2 - sendevent 36841
  • Step 3 - sendevent 36841

Bonetown Scenario
  • Stop the Ritual - Stop the Bleeding Hollow Soul Shaman from reanimating the Fomor skeleton.
  • Army of Souls - Defend Thrall until he breaches the inner chamber.
  • Kilrogg Deadeye - Confront Kilrogg Deadeye and stop the dark ritual.
  • 5 Bonus - Kill 5 Dudes
  • 10 Bonus - Kill 10 Dudes

The Battle of Thunder Pass
  • The Battle Begins - Speak with Durotan.
  • Hold the Choke Point - Protect Frostfire against waves of Iron Horde attackers.
  • The Iron Clusterpult - Destroy the Iron Clusterpult.
  • A Good Defense - Protect Frostfire against waves of Iron Horde attackers.
  • Defending Drek'thar - Protect Drek'thar from Iron Horde attackers.
  • Iron Thunderlords - Protect Frostfire against waves of Iron Horde attackers.
  • Malgrim Stormhand - Defeat Malgrim Stormhand.
  • The Final Defense - Protect Frostfire against waves of Iron Horde attackers.
  • Slay Maggoc - Slay Maggoc.

The Battle for Shattrath
  • Preparations - Allied forces, under the guidance of the Archmage Khadgar, are ready to begin the battle of Shattrath.
  • The Battle is Joined - Clear the way and establish a foothold. Help take the courtyard!
  • Securing the Foothold - While allies set up an infirmary and temporary headquarters, Durotan orders Gazlowe to repel the counterattack. Take the plunge...
  • Armored Rescue - Under orders from Maraad, Thaelin has his tank prepared to rescue Draenei children from captivity. Keep the tank safe!
  • Orgrim's Lieutenants - Ogrim's best lieutenant's from the Thunderlord and Burning Blade clans give orders from once-safe locations.
  • The Iron Harbor - The Iron Horde have reestablished their strength and make a stand in Shattrath harbor.
  • Flagship - The Iron Horde's fabled Superweapon is atop their flagship in the harbor. Press the Big Red Button.

Blackfathom Deeps: Rise of Aku'mai
  • Blackfathom Deeps: Rise of Aku'mai - The Twilight Hammer are performing sacrifices to raise Aku'mai. Put a stop to their evil.
  • Attack the darkness - Defeat the following bosses within Blackfathom Deeps.

Thunderlord Invasion
  • Defeat Thunderlord Invaders - Drive back the Thunderlord invaders.
  • Defeat Thunderlord Assassins - Stop the Thunderlord Assassins.
  • Defeat Ka'gazz Thunderfist. - Defeat Ka'gazz Thunderfist.

Spires of Arak
  • 6.0 - Challenge Mode - Spires of Arak - Defeat the High Arakkoa of the Spire to thwart their use of the focusing lense.

Bloodmaul Slag Mines
  • 6.0 - Challenge Mode - Bloodmaul Slag Mines - Defeat the High Arakkoa of the Spire to thwart their use of the focusing lense.

Iron Docks
  • 6.0 - Challenge Mode - Iron Docks - Defeat the High Arakkoa of the Spire to thwart their use of the focusing lense.

Auchindoun
  • 6.0 - Challenge Mode - Auchindoun - Defeat the High Arakkoa of the Spire to thwart their use of the focusing lense.

Shadowmoon Burial Grounds
  • 6.0 - Challenge Mode - Shadowmoon Burial Grounds - Defeat the High Arakkoa of the Spire to thwart their use of the focusing lense.

Iron Depot
  • 6.0 - Challenge Mode - Iron Depot - Defeat the High Arakkoa of the Spire to thwart their use of the focusing lense.

Shaper Dungeon [PH]
  • 6.0 - Challenge Mode - Shaper Dungeon [PH] - Defeat the High Arakkoa of the Spire to thwart their use of the focusing lense.

Upper Blackrock Spire
  • Extinguish Runes - Kill inhabitants of room to extinguish runes.
  • 6.0 - Challenge Mode - Upper Blackrock Spire - Defeat the High Arakkoa of the Spire to thwart their use of the focusing lense.
  • Defeat Oremaster Gor'ashan - Disrupt Oremaster Gor'ashan's defenses and defeat him.
  • Defeat Kyrak - Defeat Kyrak and his Drakonid Monstrosities

Defense of Karabor
  • Stop the Bombardment - Defeat Command Vorka.
  • Clear the Terrace of the Iron Horde - Defeat the Iron Gronn and the other invading Iron Horde forces on the Terrace at Karabor harbor.
  • Protect K'ara from the invading forces - Protect K'ara until he becomes fully empowered.



New Archaeology Things
Originally Posted by MMO-Champion
Branches
  • Frostwolf Clan

Digsites
  • Frozen Lake Digsite
  • Wor'gol Ridge Digsite
  • Daggermaw Flows Digsite
  • [PH Name] Digsite
  • [PH Name] Digsite #2
  • [PH Name] Digsite #3
  • [PH Name] Digsite #4



New Quest Categories
Originally Posted by MMO-Champion
  • Garrison Campaign
  • Assault on the Dark Portal
  • Garrison Support



New Phases
The list was too long to include here, so click the banner below!



New Things to Queue For
Originally Posted by MMO-Champion
  • Random Timewalker Dungeon - 0
  • The Purge of Grommar - 92
  • The Purge of Grommar - 92
  • The Mines of Draenor - 90
  • Iron Horde Naval Base - 95
  • Bonetown Scenario - 100
  • The Battle of Thunder Pass - 95
  • The Battle For Shattrath - 95
  • Spires of Arak - 100
  • Spires of Arak - 100
  • Shadowmoon Burial Grounds - 100
  • Shadowmoon Burial Grounds - 100
  • Bloodmaul Slag Mines - 0
  • Random Warlords of Draenor Dungeon - 0
  • Random Warlords of Draenor Heroic - 0
  • Defense of Karabor - 100



New Encounters
Originally Posted by MMO-Champion
Blackrock Foundry Raid
  • Burning Blade Shaman
  • Blast Furnace
  • Gruul the Subjugated
  • Trains
  • Hans'gar & Franzok
  • Breaker Darmac
  • The Iron Maidens
  • Oregorger the Devourer
  • Blackhand
  • Kromog, Legend of the Sleeping Mountain

Blackrock Foundry Train Depot
  • Gar'tan
  • Assault

Spires of Arak
  • Boss 1
  • Boss 2
  • Boss 3
  • Boss 4
Blackrock Spire
  • Orebender Gor'ashan
  • Ragewing the Untamed

Bloodmaul Slag Mines
  • Rock Dude
  • Crushto
  • Gug'rokk
  • Gog'duh

Draenor Auchindoun
  • Azzakel, Vanguard of the Legion
  • Soulbinder Nyami
  • Auchindoun Defense Construct
  • Teron'gor
Highmaul Ogre Raid
  • Highmaul Sorcerer King
  • The Butcher - Prepare to get Butchered.
  • Twin Ogron
  • Lord Krakkenspore
  • Kargath Bladefist
  • Tectus, The Living Mountain
  • Fel Breaker

Shadowmoon Burial Grounds
  • Sadana Bloodfury
  • Bonemaw
  • Ner'zhul
  • Hhallish



New Maps
The existing map list actually gives us a good hindsight of what will be possible to do with Garrisons.
Originally Posted by MMO-Champion
Scenarios
  • Bonetown Scenario
  • Circle of Blood Scenario
  • Defense of Karabor
  • Frostfire Finale Scenario
  • Gorgrond Finale Scenario
  • Talador Iron Horde Finale Scenario
  • The Purge Of Grommar - Scenario

Raids
  • Blackrock Foundry Raid
  • Highmaul Ogre Raid

Garrison
  • Garrison - Alliance - Alchemy 1
  • Garrison - Alliance - Armory 1
  • Garrison - Alliance - Barn 1
  • Garrison - Alliance - Barracks 1
  • Garrison - Alliance - Blacksmith 1
  • Garrison - Alliance - Blacksmith Hub
  • Garrison - Alliance - Enchanting 1
  • Garrison - Alliance - Enchanting Hub
  • Garrison - Alliance - Engineering 1
  • Garrison - Alliance - Engineering NR
  • Garrison - Alliance - Farm1
  • Garrison - Alliance - Inn 1
  • Garrison - Alliance - Inscription
  • Garrison - Alliance - Jewelcrafting 1
  • Garrison - Alliance - Leatherworking
  • Garrison - Alliance - Lumbermill 1
  • Garrison - Alliance - Mage Tower 1
  • Garrison - Alliance - Pet Stable 1
Garrison - Continued
  • Garrison - Alliance - Plot Large
  • Garrison - Alliance - Plot Small
  • Garrison - Alliance - Salvage Yard 1
  • Garrison - Alliance - StoreHouse 1
  • Garrison - Alliance - Tailoring 1
  • Garrison - Alliance - Trading Post 1
  • Garrison - Alliance Mine 1
  • Garrison - Alliance Mine 2
  • Garrison - Alliance Mine 3
  • Garrison - Alliance Stable 1
  • Garrison - Alliance Stable 2
  • Garrison - Alliance Stable 3
  • Garrison - Alliance Tailoring
  • Garrison - Allilance - Plot Medium
  • Nagrand - Garrison Camp - Stable2
  • FW Horde Garrison Level 1
  • FW Horde Garrison Level 2
  • FW Horde Garrison Level 3
  • GOR Alliance Garrison Level 1
  • GOR Alliance Garrison Level 2
  • GOR Alliance Garrison Level 3
  • GOR Horde Garrison Level 0
  • GOR Horde Garrison Level 3
  • NAG Alliance Garrison Level 0
  • NAG Alliance Garrison Level 3
  • NAG Horde Garrison Level 0
  • NAG Horde Garrison Level 3
  • Shadowmoon Burial Grounds
  • SMV Alliance Garrison Level 1
  • SMV Alliance Garrison Level 2
Garrison - Continued
  • SMV Alliance Garrison Level 3
  • SOA Alliance Garrison Level 0
  • SOA Alliance Garrison Level 3
  • SOA Horde Garrison Level 0
  • SOA Horde Garrison Level 3
  • TAL Alliance Garrison Level 0
  • TAL Alliance Garrison Level 3
  • TAL Horde Garrison Level 0
  • TAL Horde Garrison Level 3

Other
  • Ashran - World PvP
  • Blasted Lands Phase
  • Development Land 3
  • Draenor
  • PattyMack Test Garrison Bldg Map
  • Propland - Dev Only
  • Small Battleground A
  • Small Battleground B
  • Small Battleground C
  • Small Battleground D
  • Tanaan Jungle Intro
  • Teron'gor's Confrontation
  • Transport: Gorgrond Train
  • Transport: Wavemurder Barge
  • Warcraft Heroes
  • Blackrock Foundry Train Depot
  • Bloodmaul Slag Mines
  • Draenor Auchindoun
  • Spires of Arak




New Areas
Originally Posted by MMO-Champion
Shadowmoon Valley
  • The Tainted Woods
  • Akama's Scar
  • The Iron March
  • Grommar
  • Gar'mak Quarry
  • [PH] Alliance Bastion
    • [PH] Alliance Bastion Lvl 1
    • [PH] Alliance Bastion Lvl 2
    • [PH] Alliance Bastion Lvl 3
  • The Burial Fields
  • Shaz'gul
  • Light's Fall
  • Teluuna Observatory
  • Starfall Outpost
  • Gul'var
  • Watcher's Den
  • Secluded Glade
  • [PH] - SMV - Alliance Garrison
  • West Camp
  • [UNUSED]Hidey-Hole
  • Gloomshade Grove
  • The Shadow Rise
  • Indentation Landing
  • Twilight Glade
  • Den of Despair
  • Terrace of the Stars
  • Shadowmoon Overlook
  • Mount Teluuna
  • Vindicator Ledge
  • Darktide Roost
  • Plains of Serenity
  • Moonflower Valley
  • Embaari Village
  • Karabor
  • Path of the Light
  • Gardens of Eternity
  • Tranquil Court
  • Amphitheater of Echoes
  • Karabor Harbor
  • Palemoon Village
  • Pilgrim's Sojourn
  • Bloodthorn Cave
  • The Verdant Mire
  • Ancestor's Grotto
  • Waning Crescent
  • Moonwillow Peak
  • Bloodthorn Hill
  • The Nightmarsh
  • Dyvari Overgrowth
  • Glade of Shadows
  • Shadowmoon Mine

Gorgrond
  • Explosion Town [NOT TEMP NAME]
  • Bastion Rise
  • Laughing Skull
  • Tailthrasher Basin
  • Skullchief's Stand
  • Prototype Proving Grounds
  • Blackrock Station
  • The Forgotten Caves
  • Blackrock Pipeworks
  • Dry Riverbed
  • Belcher Cauldron
  • Draenataur Cavern
  • Stonemaul Slave Camp
  • Stonemaul Slave Mine
  • Spinebloom Spires
  • Gorgrond Garrison Area
  • Smokebelcher Depot
  • Blackrock Foundry
  • Lake Oasis
  • Gronn Cave
  • Highland Pass
  • Elemental Hollow
  • Blackrock Shipyard
  • Tankworks
  • Shrubby Plateau
  • Salt Flats
  • Blackrock Foundry Base
  • Gorgrond Pass
  • The Iron Front
  • The Screaming Geyser
  • Emberfall Lake
  • Ulon Oasis
  • The Binding Trench
  • Spineling Crevice
  • The Sulfic Refuge
  • Canyon Pass
  • Throne of Stonemaul
  • The Broken Crater
  • Thaelin's Retreat
  • Blook's Overlook

Spires of Arak
  • Lower Quarter
  • Grand Spire
  • The Overlook
  • [PH] Spires Coast
  • Spires Garrison
  • [PH] Spires Dry Region
  • [PH] SpiresThorny Region
  • Lower Skettis
  • Dreadtalon Peak
  • Ravenskar
  • Veil Terokk
  • Living Explosion [PH]

Tanaan Jungle
  • No subzones

Nagrand
  • Sabermaw
  • Warsong Lookout
  • Gol'gor
  • Wor'var
  • Prowler Ridge
  • Yrel's Watch
  • Riverside Post
  • The Stones of Prophecy
  • Lok-rath
  • Nagrand Corral
  • Kil'sorrow Fortress
  • Grommashar
  • Gates of Grommashar
  • Ironfist Harbor
  • Clowder Rise
  • Ancestral Grounds
  • Ring of Trials
  • Telaar
  • Sabermaw Den
  • Telaari Station
Faralohn
  • Brawnbelly Barracks
  • Digger Flats
  • The Pits
  • Blightstone Quarry
  • The Iron Tower
  • [PH] Test Zone
  • [PH] Test Zone 2

Grommar
  • The Shadow Tower
  • Shadowmoon Grotto
  • Grommar Hold
  • Grommar Docks

Bloodmaul Slag Mines
  • No subzones

[PH] Heroes Through Time
  • No subzones

Draenor Auchindoun
  • No subzones

Shadowmoon Burial Grounds
  • No subzones

Talador
  • No subzones

Blasted Lands
  • Shattered Beachhead
  • Shattered Landing
  • The Shattered Front
  • Okril'lon Hold
  • The Forge Grounds
  • Dreadmaul Rise

[PH] Ashran - World PvP Zone
  • Ashran - Center Lane
  • [PH] Ashran - The Arena

Blackrock Shipyard
  • No subzones

Bonetown Scenario
  • No subzones

Blackrock Train Depot
  • No subzones

Spires of Arak
  • No subzones

Highmaul Raid
  • No subzones

Tanaan Jungle
  • The Dark Portal
  • Heartblood Tangle
  • The Bleeding Altar
  • Kargathar Proving Grounds
  • Heartblood
  • Umbral Halls
  • Blackrock Quarry
  • The Path of Glory
  • Iron Bastion

Blackrock Foundry
  • No subzones

[PH] Ashran [TRANSITION ZONE]
  • No subzones

Remains of Xandros
  • No subzones

Defense of Karabor
  • No subzones

Frostfire Ridge
  • Frostwind Dunes
  • Throm'var
  • Daggermaw Ravine
  • The Savage Crag
  • Icescar Boneyard
  • Lashwind Cleft
  • The Cracking Plains
  • Grombolash
  • The Boneslag
  • Stonefang Outpost
  • Icewind Drifts
  • Grom'gar
  • The First Anvil
  • Ascent of Frostfire
  • Refuse Pit
  • The Ice Forge
  • The Forge Gates
  • Giant's Fall
  • Grimfrost Hill
  • Turgall's Den
  • Sootstained Mines
  • Sootstained Mining Camp
  • Grulloc's Lair
  • Bladespire Fortress
  • Circle of Blood
  • Hall of the Great Hunt
  • Wor'gol
  • Farseer's Rock
  • Bladespire Throne
  • Reeg'ak's Nest
  • Melted Burrow
  • Gormaul Watch
  • Eastwatch
  • Mor'dul Tower
  • Pit of the Devourer
  • Frostboar Drifts
  • Butcher's Rise
  • Gronnstalkers' Cache
  • Pool of Visions
  • Bladespire Ravine
  • Stonefang Ridge
  • Thunder Pass
  • Windswept Lowland
  • Bloodmaul Territory
  • Bloodmaul Slag Mines
  • Iron Siegeworks
  • Bones of Agurak
  • Agurak's Fall
  • Frostwall
  • Snowfall Alcove
  • Coldsnap Bluffs
  • Frost Den
  • Frostbite Hollow
  • Sleeper's Lair
  • Bloodmaul Stronghold
  • Thunder Pass
  • Ruins of Ata'gar
  • The Gloomspire
  • Iceblister Den
  • Darkspear's Edge
  • Forbidden Glacier
  • Blade's Edge Mountain
  • Southwind Cliffs
  • The Bleeding Mountain
  • The Burning Glacier
  • Wolf's Stand
  • Iron Waystation
  • Lowland Cave

Talador
  • Gul'rok
  • Shattrath Metropolitan Area
  • Court of Souls
  • Liadrin's Watch
  • Deathweb Hollow
  • Telmor
  • Aruuna
  • Anchorite's Sojourn
  • Veil Shadar
  • Duskfall Island
  • The Pilgrim's Road
  • Terokkar Refuge
  • Sharptusk Lake
  • Kuuros Farm
  • [PH] Talador Beach
  • [PH] Bluff Base
  • Tuurem
  • [PH] Logging Camp
  • Aruuna Crystal Mine
  • Light's Rest
  • Tomb of Souls
  • Shattrath
  • Jorune Mine
  • Ango'rosh Ruins
  • Seat of Depravity
  • Sunsworn Camp
  • Retribution Point
  • The Burning Front
  • Exarch's Refuge
  • Garden of K'ure
  • Aruuna Desolation
  • Tomb of Lights



New Achievements
Originally Posted by MMO-Champion
  • You'll Get Caught Up In The... Frostfire! - Complete the Frostfire Ridge storylines listed below.
  • WoW's 10th Anniversary - Logged in during WoW's 10th Anniversary.
  • Spires of Arak - Defeat the bosses of Spires of Arak on Normal difficulty.
  • Heroic: Spires of Arak - Defeat the bosses of Spires of Arak on Heroic difficulty.
  • As I Walk Through the Valley of the Shadow of Moon - Complete the Shadowmoon Valley storylines listed below.
  • Scenario Rampage - Complete 500 scenarios.
  • Scenario Dominator - Complete 1000 scenarios.
  • Spires of Arak Challenger - Complete the Spires of Arak Challenge Mode.
  • Spires of Arak: Bronze - Complete the Spires of Arak Challenge Mode with a rating of Bronze or better.
  • Spires of Arak: Silver - Complete the Spires of Arak Challenge Mode with a rating of Silver or better.
  • Spires of Arak: Gold - Complete the Siege of Niuzao Temple Challenge Mode with a rating of Gold. Reward: Teleport to Spires of Arak
  • Bloodmaul Slag Mines Challenger - Complete the Bloodmaul Slag Mines Challenge Mode.
  • Bloodmaul Slag Mines: Bronze - Complete the Bloodmaul Slag Mines Challenge Mode with a rating of Bronze or better.
  • Bloodmaul Slag Mines: Silver - Complete the Bloodmaul Slag Mines Challenge Mode with a rating of Silver or better.
  • Bloodmaul Slag Mines: Gold - Complete the Bloodmaul Slag Mines Challenge Mode with a rating of Gold.
  • Auchindoun Challenger - Complete the Auchindoun Challenge Mode.
  • Auchindoun: Bronze - Complete the Auchindoun Challenge Mode with a rating of Bronze or better.
  • Auchindoun: Silver - Complete the Auchindoun Challenge Mode with a rating of Silver or better.
  • Auchindoun: Gold - Complete the Auchindoun Challenge Mode with a rating of Gold.
  • Shadowmoon Burial Grounds Challenger - Complete the Shadowmoon Burial Grounds Challenge Mode.
  • Shadowmoon Burial Grounds: Bronze - Complete the Shadowmoon Burial Grounds Challenge Mode with a rating of Bronze or better.
  • Shadowmoon Burial Grounds: Silver - Complete the Shadowmoon Burial Grounds Challenge Mode with a rating of Silver or better.
  • Shadowmoon Burial Grounds: Gold - Complete the Shadowmoon Burial Grounds Challenge Mode with a rating of Gold.
  • Iron Depot Challenger - Complete the Iron Depot Challenge Mode.
  • Iron Depot: Bronze - Complete the Iron Depot Challenge Mode with a rating of Bronze or better.
  • Iron Depot: Silver - Complete the Iron Depot Challenge Mode with a rating of Silver or better.
  • Iron Depot: Gold - Complete the Iron Depot Challenge Mode with a rating of Gold.
  • Upper Blackrock Spire Challenger - Complete the Upper Blackrock Spire Challenge Mode.
  • Upper Blackrock Spire: Bronze - Complete the Upper Blackrock Spire Challenge Mode with a rating of Bronze or better.
  • Upper Blackrock Spire: Silver - Complete the Upper Blackrock Spire Challenge Mode with a rating of Silver or better.
  • Upper Blackrock Spire: Gold - Complete the Upper Blackrock Spire Challenge Mode with a rating of Gold.
  • Challenge Warlord - Complete every Challenge Mode dungeon from the Warlords of Draenor expansion.
  • Challenge Warlord: Bronze - Complete every Challenge Mode dungeon from the Warlords of Draenor expansion with a rating of Bronze or better.
  • Challenge Warlord: Silver - Complete every Challenge Mode dungeon from the Warlords of Draenor expansion with a rating of Silver or better.
  • Challenge Warlord: Gold - Complete every Challenge Mode dungeon from the Warlords of Draenor expansion with a rating of Gold.



New Factions
Originally Posted by MMO-Champion
  • Warlords of Draenor -
  • Frostwolf Orcs - Frostwolf Orcs like Orc-Os. FIX FACTION TRANSFER DATA
  • Forelings -
  • Foreling-Eaters -
  • Frostfire Ogres - Frostfire Ogres are not interesting, but they do like to argue.
  • Shadowmoon Orc -
  • The Pale -
  • Adherents of Arakk - Worshippers of the dread god Arakk, these vile filth seek to stain the world with the blood of their foes.
  • Arakkoa Outcasts - Working from the shadows, the Arakkoa Outcasts seek to bring a brighter tomorrow.
  • Palemoon Orc -
  • Shadow Council -
  • Draenei, Draenor -



New Currencies
Originally Posted by MMO-Champion
  • Black Iron Fragment - Scavenged from the shattered armor and weapons of Iron Horde invaders.
  • Frostwolf Archaeology Fragment -
  • Apexis Crystal - A swirling speck of interdimensional matter simultaneously unravelling and collapsing.
  • Material - Earn material to build-up and expand your garrison.
  • Blackrock Archaeology Fragment -
  • Shadowmoon Archaeology Fragment -
  • Warsong Archaeology Fragment -



New Creature Families
Originally Posted by MMO-Champion
  • Storm Elemental -
  • MT - Water Elemental -
  • Terrorguard -
  • Abyssal -
  • Hook Wasp -
  • Riverbeast -



New Points of Interest
Originally Posted by MMO-Champion
  • Rokk - Laughing Skull Ruins
  • Rokk - Tank Base
  • Rokk - Ogre Slave Camp
  • Rokk - Pipeworks Camp
  • Rokk - Steam Capping Camp
  • Rokk - Shipyard Camp
  • Arena Spectator's Chest -
  • Arena Master's Warhorn -
  • Frostwolf Cache -
  • Slave's Stash -
  • Frostwolf Cache -
  • Lagoon Pool - Requires Fishing
  • Frostwolf Cache -
  • Carved Obsidian Idol -
  • Outpost Supplies -
  • Crag-Leaper's Cache -
  • Fallen Ogre -
  • Frostwolf Cache -
  • Young Orc Traveler -
  • Young Orc Woman -
  • Saberon Stash -
  • Frozen Treasure -
  • Iron Horde Supply Wagon -
  • Frostwolf Cache -
  • Grimfrost Cache -
  • Wiggling Rylak Egg -
  • Thunderlord Cache -
  • Thunderlord Cache -
  • Frozen Frostwolf Axe -



Updated Game Tip
Originally Posted by MMO-Champion
  • Nobody has seen Alleria or Turalyon in years. Still.
by Published on 2014-04-04 10:39 PM

Warlords of Draenor Alpha Coming Up
The alpha files just went up, it will take us a couple of hours to probably go through everything but you should probably stay tuned and check back every now and then. Tonight, we dine in Draenor!

by Published on 2014-04-04 12:36 AM

Warlords of Draenor Talent Calculator and Talents

Warlords of Draenor Perks

Warlords of Draenor™ Alpha Testing Begins, Battle.Net Chat Live

Patch 6.0 Patch Notes - Warlords of Draenor
Blizzard just released the patch notes for the upcoming expansion, Warlords of Draenor!
Originally Posted by Blizzard Entertainment
Introduction


Welcome to an early look at patch notes for the upcoming World of Warcraft expansion: Warlords of Draenor. The new expansion introduces a wealth of new content and changes. There's also a new patch note format, which we hope will help better convey the reasoning for many of the changes being made and what they mean for you, while providing more background into issues we're trying to solve.

Please be aware that the patch notes are preliminary and not final. Details may change before retail release and new information will be added for additional features as development continues on the Warlords of Draenor expansion.

For more information about Alpha testing and how you can opt in for a chance to participate in the Warlords of Draenor beta test later down the line, check out Warlords of Draenor™ Alpha Testing Begins.

Looking for a TL;DR summary of all of the changes? Here you go!

  • Character stats have been squished into smaller numbers that are easier to understand. It's important to understand that this is not a nerf as enemies have been squished as well.
  • A new row of talents has been added for level 100, and new Draenor Perks from levels 91 to 99.
  • The Garrison is a new feature available in Draenor, where you can build a base, recruit followers, and send them on missions.
  • We've balanced the functionality of Agility, Strength and Intellect.
  • Hit and Expertise have been removed; they're no longer needed in order to reliably land attacks!
  • The pace of healing have been adjusted to allow for more tactical decisionmaking regarding efficiency and throughput, on both single-target and multi-target heals. Passive and auto-targeted healing have been reduced in effectiveness in order to emphasize the actions and choices of healers.
  • Racial traits have been rebalanced so that all races have similar combat performance.
  • All classes have had several abilities pruned, with a focus on redundant and less-used abilities, to cut down on button and keybind bloat.
  • The amount of crowd control in the game (primarily PvP) has been drastically reduced. Many crowd-control abilities have been removed, and many diminishing returns categories are now merged together.
  • Several common buffs and debuffs have been merged, or removed, where they were redundant.
  • All characters now learn a few important Major Glyphs automatically as they level up.
  • The amount of instant healing in the game has been toned down by giving cast times to several instant cast heals.
  • Vengeance has been redesigned and renamed Resolve. Resolve does not increase outgoing damage, but does now increase tank self-healing and absorption based on damage taken.
  • Facing requirements (character position) on some prominent abilities have been loosened or removed.
  • The mana cost of Resurrection spells has been reduced to make it a little easier to recover from a wipe.
  • Professions no longer have combat benefit perks tied to them.
  • There are a multitude of class-specific changes, including things like improved distinction between different Talent specializations, and new Masteries. Consult the class-specific sections below for more information.


New Content


Level-100 Talents and Draenor Perks
A new row of talents has been added for level 100. For testing purposes, these are currently accessible at level 90.

Draenor Perks is a new feature that adds rewards for leveling. Over levels 91 to 99, you will earn these 9 new Draenor Perk in a random order. Each class and specialization has a different set of 9 Draenor Perks.

  • Level-100 talents have been added for all classes!
  • Draenor Perks have been added for all classes, earned from levels 91 to 99.


Garrisons
The Iron Horde army is massive and reinforcements from Azeroth are few. In order to stand a chance, you will need to build an army of your own.
  • Undertake an epic quest to build a permanent base of operations on Draenor.
  • Find blueprints and materials to expand and customize your Garrison.
  • Recruit followers with unique skills and abilities to your cause.
  • Send followers on missions to level them up and acquire bonus loot.
  • Begin the quest for your Garrison in Shadowmoon Valley or Frostfire Ridge.


Game System Changes


Stat Squish
Character progression is one of the defining characteristics of a role-playing game. Naturally, that means that we're continuously adding more power to the game for players to acquire. After 4 expansions and over 9 years of this growth, we've gotten to a point where the numbers involved are no longer easy to grasp. And worse, much of the granularity that's available is tied up in tiers of older content from Molten Core to Dragon Soul, none of which are really relevant anymore. It's no longer necessary for Borean Tundra quest gear to be nearly twice as powerful as Netherstorm quest gear, even though the two zones are only a couple of levels apart.


In order to bring things down to an understandable level, we've reduced the scale of stats throughout the game, back to as if they continued scaling linearly through questing content from levels 1 to 90. This applies to creatures, spells, abilities, consumables, gear, other items... everything. Your stats and damage have been reduced by a huge amount, but so have creatures' health. For example, your Fireball that previously hit a creature for 450,000 out of its 3,000,000 health (15% of its health), may now hit that same creature for 30,000 out of its 200,000 health (still 15% of its health). In effect, you will still be just as powerful, but the numbers that appear will be more easily parsed.


It's important to understand that this isn't a nerf, and we have special handling in place to preserve players' existing ability to solo old content. Players will deal bonus damage against lower-level creatures from past expansions, and will take reduced damage from them.

We've also removed all base damage on player spells and abilities, and adjusted Attack Power or Spell Power scaling as needed, so that all specializations will scale at the same rate.

  • The amount of stats on items has been reduced to be much lower than before.
  • Creature stats have been reduced to compensate.


Primary Character Stats and Attack Power
The "primary" stats, Agility, Strength, and Intellect, are foundations of a character's power. But they have not been created equally, making it difficult to properly balance them against secondary stats. The leading reason for this is that Agility and Intellect also provide Critical chance, in addition to Attack Power or Spell Power, whereas Strength does not. In order to achieve better balance, we've removed the Critical chance increase from Agility and Intellect. Still, it felt like Agility-based characters should critically strike more often, so we've raised those classes' baseline Critical Strike chance to compensate.

  • Agility no longer provides an increased chance to critically strike with melee and ranged attacks or abilities.
  • Intellect no longer provides an increased chance to critically strike with spells.
  • The base chance to critically strike is now 5% for all classes. There are no longer different chances to critically strike with melee, ranged, and spells.
  • There is a new passive, named Critical Strikes, which increases chance to critically strike by 10%.
    • It is learned by all Rogues, all Hunters, Feral and Guardian Druids, Brewmaster and Windwalker Monks, and Enhancement Shamans.

We've consolidated the way that Attack Power and Spell Power function and scale, to make those values clearer and correct some scaling issues regarding caster weapons relative to physical weapons.

  • Each point of Agility or Strength now grants 1 Attack Power (down from 2). All other sources of Attack Power now grant half as much as before.
  • Weapon Damage values on all weapons have been reduced by 20%.
  • Attack Power now increases Weapon Damage at a rate of 1 DPS per 3.5 Attack Power (up from 1 DPS per 14 Attack Power).
  • Attack Power, Spell Power, or Weapon Damage now affect the entire healing or damage throughput of player spells.

Active mitigation has worked very well as a tanking model. So, moving forward we want to keep the amount of Dodge and Parry on tanks on the low side. This helps prevent encounters from causing very spiky damage on tanks, which generally isn't much fun. Dodge and Parry gains from Strength and Agility are being reduced to help accomplish this. Additionally, items in Warlords of Draenor will not have Dodge or Parry on them as a stat. Some Dodge and Parry can still be gained through class-specific effects.

  • The amount of Dodge gained per point of Agility has been reduced by 25%.
  • The amount of Parry gained per point of Strength has been reduced by 25%.


Hit and Expertise Removal
Hit and Expertise were not fun stats. They acted to remove a penalty, instead of making you stronger. Most players treated Hit/Expertise caps as mandatory (rightfully so), with failure to reach those caps as a trap of sorts. After adjusting, gemming, and reforging gear to meet that cap, players could then go after the actual damage-increasing stats. We decided to remove Hit and Expertise, and make it so you don't need them. We still want melee specializations to attack creatures from behind when possible, so non-tanking specializations will have a 3% chance to be parried that cannot be eliminated.

General
  • All players now have a 100% chance to hit, 0% chance to be dodged, 3% chance to be parried, and 0% chance to glance, when fighting creatures up to 3 levels higher (bosses included).
  • Tank specializations receive an additional 3% reduction in chance to be parried, so tank attacks have a 0% chance to be parried vs. creatures up to 3 levels higher.
  • Creatures 4+ levels higher than you still have a chance to avoid your attacks in various ways, so as to discourage you from attempting to fight enemies that are much stronger than you.
  • Dual Wielding still imposes a 17% chance to miss, so as to balance it with two-handed weapon use.
  • Hit and Expertise bonuses on all items and item enhancements (gems, enchants, etc.) have been converted into Critical Strike, Haste, or Mastery.

Death Knight

Druid

Monk

Priest

Paladin
  • Holy Insight no longer increases the chance to hit with spells.
  • Sanctuary now also reduces the chance for attacks to be parried by 3%.

Shaman

Warrior


Player Health and Resilience
We're planning several interconnected changes designed to provide better-tuned gameplay for healers and improve the healing dynamic in PvP.

The high amount of base Resilience and Battle Fatigue in Mists of Pandaria caused characters to feel much weaker in PvP than they did in PvE. To address this disparity, we're approaching Warlords of Draenor with the goal of shrinking that gap as much as possible. To reduce dependence on Resilience, we needed to increase player survivability against other players, and we chose to do this by essentially doubling (post-squish) player health.

On its own, that increase in health would make players more survivable in the world at large, so we're also increasing creature damage and the effectiveness of healing spells to balance things out. The net result of these changes is that individual attacks will knock a smaller chunk off of a player's health pool in PvP, but your survivability in PvE remains unaffected.

Doubling player health gave us room to reduce Resilience and Battle Fatigue, but our goal was to be able to remove them entirely. In order to achieve that, we're also reducing PvP spike damage across the board by lowering Critical Damage and Critical Heals against players in PvP to 150% of their normal effect (down from 200%). Our hope is that these changes allow us to reduce Base Resilience and Battle Fatigue to 0%. It's possible that we'll still find a need for some minor amount of Base Resilience and/or Battle Fatigue, and we'll be testing these changes extensively and adjusting as needed.

  • Base Resilience has been reduced to 0%.
  • Battle Fatigue has been removed. PvP combat no longer reduces the amount of healing received by PvP participants.
  • Critical Damage and Critical Heals in PvP combat now deal 150% of the normal spell/ability effects (down from 200%).
  • The amount of health per Stamina has approximately doubled. The curve on this calculation has been smoothed out as well, so the exact amount varies slightly by level.
  • Maximum mana has been approximately doubled at all levels to keep pace with the expected health from new Stamina values.
  • All consumables have had their healing and mana regeneration values approximately doubled.
  • All creatures have had their melee damage doubled. Most creature spells and abilities have had their damage doubled as well.
  • All player-cast healing and absorption effects have been increased by approximately 50% in effectiveness. If they heal or absorb a percentage of maximum health, they are instead reduced by 25%. All other noted changes are in terms relative to that.
    • For example, if another noted change is that "Mega Heal now heals for 40% more," that means that Mega Heal now heals for a total of 210% of what it used to, which is relatively 40% higher, compared to other heals.


Retuning Healing Spells
One of our goals for healing is to tone down the raw throughput of healers relative to the size of player health pools. Currently, as healers and their allies acquire better and better gear, the percentage of a player's health that any given heal restores increases significantly. As a result, healers are able to refill health bars so fast that we have to make damage more and more “bursty” in order to challenge them. Ideally, we want players to spend some time below full health without having healers feel like their groupmates are in danger of dying at any moment. We also think that healer gameplay would be more varied, interesting, and skillful if your allies spent more time between 0% and 100%, rather than just getting damaged quickly to low health, forcing the healer to then scramble to get them back to 100% as quickly as possible.

To that end, we're buffing heals less than we're increasing player health. Heals will be deliberately less potent compared to health pools than before the item squish. Additionally, as gear improves, the scaling rates of health and healing will now be very similar, so the relative power of any given healing spell shouldn't climb so much over the course of this expansion. For those concerned about what this means for raiding, don't worry—we're taking all of these changes into account when designing Raid content for Warlords of Draenor.

It's also important to note that spells that heal based on a percentage of maximum health are being effectively buffed by the massive increase to player health pools, so we're lowering those percentages to offset the effect. That may make them appear to have been nerfed—however, the net result is that those percentage-based heals stay about the same as before relative to other heals.

All of these changes apply to damage-absorption shields as well. Additionally, we're toning down the power of damage absorption in general. When they get too strong, absorption effects are often used in place of direct healing, instead of as a way to supplement it. We will, of course, take these changes into account when tuning specializations that rely heavily on absorbs, such as Discipline Priests.

We also took a look at healing spells that were passive or auto-targeted (so-called "smart" heals). We want healers to care about who they're targeting and which heals they're using,so that their decisions matter more. To that end, we're reducing the healing of many passive and auto-targeted heals, and making smart heals a little less smart. Smart heals will now randomly pick any injured target within range instead of always picking the most injured target. Priority will still be given to players over pets, of course.

Another of our goals for healing in this expansion is to strike a better balance between single-target and multi-target healing spells. We've taken a close look at the mana efficiency of our multi-target heals, and in many cases, we're reducing their efficiency, usually by reducing the amount they heal. Sometimes, but more rarely, raising their mana cost was a better decision. We want players to use multi-target heals, but they should only be better than their single-target equivalents when they heal more than two players without any overhealing. This way, players will face a meaningful choice between whether to use a single-target heal or a multi-target heal based on the situation.

Finally, we're removing the low-throughput, low-mana-cost heals like Nourish, Holy Light, Heal, and Healing Wave, because we think that while they do add complexity, they don't truly add depth to healing gameplay. (We're also renaming some spells to re-use those names. For example, Greater Healing Wave is being redubbed Healing Wave.) However, we still want healers to think about their mana when deciding which heal to cast, and so the mana costs and throughputs of many spells are being altered to give players a choice between spells with lower throughput and lower cost versus spells with higher throughput and higher costs. Here are some examples from each healer class.

  • Druid Higher Efficiency: Healing Touch, Rejuvenation, Efflorescence
  • Druid Higher Throughput: Regrowth, Wild Growth

  • Monk Higher Efficiency: Soothing Mist, Renewing Mist
  • Monk Higher Throughput: Surging Mist, Spinning Crane Kick

  • Paladin Higher Efficiency: Holy Light, Holy Shock, Word of Glory, Light of Dawn
  • Paladin Higher Throughput: Flash of Light, Holy Radiance

  • Priest Higher Efficiency: Greater Heal, Circle of Healing, Prayer of Mending, Holy Nova (new Discipline-only version), Penance
  • Priest Higher Throughput: Flash Heal, Prayer of Healing

  • Shaman Higher Efficiency: Healing Wave, Riptide, Healing Rain
  • Shaman Higher Throughput: Healing Surge, Chain Heal

All of this discussion of efficiency may cause most healers to start worrying about mana regeneration and their mana pool. To allay those concerns, we've increased base mana regeneration a great deal at early gear levels, while having it scale up less at later gear levels. This will make all of these changes play well even in early content such as Heroic Dungeons and the first tier of Raid content, and also play well in the final Raid tier without mana and efficiency becoming irrelevant due to extremely high regeneration values.

That's a lot of big changes for healers: reduced throughput, a more deliberate pace, less powerful “smart” heals, weaker absorbs, fewer spells, and a new focus on efficiency decisions. We're confident that we can apply lessons learned from previous expansions to make this the best healer experience yet: more dynamic, less punishing, and frankly a lot more fun.

General Changes:
  • Smart heals will now randomly pick any injured target within range, instead of always picking the most injured target. Priority will still be given to players over pets.
  • Long-cast-time single-target heals, such as Greater Heal and Healing Touch, now cost roughly half as much as fast-cast-time single-target heals, such as Flash of Light or Healing Surge, and heal for roughly the same amount.
  • Every class has multiple area healing spells available, some low throughput and efficient, others high throughput and inefficient.
  • Area healing spells are tuned to be less efficient than single-target healing spells when they heal 2 or fewer targets, and more efficient when they heal 3 or more targets,
  • Spells with cooldowns or limitations may have higher efficiency than the no-cooldown equivalents.


Racial Traits
We want races to have fun and interesting perks, but if those traits are too powerful, players may feel compelled to play a specific race even if it doesn't suit their aesthetic preference. For example, Trolls' Berserking ability was extremely powerful, and their Beast Slaying passive was often irrelevant, but occasionally tremendously powerful compared to other racial passives. On the other end of the spectrum, many races had few or no performance affecting perks. We also needed to replace or update a number of racials that previously granted Hit or Expertise, since those stats have been removed.

We decided to bring down the couple high outliers, then establish a fair baseline and bring everyone else up to that. We achieved that by improving old passives, replacing obsolete ones, and occasionally adding new ones where needed. Our goal with these changes is to reach parity amongst races.

Blood Elf
  • Arcane Acuity is a new racial passive ability that increases Critical Strike chance by 1%.
  • Arcane Torrent now restores 20 Runic Power for Death Knights (up from 15 Runic Power), 1 Holy Power for Paladins, or 3% of mana for Mages, Priests, and Warlocks (up from 2% of Mana). Other parts of the ability remain unchanged.

Draenei
  • Heroic Presence has been redesigned. It no longer increases Hit by 1%, and instead increases Strength, Agility, and Intellect, scaling with character level.
  • Gift of the Naaru now heals for the same amount over 5 seconds (down from 15 seconds).

Dwarf
  • Crack Shot has been removed (was 1% Expertise with ranged weapons).
  • Mace Specialization (was 1% Expertise with maces) has been replaced with Might of the Mountain.
  • Might of the Mountain is a new racial passive ability that increases Critical Strike bonus damage and healing dealt by 2%.
  • Stoneform now also removes magic and curse effects in addition to poison, disease, and bleed effects, along with reducing damage taken by 10% for 8 seconds. It remains unusable while the Dwarf is under the effects of crowd control.

Gnome
  • Expansive Mind now increases maximum mana, energy, rage, and Runic Power by 5% instead of only increasing maximum mana.
  • Escape Artist's cooldown has been reduced to 1 minute (down from 1.5 minutes).
  • Shortblade Specialization (was 1% Expertise with one-handed swords and daggers) has been replaced with Nimble Fingers.
  • Nimble Fingers is a new racial passive ability that increases Haste by 1%.

Goblin
  • Time is Money now grants a 1% increase to Haste (up from only attack speed and spell haste).

Human
  • Mace Specialization has been removed (was 1% Expertise with maces).
  • Sword Specialization has been removed (was 1% Expertise with swords).
  • The Human Spirit has been redesigned. It no longer increases Spirit by 3%, and instead now increases 2 secondary stats by an amount scaling with character level. You can choose which 2 secondary stats it increases. This has not yet been implemented.

Night Elf
  • Quickness now also increases movement speed by 2% in addition to increasing Dodge chance by 2%.
  • Touch of Elune is a new passive ability which increases Haste by 1% at night, and Critical Strike chance by 1% during the day.

Orc
  • Axe Specialization has been removed (was 1% Expertise with axes).
  • Command now increases pet damage by 1% (down from 2%).
  • Hardiness now reduces the duration of Stun effects by 10% (down from 15%).

Tauren
  • Brawn is a new racial passive ability that increases Critical Strike bonus damage and healing done by 2%.
  • Endurance now increases Stamina by an amount scaling with character level, instead of increasing Base Health by 5%.

Troll
  • Berserking now increases Haste by 15% (down from 20%).
  • Beast Slaying now increases XP earned from killing Beasts by 20%, instead of increasing damage dealt versus Beasts by 5%.
  • Dead Eye has been removed (was 1% Expertise with ranged weapons).

Undead
  • Will of the Forsaken's cooldown has been increased to 3 minutes (up from 2 minutes).
  • Undead can no breath underwater indefinitely.


Ability Pruning
Over the years, we've added significantly more new spells and abilities to the game than we've removed. This has led to the complexity of the game increasing steadily over time, to the point we're at now, where players feel like they need dozens of keybinds. There are many niche abilities which could theoretically be useful in some rare case, but usually are not. There are many abilities that we'd be better off not having. We decided that we needed to make a strong push for paring down the number of abilities each class/spec has. That means making some abilities restricted to certain specs that really need them instead of being class-wide, and outright removing some other abilities. It also includes removing some Spellbook clutter, such as passives that could be merged with others, or with base abilities.

However, this doesn't mean that we want to reduce the depth of gameplay, or "dumb it down.” We still want there to be interesting decisions during combat, and for skill to matter. But, that doesn't require complexity; we can remove some needless complexity and still retain the depth and skill variance.

One type of ability that we focused on is temporary power buffs ("cooldowns"). Removing those also helps achieve one of our other goals, which is to reduce the amount of cooldown stacking in the game. In cases where a class/spec had multiple cooldowns that typically ended up getting used together, often in a single macro, we merged them, or removed some of them.

What abilities and spells got cut is a very, very difficult question to answer. Every ability is vital to someone, so we don't take this process lightly. We hope that even if we cut your favorite ability, you can see it in the context of our larger goals. It's important to remember that the point of these changes is to increase players' ability to understand the game, not to reduce depth of gameplay.

General
  • The levels at which you learn class abilities have been revised to provide a smoother leveling flow.

Death Knight

Druid

Hunter

Mage

Monk

Paladin

Priest

Rogue

Shaman

Warlock

Warrior


Crowd Control and Diminishing Returns
Another big takeaway from Mists of Pandaria is that there was simply too much crowd control (CC) in the game. To solve that, we knew that we needed an across-the-board disarmament. Here's a summary of the player-cast CC changes:

  • Removed Silence effects from Interrupts. Silences still exist, but are never attached to an Interrupt.
  • Removed all Disarms.
  • Reduced the number of Diminishing Returns (DR) categories.
    • All Roots now share the same DR category.
      • Exception: Roots on 'Charge' types of abilities have no DR category, but have a very short duration instead.
    • All Stuns now share the same DR category.
    • All Incapacitate ("Mesmerize") effects now share the same DR category, and have been merged with the Horror DR category.
  • Removed the ability to make cast-time CC spells instant with a cooldown.
  • Removed many CC spells entirely, and increased the cooldowns and restrictions on others.
    • Pet-cast CC is more limited and often removed.
    • Cyclone can now be dispelled by Immunities and Mass Dispel.
    • PvP trinkets now grant immunity to reapplication of an effect from the same spell cast, when they break abilities with persistent effects like Solar Beam.
    • Long fears are now shorter in PvP, to account for the target also needing to run back afterward.

Additionally, we've significantly reduced the number of throughput-increasing cooldowns and procs, in order to further reduce burst damage. Please keep in mind when reading the specifics of the patch notes that some classes may have lost abilities, or had the power of select abilities reduced. These changes were made in the context of the above goals. Other classes have a reduced crowd-control ability overall. We believe that this entire package of changes will make PvP a more enjoyable experience for everyone.

Druid

Hunter
  • Hunter pets no longer have crowd-control abilities.
  • Basilisk: Petrifying Gaze; Bat: Sonic Blast; Bird of Prey: Snatch; Crab: Pin; Crane: Lullaby; Crocolisk: Ankle Crack; Dog: Lock Jaw; Gorilla: Pummel; Monkey: Bad Manners; Moth: Serenity Dust; Nether Ray: Nether Shock; Porcupine: Paralyzing Quill; Rhino: Horn Toss; Scorpid: Clench; Shale Spider: Web Wrap; Silithid: Venom Web Spray; Spider: Web; and Wasp: Sting have been removed as pet abilities.
  • Entrapment Root effect now shares Diminishing Returns with all other Root effects.
  • Scatter Shot has been removed.
  • Silencing Shot has been removed.
  • Traps and Trap Launcher no longer have an arming time and can instantly trigger.
  • Traps can no longer be disarmed.
  • Scare Beast now has a 6 sec duration in PvP (down from 8 sec).

Mage

Monk
  • Fists of Fury no longer stuns a target more than once per cast.
  • Glyph of Breath of Fire Disoriented effect now shares Diminishing Returns with all other Mesmerize effects.
  • Grapple Weapon has been removed.
  • Ring of Peace no longer Silence or Disarm enemies. It now incapacitates targets in the area for 3 seconds, or until the target takes damage. The ability now shares Diminishing Returns with all other Mesmerize effects.
  • Spear Hand Strike no longer Silence the target if they're facing the Monk.
  • Spinning Fire Blossom Root effect now shares Diminishing Returns with all other Root effects.

Paladin
  • Blinding Light has been removed.
  • Repentance cast time has been increased to 1.8 seconds.
  • Turn Evil cast time has been increased to 1.8 seconds and now has a 6 second duration in PvP (down from 8 seconds).

Priest

Rogue
  • Dismantle has been removed.
  • Paralytic Poison has been removed and replaced by Internal Bleeding.
  • Internal Bleeding: Causes successful Kidney Shot to also apply a periodic Bleed effect for 12 seconds, with damage increasing per combo point used.

Shaman

Warlock
  • Blood Horror's cooldown has been increased to 60 seconds (up from 30 seconds) and now shares Diminishing Returns with all other Mesmerize effects.
  • Felhunter: Spell Lock now only interrupts spell casting and no longer Silence the enemy.
  • Mortal Coil now shares Diminishing Returns with all other Mesmerize effects.
  • Observer: Optic Blast now only deals damage and interrupts spell casting. The ability no longer Silence the enemy.
  • Sear Magic's cooldown has been increased to 30 seconds (up from 20 seconds).
  • Succubus: Seduction and Shivarra: Mesmerize now have a 30-second cooldown.
  • TerrorGuard no longer casts Terrifying Roar when it dies.
  • Unbound Will cooldown has been increased to 2 minutes (up from 1 minute).
  • Voidwalker: Disarm and Voidlord: Disarm have been removed.

Warrior
  • Charge now Roots the target (instead of stunning). The Root effect does not share a Diminishing Return with other Roots.
  • Warbringer now causes Charge to stun the target for 1.5 sec instead of rooting it.
  • Disarm has been removed.
  • Intimidating Shout now has a 6 sec duration in PvP (down from 8 sec).


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. We also spread around some of the harder-to-find Raid buffs/debuffs, especially for specializations that brought relatively few.

Weakened Armor and Physical Vulnerability were effectively redundant, both filling the role of increasing Physical damage taken by the target. So, we removed Weakened Armor and widened the availability of Physical Vulnerability a bit.

Weakened Armor
  • The following abilities no longer apply the Weakened Blows effect.
    • Druid: Faerie Fire now applies Physical Vulnerability, increasing Physical damage taken by 4% for 30 seconds.
    • Warrior (Protection): Devastate
  • The following abilities have been removed.
    • Hunter Pets: Tallstrider: Dust Cloud, Raptor: Tear Armor
    • Rogue: Expose Armor
    • Warrior: Sunder Armor

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.

Weakened Blows
  • The following abilities no longer apply the Weakened Blows effect.
    • Death Knight (Blood): Scarlet Fever
    • Druid: Thrash
    • Monk: Keg Smash
    • Paladin: Crusader Strike; Hammer of the Righteous
    • Shaman: Earth Shock
    • Warrior: Thunder Clap
  • The following abilities have been removed.
    • Hunter Pets, Bear: Demoralizing Roar; Carrion Bird: Demoralizing Screech

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.

Cast Speed Slows
  • The following abilities no longer slow the target's casting speed by 50%.
    • Death Knight: Necrotic Strike
    • Mage (Arcane): Slow
    • Additionally, Slow can now affect more than one target at a time.
  • The following abilities have been removed.
    • Hunter Pets, Core Hound: Lava Breath; Fox: Tailspin; Goat: Trample; Sporebat: Spore Cloud
    • Rogue: Mind-numbing Poison
    • Warlock: Curse of Enfeeblement

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
    • Priest (Shadow): Mind Quickening
    • Shaman (Elemental): Elemental Oath
  • The following abilities now provide a 5% increase to melee, ranged, and spell Haste to all Party and Raid members (instead of a 10% increase to only melee and ranged attack speed).
    • Death Knight (Frost, Unholy): Unholy Aura
    • Shaman (Enhancement): Unleashed Rage
    • Rogue: Swiftblade's Cunning
    • The following Hunter pet abilities have been removed.
    • Hyena: Cackling Howl; Serpent: Serpent's Swiftness

Other
  • Blood Death Knights receive a new passive ability at level 80 called Power of the Grave.
    • Power of the Grave grants a bonus to Mastery to all Party and Raid members.
    • Brewmaster Monks now also learn Legacy of the White Tiger, granting 5% increased Critical Strike chance to all Party and Raid members.
  • The following abilities now also increase magic damage taken by the target by 5% for 15 seconds.
    • Monk (Windwalker): Rising Sun Kick
    • Priest (Shadow): Mind Blast


Instant Cast Heals
Over time, healers have gained a bigger and bigger arsenal of heals that they can cast while on the move, which removes the inherent cost that movement is intended to have for them, while also limiting players' ability to counter healing in PvP. This left Silences and crowd control (which we're trying to curb—see "Pruning the Garden of War") as the only ways to actually limit an enemy player's healing output. We're still preserving the option to instantly heal, but are reducing the number of instant-cast healing abilities overall. Raid and dungeon encounter damage during high-movement phases will be adjusted accordingly. Here are some examples:

Druid
  • Wild Growth (Restoration) now has a 1.5-second cast time (up from instant cast).

Monk
  • Uplift (Mistweaver) now has a 1.5-second cast time (up from instant cast).

Paladin
  • Eternal Flame now has a 1.5-second cast time (up from instant cast) for Holy Paladins.
  • Light of Dawn now has a 1.5-second cast time (up from instant cast).
  • Word of Glory now has a 1.5-second cast time (up from instant cast).
  • Guarded by the Light (Protection) now also makes Word of Glory and Eternal Flame instant cast.
  • Sword of Light (Retribution) now also makes Word of Glory and Eternal Flame instant cast.

Priest
  • Prayer of Mending now has a 1.5-second cast time (up from instant cast).
  • Cascade now has a 1.5-second cast time (up from instant cast).
  • Divine Star now has a 1.5-second cast time (up from instant cast).
  • Halo now has a 1.5-second cast time (up from instant cast).


Tank Vengeance and Resolve
The changes to tanking made in Mists of Pandaria turned out quite well, overall. But there were a few rough parts that we're going to smooth over. The biggest one is the offensive capabilities of Vengeance. We like that tanks can provide meaningful DPS to their group, however, it swung wildly based on the fight, even surpassing the dedicated damage dealers occasionally. To solve this, we're going to remove the offensive value of Vengeance, but preserve the defensive value, by making it increase the effect of your active mitigation buttons, instead of Attack Power.

General
  • Vengeance has been removed and replaced with a new passive ability, Resolve.
  • Resolve: Increases your healing and absorption done to yourself, based on Stamina and damage taken (before avoidance and mitigation) in the last 10 seconds.

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, in addition to the stat's existing benefits. That also helps keep secondary stats balanced in offensive value for them.

Death Knight
  • Mastery: Blood Shield now also passively increases Attack Power by 12% (percentage increased by Mastery), in addition to its current effects.
Druid
  • Mastery: Primal Tenacity now also passively increases Attack Power by 12% (percentage increased by Mastery), in addition to its current effects.
Monk
  • Mastery: Elusive Brawler now also passively increases Attack Power by 12% (percentage increased by Mastery), in addition to its current effects.
  • Brewmasters no longer deal 15% less damage.
Paladin
  • Mastery: Divine Bulwark now also passively increases Attack Power by 12% (percentage increased by Mastery), in addition to its current effects.
Warrior
  • Mastery: Critical Block now also passively increases Attack Power by 12% (percentage increased by Mastery), in addition to its current effects.


Quality of Life Improvements


Facing Requirements
Strict facing requirements can be frustrating to deal with, especially in hectic Raid combat or PvP environments. In order to ease this frustration, we decided to remove or significantly loosen the facing requirements of all attacks that required the player to be behind their target.
  • Druid: Shred no longer requires the Druid to be behind the target.
  • Rogue: Ambush no longer requires the Rogue to be behind the target.
  • Rogue (Subtlety): Backstab can now be used on either side of the target, in addition to behind the target.


Resurrection Mana Costs
We reduced the mana cost of all resurrection spells to 4% of base mana, so that mana isn't an inhibitor on the Raid or Party's ability to recover from a wipe. Cast time already functions as the primary cost of these spells. Note that Priests' Resurrection spell was already at 4% of base mana, so it remains unchanged.
  • Druid: Revive, Monk: Resuscitate, Paladin: Redemption, and Shaman: Ancestral Spirit now cost 4% of base mana (down from between 10% and 50%).


Automatically Learned Glyphs
While leveling, characters unlock Glyph slots at several specific levels. However, in order to get glyphs, characters need to visit an Auction House (and potentially pay way more gold than an average character of that level has yet), or know a Scribe from which to request them. To solve this, we've made characters learn some Glyphs automatically as they level.
  • All classes now learn some of their Major Glyphs as they level. Recipes for these Glyphs have been removed.
    • At level 25, the following Glyphs are automatically learned by characters of the appropriate class:
      • Entangling Roots, Fae Silence, Ferocious Bite, Maul, Omens, Cat Form, Liberation, Pathfinding, Frost Nova, Blink, Fortuitous Spheres, Rapid Rolling, Afterlife, Harsh Words, Flash of Light, Alabaster Shield, Dazing Shield, Avenging Wrath, Templar's Verdict, Levitate, Holy Fire, Fade, Deadly Momentum, Stealth, Flame Shock, Thunder, Healing Storm, Healing Wave, Spiritwalker's Grace, Siphon Life, Drain Life, Demon Training, Ember Tap, Long Charge, Victory Rush, Bloodthirst, Gag Order
    • At level 50, the following Glyphs are automatically learned by characters of the appropriate class:
      • Might of Ursoc, Nature's Grasp, Rebirth, Rejuvenation, Savagery, Mending, Chimera Shot, Black Ice, Polymorph, Spinning Crane Kick, Denounce, Divine Storm, Word of Glory, Reflective Shield, Smite, Mind Blast, Recuperate, Totemic Recall, Fear, Executor
    • At level 60, the following Glyphs are automatically learned by characters of the appropriate class:
      • Dark Succor, Unholy Command, Death Grip
    • At level 75, the following Glyphs are automatically learned by characters of the appropriate class:
      • Death and Decay, Dash, Faerie Fire, Healing Touch, Master Shapeshifter, Misdirection, Slow, Frostfire Bolt, Water Elemental, Breath of Fire, Mana Tea, Fists of Fury, Light of Dawn, Final Wrath, Double Jeopardy, Penance, Renew, Dispersion, Ambush, Cheap Shot, Lightning Shield, Eternal Earth, Healthstone, Bull Rush, Enraged Speed, Shield Wall


Professions
Some of our goals with Professions in Warlords of Draenor are to make them more of a personal choice, and less of a mandatory “min/max” selection. To that end, we're removing the direct combat benefits of Professions. Additionally, we've made it easier to level Mining and Herbalism. Healing Potions have gone mostly unused lately, compared to combat stat potions. We chose to solve that problem, along with a problem with Warlock utility, by having Healing Potions and Healthstones share cooldowns.
  • Herbalists can now harvest herbs throughout the game world without hard skill requirements. The yield an Herbalist will be able to harvest from each node is now determined by skill level.
  • Miners can now harvest mineral nodes in outdoor areas of the game world without hard skill requirements. The yield a Miner will be able to harvest from each node is now determined by skill level.
  • Healing Potions no longer share a cooldown with other potions, but instead share a 60-second cooldown with Healthstones. The cooldown will not reset until the player leaves combat.


Class Changes


Death Knight
A few things have happened for Death Knights. As described above in Ability Pruning, several cooldowns were made spec-specific. Rotations remain unchanged for the most part. One thing we did polish up is the effect of Diseases on the damage of other abilities. Diseases now do enough damage on their own to warrant using them, so having them act as multipliers on the damage of other abilities was extraneous, and just cluttered up the tooltips of those abilities. We removed those multipliers, and just baked in their benefit to the corresponding base spell. This slightly reduces ramp-up time.

  • Blood Boil damage has been increased by 50%, but no longer deals additional damage to targets affected by Blood Plague or Frost Fever.
  • Heart Strike damage has been increased by 30%, but no longer deals additional damage for each disease present on the target.
  • Obliterate now deals 25% more damage on both main- and off-hand weapons, but no longer deals additional damage for each disease present on the target.
  • Scourge Strike no longer deals additional damage for each disease present on the target. The ability now deals 50% of the Physical damage dealt as additional Shadow damage; this effect can critically hit and no longer ignores modifiers.

In order to better balance the scaling rates and value of secondary stats for Unholy Death Knights, we reduced the power of their passive Unholy Might ability.

  • Unholy Might (Unholy) bonus changed from +35% to +10%.

Active Mitigation was a very successful design that was inspired by Death Knights' tanking style. However, it went beyond that, and Death Knights themselves were somewhat left behind in that regard. We made several changes to bring up the interactivity of Blood combat. This includes making Death Strike cause healing based on attack power, but be affected by the new Resolve passive (see Tank Vengeance and Resolve, above), which gives it the traditional increase from recent damage. Plus, Rune Tap is being significantly improved, to become a strong Active Mitigation button. To tie those together, Blood's Mastery is being changed to affect both the size of the Blood Shield absorb, and the new Rune Shield absorb. Additionally, we removed Dodge and Parry from gear, and expect Blood Death Knights to value Haste and Crit as important secondary stats. In order to achieve that, we made Riposte give defensive value to auto attack and Rune Strike crits. Finally, we tweaked the targeting AI of Dancing Rune Weapon, and fixed it up to use most Talents that you know.

  • Heart Strike now only Cleave 1 additional target (down from 2).
  • Death Strike now causes healing that scales in effectiveness with attack power, instead of based on damage taken in the last 5 sec. This healing is affected by Resolve.
  • Blood Rites now causes Death Strike to also cause an absorb for 50% of the amount healed.
  • Rune Tap now grants an absorption shield that scales in effectiveness with Attack Power, instead of a heal based on a % of maximum health. It also now has 2 charges, with a 30-second recharge time.
    • Will of the Necropolis now grants an immediate charge, and makes your next Rune Tap free. However, its damage reduction buff now only lasts 4 sec (down from 8sec).
  • Mastery: Bloody Shields now increases the effectiveness of Blood Shield and Rune Shield by 16% (percentage increased by mastery), instead of adding the Blood Shield effect.
  • Riposte has been redesigned.
    • Riposte: After getting a Critical Strike with an Auto Attack or Rune Strike, you gain +100% Parry chance until you Parry an attack. This can stack up to 2 times.
  • Dancing Rune Weapon summoned Rune Weapon now remains fixated on the Death Knight's target at the time of summoning, and copies the effects of Talents that are tied to the Death Knight, such as Blood Boil, Frost Fever, or Asphyxiate. Should the original target be dead or otherwise unavailable, the Rune Weapon will switch to assist with the Death Knight's current target.

Since the Ghoul pet is now Unholy only, that presents a problem for Death Pact. We revised Death Pact to not require an undead minion, but work a little differently. We left it at 50% heal, which is effectively a 33% buff to it from before (see Healing and Player Health above), and added a heal absorb for half the amount healed, instead. It should now be a relatively more effective heal for staying alive immediately, but with the downside of needing to heal through the heal absorb before you can be healed any further.

  • Death Pact no longer requires an undead minion, and instead places a heal absorb on you for 50% of the amount healed.

There were also a few other miscellaneous changes. The Runic Power generation of Anti-Magic Shell was standardized, to make it more understandable, and balanced.

  • Anti-Magic Shell now restores 2 Runic Power per 1% of max health absorbed.


Druid
Druids have seen a few significant changes. 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, 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), and for Feral and Guardian specializations can have up to 2 charges (up from 1).

Guardian Druids have had increased Armor as their Mastery for a while now. However, one of the new secondary stats available to all tanks is Bonus Armor. We didn't feel that the difference of being additive vs. being a multiplier was significant enough to warrant keeping their Mastery around. Additionally, active mitigation hasn't played out as well for Guardians as it has for some other tanks. We decided to redesign the Mastery for Guardian Druids to something that compliments the Avoidance-heavy nature of Savage Defense, and also to improve the usability of Tooth and Claw for more consistent damage reduction. Note that Primal Tenacity's calculation uses the damage before any other absorbs you have, and before Tooth and Claw's effects, so that it isn't negatively affected by any of those. We also slightly reduced the power of Primal Fury, in order to better balance secondary stats for Guardians.

  • Guardian Druids' Mastery (Nature's Guardian) has been replaced with a new Mastery: Primal Tenacity.
    • Mastery: Primal Tenacity causes the Druid to gain a Physical absorb shield equal to 16% of the attack's damage when they are hit by a Physical attack. Attacks which this effect fully or partially absorbs cannot trigger Primal Tenacity.

Rage for Guardian Druids has been problematic throughout Mists of Pandaria. Most of their rage generation was extremely passive, and most of their button presses either didn't affect their survivability, or only trivially did so. We made changes to Haste and Crit, to try to solve these rage generation problems, and improve their rotation. Most

  • Auto-attacks now generate 5 Rage (down from 10.9 Rage).
  • Lacerate now generates 10 Rage, has no cooldown (down from a 3-second cooldown), but no longer has a chance to reset Mangle cooldown.
  • Thrash now generates 2 Rage every time it deals direct or periodic damage, has no cooldown (down from a 6-second cooldown), but no longer has a chance to reset Mangle cooldown.
  • Faerie Fire no longer has a chance to reset Mangle cooldown.
  • Primal Fury now generates 5 Rage (down from 15 Rage) when you dodge or non-periodically critically strike (up from only Auto Attacks and Mangle).
  • Mangle now generates 30 Rage, and its cooldown is reduced by Haste.
  • Bear Form no longer increases Haste and Crit from items by 50%, but instead causes Haste to reduce the global cooldown.

Feral Druids received a few tweaks beyond what's been mentioned above in Ability Pruning and Facing Requirements. 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. Glyph of Savagery was reworked to better achieve its intended effect.

  • Pounce's damage has been increased by 100%.
  • Primal Fury now also grants a combo point for area attacks that critically strike the Druid's primary target.
  • Glyph of Savagery now grants a free 5 combo point Savage Roar when leaving Prowl, instead of allowing Savage Roar to be used with 0 combo points.

Tranquility has an amazingly strong effect (pour a ton of healing into the whole Raid/Party), but had excessive complexity for a relatively simple task (5 different targets per tick, a short HoT, stacking, varied strength by raid size). So, we simplified it significantly. It still will be used just as it always has been.

  • Tranquility now heals every Party and Raid member within range every 2 seconds for 8 seconds. It no longer places a periodic effect on each target. The total amount of healing it generates in Raids should be approximately the same as before this change.

Restoration Druids got a few changes as well. In Patch 5.4, a Glyph was introduced where you could choose to attach your Efflorescence to Wild Mushroom, instead of to Swiftmend. That was a rousing success, taken by nearly all Restoration Druids, and felt like a much better situation to us, so we decided to remove the glyph choice, and bake it in permanently. Secondly, while we are fine with the playstyle where a Restoration Druid blankets their Raid in Rejuvenations, the Swift Rejuvenation passive made that too strong, and also limited their scaling with Haste. We removed that passive, to encourage using other spells more, but still allow Rejuvenation blanketing as a playstyle choice.

  • Swift Rejuvenation has been removed.
  • Swiftmend no longer causes Efflorescence. Instead, Wild Mushroom (Restoration) now causes Efflorescence to appear at the mushroom's location.

The level 90-Talent row for Druids was designed to encourage hybrid gameplay. We decided that, while you shouldn't have to give up a significant amount of your primary role throughput in order to gain the off-role benefit, you also don't need to gain an actual benefit to your primary role throughput benefit either. We've reduced the power of their primary role benefit, making them roughly neutral in their effect on your primary role. Note that the increase to off-role healing from Nature's Vigil is not actually a buff (see Healing and Player Health above).

  • Heart of the Wild no longer provides an increase to Hit chance or Expertise while active, and no longer increases Stamina, Agility, and Intellect.
  • Dream of Cenarius
    • Balance: Casting Healing Touch no longer increases the damage bonus of the Druid's next Eclipse. Eclipse now causes the Druid's next Healing Touch to become instant cast and reset the cooldown on Starsurge.
    • Feral: Casting Healing Touch no longer increases the damage of the Druid's next 2 melee abilities, or increases the healing of Rejuvenation.
    • Guardian: No longer increases the critical strike chance of Mangle.
  • Nature's Vigil, while active, increases single-target damage and healing caused by healing spells by 16% (down from 25%), and all single-target damage spells also heal a nearby friendly target for 35% of the damage done (up from 25%).


Hunter
Hunters have lacked a strong distinction between the different specializations. What we mean by that is that the Hunter specializations all had rotations that felt similar, with Marksmanship and Survival having the most blurred identities (Beast Mastery felt well rooted in the pet). Hunters were also some of the most afflicted by button bloat. To address these problems, we opted to make changes to each specialization's rotation, primarily through removing abilities, and making some of them unique to each spec. This means things like Aimed Shot being the primary Focus dump for Marksmanship, instead of Arcane Shot or Serpent Sting being available only to Survival. Hunters also had a large number of cooldown abilities, which we've also cut down (some of which we moved to the talent tree, competing with other active buttons). For a full list of what was removed, please see Ability Pruning and PvP - Crowd Control and Diminishing Returns.

One of the most difficult abilities to decide to cut was Aspect of the Hawk. It began to feel fairly meaningless, since it was used virtually all of the time in combat, so might as well have just been passive. We decided to cut Aspect of the Hawk, and bake in its benefit to the other abilities. The remaining aspect abilities are all utility only, and are being moved off the stance bar and made toggles.

Overall, Hunters should see a drastic reduction in the number of active buttons, and have a clearer distinction between the different specializations. With some of these changes, you may find yourself favoring a different specialization. Keep in mind that Draenor Perks, earned from levels 91 to 99, will serve to further distinguish the different specializations.


There were also a few other changes, primarily for quality of life and rotational consistency.

  • Aimed Shot now deals 20% more damage and no longer interrupts Auto Attacks.
  • Dismiss Pet now ignores line of sight.
  • Hunter Pets now have a 1 second global cooldown.
  • Black Arrow periodic effect now has a chance each time it deals damage to cause the next 2 Explosive Shot to cost no Focus and not trigger a cooldown. This effect is guaranteed to activate at least once.
  • Explosive Trap now places a periodic-damage effect on each target within the radius of the explosion, rather than a persistent effect on the ground.


Mage
The Mage class has good specialization distinction when it comes to their single-target rotations, but utility and area-of-effect spells were heavily shared between specializations. Commonly, these spells were redundant as well. We made many of their spells specialization-specific (as described in Ability Pruning above). And probably most significant, we made changes to several existing Talents.

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.

  • Presence of Mind is no longer a Talent, and is instead learned by Arcane Mages.
  • Evanesce is a new Talent available at level 15.
    • Evanesce: Fade into the nether, avoiding all attacks against you for 3 seconds. This spell may be cast while a cast-time spell is in progress and is not on the global cooldown. Replaces Ice Block. 45-second cooldown.

Going along with our goals to reduce cooldown stacking across all of the classes, we decided to remove Alter Time's DPS contribution. Alter Time has a number of clever movement and utility uses, but in practice it was mostly being used for additional uptime of offensive cooldowns. Mages also had many redundant forms of survival utility, so we moved a utility-only version of Alter Time into the Talent tree, replacing Temporal Shield.

  • Temporal Shield has been removed.
  • Alter Time is now a level-30 Talent, replacing Temporal Shield.
    • Alter Time now lasts for 15 seconds (up from 6 seconds), has a 90 second cooldown (down from 3 minutes), and no longer affects the casting Mage's mana, buffs, or debuffs.

A few of the abilities reset by Cold Snap were made spec-specific, or could be overridden with Talents, so we expanded what it can affect to compensate.

  • Cold Snap now also resets the cooldown of Presence of Mind, Dragon's Breath, and Evanesce.

The Mage Bomb level-75 Talent row, the Bomb row, was also problematic. We chose to add the Bombs to all Mages' rotations in order to spice them up a bit, to provide rotational variety. That succeeded, and we're overall happy with how they interact with your rotation in a single-target situation, but they also came with the prospect of multi-dotting (applying your damage-over-time spell to many enemies, individually), which we don't feel is an appropriate fit for Mages. Additionally, in order to make all 3 Bombs useful to all specializations, we had to lose some of their spec-specific perks. And, even more importantly, many Mages did not like DoT gameplay at all.

In order to solve all of these problems, we decided to merge the 3 current Bomb Talents into one that changes based on spec. That allows us to reintroduce spec-specific perks to each Bomb, and makes room for some non-DoT alternatives.

  • Nether Tempest, Living Bomb, and Frost Bomb are now available to their corresponding specialization only, and share the left Talent slot.
    • Nether Tempest can now only be on 1 target at a time (down from unlimited), but its secondary damage now hits all targets in range (up from only 1), and deals 100% of the primary damage (up from 50%).
    • Living Bomb can once again be applied to multiple targets, can be spread by Inferno Blast, and has a normal 1.5 second cooldown. More of its damage has been moved into its explosion.
    • Frost Bomb has been redesigned. It now lasts 12 seconds, has no cooldown, and explodes every time the target is critically hit by the Mage's Ice Lance. The damage per explosion has been reduced by 75% to compensate.
  • Unstable Magic is a new Talent available at level 75, in the middle Talent slot.
    • Unstable Magic: Arcane Blast, Fireball, and Frostbolt have a 25% chance to explode on impact, dealing an additional 50% damage to the target, and all other enemies within 8 yards.
  • The right level-75 Talent slot is now filled by a new Talent that varies by specialization.
    • 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 up. If the primary target is an enemy, they take 100% increased damage. Replaces Frost Nova. 25-second cooldown. Instant cast.
    • 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. 25-second cooldown. Instant cast.
    • 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 sec. If the primary target is an enemy, they take 100% increased damage. Replaces Frost Nova. 20-second cooldown. Instant cast.

One of the most problematic Talent rows in the game has been the Mage level-90 row. The primary theme of the row was mana, which only Arcane Mages actually cared about. Bonus damage was added in, making it functional for all Mages, but muddled in its goals. Additionally, some of them just weren't fun to play with. We've revised the row to be purely about damage, and made them have less maintenance cost. Arcane Mages will have enough mana regeneration without these Talents to perform well.

  • Invocation has been removed.
  • Mirror Image is now a level-90 Talent, replacing Invocation.
    • Mirror Image now inherit 50% of the Mage's Spell Power (up from 5%).
  • Rune of Power no longer replaces Evocation, no longer increases mana regeneration, and now lasts 3 minutes (up from 1 minute).
  • Incanter's Ward has been removed.
  • Incanter's Flow is a new level-90 Talent, replacing Incanter's Ward.
    • Incanter's Flow: Magical energy flows through you, increasing all spell damage done by 5% per stack. While in combat, the magical energy builds up to 5 stacks over 5 seconds and then diminishes down to 1 stack over 5 seconds. This cycle repeats every 10 seconds.

Frost Mages enjoyed newfound PvE viability in Mists of Pandaria, and we intend to continue that into the future. However, we do want to clean up some rough spots, especially around their valuing of secondary stats, and the amount of instant-cast spells in their rotation. The Frost Armor and Shatter changes increase the amount of Haste/Critical chance that they can acquire on gear before they start hitting soft caps. The Shatter change also lowers the value of Critical Strike for a bit. The changes to the level-75 Talent row meant that having a Bomb spell is no longer guaranteed, so we changed the way that Brain Freeze is triggered. We also changed Brain Freeze's effect, in order to give Frost mages another cast-time spell in their rotation.

  • Frost Armor now grants 15% chance to Multistrike instead of 7% Haste.
  • Glyph of Icy Veins now causes Icy Veins to provide 75% chance to Multistrike, instead of 20% Haste.
  • Shatter now multiplies Critical Strike chance by 1.5 (down from 2).
  • The Brain Freeze effect no longer makes Frostfire Bolt instant, but it can now stack to 2. It also no longer triggers from the Bomb Talents, and instead has a 10% chance to trigger from Frostbolt casts. Each Multistrike of Frostbolt increases that cast's chance by an additional 45%. (Total of 100% on double-Multistrikes).

In order to make room for more Haste effects to apply to Arcane Blast, we raised its cast time and damage slightly. We also made Arcane Charges last longer, to aid in questing and encounters.

  • Arcane Blast's cast time has been increased to 2.25 seconds (up from 2 seconds), and its damage has been increased by 12.5% to compensate.
  • Arcane Charges now last 15 seconds (up from 10 seconds).


Monk
The brand-new class for Mists of Pandaria, Monks, turned out to be a ton of fun. Brewmasters stayed fairly solid all expansion long. Windwalkers needed a few tweaks here and there, especially to their Mastery, and still have a few shortcomings that we hope to improve, but overall worked quite well. Mistweavers had a bit of a rollercoaster ride, veering between weak and strong over the course of the expansion. Most of our changes to Monks will focus on Mistweavers, to try to get them just right.

About midway through the expansion, it became clear that mana was not valuable for Mistweavers. We tried some adjustments to solve that, but it proved too large of a change to make at the time. We chose to just live with that problem for the time being, and tune them around not really caring much about Spirit or mana (once they reached epic gear).

Now that we have the time to tweak things, and for Mistweavers to acquire new gear, we're going to make changes to get them in the right spot. Initially, we experimented with giving Mistwavers a 1-second GCD akin to that of the Rogue to give them a faster combat feel. However, it's proven difficult to balance. Haste is attractive to healers because it lowers not just cast time but GCD as well. Therefore, Monks valued Haste much less than other healers. We explored a few options, but ultimately landed on changing the core GCD for Mistweavers from 1 second to the standard 1.5 seconds, which you will be able to reduce with Haste. This will feel jarring at first, but we're confident that it's for the best, long-term.

  • All abilities available to Mistweavers now have a 1.5 second global cooldown (up from 1 second).
  • Stance of the Sturdy Ox and Stance of the Fierce Tiger now reduce the global cooldown of the Monk's abilities by 0.5 seconds.
  • Focus and Harmony is a new passive ability for Mistweaver Monks.
    • Focus and Harmony: Haste effects lower the global cooldown of your spells and abilities.
  • Crackling Jade Lightning no longer generates Chi for Mistweaver Monks.
  • Soothing Mist no longer generates Chi for Mistweaver Monks.
  • Thunder Focus Tea now causes the next Renewing Mist to jump up to 4 times (used to cause the next Uplift to refresh the duration of Renewing Mist on all targets).
  • Healing Sphere now heal an ally within 12yd (up from 6yd) for 100% (up from 50%) of their normal healing, when they expire.
  • Detonate Chi is a new spell available to Mistweavers:
    • Detonate Chi: Instantly detonate all of your Healing Sphere, causing each of them to heal a nearby ally within 12 yards of the sphere. 15 sec cooldown.

Another issue with Mistweavers is that of Eminence, which has never really played out how we had hoped. The intent with Eminence was to create an alternate play style to fulfill the fantasy of healing through dealing damage, since we knew a lot of players had that fantasy, and a new class was the perfect opportunity to satisfy that.

Having two play styles in one spec (Eminence, and traditional Mistweaving, healing primarily through casting heals) proved challenging to balance, because we don't want players to take the best parts of both and stack them into an unintended superior spec. The most notorious of these cases was "Jab-Jab-Uplift". In order to solve this problem, we're giving Mistweavers two stances. Stance of the Wise Serpent will continue to be the stance from which to do traditional Mistweaving. The new Stance of the Spirited Crane will be the stance to use for Eminence. You can swap stances at will, with only the cost of a GCD and any current Chi that you've accrued. The intention is that Crane Stance allows Mistweavers to trade healing for damage; it should fall somewhere in the middle between being a full healer, and being a full damage dealer.

  • Stance of the Spirited Crane is a new ability for Mistweaver Monks, which replaces Stance of the Fierce Tiger.
    • The Spell-Power-to-Attack-Power conversion effect has been moved from Stance of the Wise Serpent to Stance of the Spirited Crane.
    • The Eminence effect has been moved from Stance of the Wise Serpent to Stance of the Spirited Crane.
  • Teachings of the Monastery now makes Spinning Crane Kick heal friends instead of damaging enemies, while in Stance of the Wise Crane (previously, it would heal allies in addition to damaging enemies).
  • Mastery: Gift of the Serpent's Healing Spheres now scale with Spell Power instead of Attack Power.
  • Serpent's Zeal has been removed. Eminence now always includes Auto Attacks.
  • Muscle Memory and Vital Mists have been merged. Muscle Memory now requires Stance of the Spirited Crane, and passively increases the damage of Crackling Jade Lightning by 100%, causes Tiger Palm to trigger the Vital Mists effect, and causes Blackout Kick to hit 4 additional nearby targets for 50% damage.
  • The following abilities now require Stance of the Wise Serpent for Mistweavers:
    • Enveloping Mist, Renewing Mist, Soothing Mist, Uplift
  • The following abilities now require Stance of the Spirited Crane for Mistweavers:
    • Blackout Kick, Jab, Tiger Palm

We also improved all Monk Healing Spheres. You'll no longer waste them when running over multiple at once when you only need a little healing. And we significantly improved the effect when Mistweavers' Healing Spheres expire. We also made Afterlife Healing Spheres consistent with the rest of the class.

  • When a player runs through multiple Healing Spheres at once, only as many as needed to heal the player to full health will be consumed (instead of all of them if the player is injured at all).
  • Healing Spheres from Gift of the Serpent now heal an injured ally within 12 yards (up from 6 yards) for 100% (up from 50%) of their normal effect, when they expire.
  • Afterlife's Healing Sphere now heals for the same amount as other Healing Spheres (instead of healing for 15% of maximum health).

We also did some polishing on Brewmasters and Windwalkers. We made Storm, Earth, and Fire, Transcendence, and Touch of Death easier to use.

  • Transcendence: Transfer no longer has an energy or mana cost.
  • Storm, Earth, and Fire no longer has an energy cost, and is off the GCD.
  • Touch of Death is now usable on targets that have 10% or less health remaining, or have less current health than your maximum health. The rules against players remain unchanged.
  • Fists of Fury now always deal full damage to your primary target; additional targets are still affected by the damage split.
  • Glyph of Leer of the Ox now also causes Black Ox Statue to passively pulse a minor amount of threat to all enemies within 30 yards.


Paladin
For Paladins, we have a few tweaks in store. To compensate for the removal of Guardian of Ancient Kings from Holy, we merged its benefit into Divine Favor. We also raised the range of Denounce to be consistent with other spells. And for Hammer of the Righteous, we revised its functionality a bit, such that its performance is about the same, but its tooltip is much clearer.

  • Divine Favor now also increases all of the Paladin's healing by 100% for its duration.
  • Denounce's range has increased to 40 yards (up from 30 yards).
  • Hammer of the Righteous now deals 50% Physical weapon damage (up from 15%) to the primary target, but the primary target is no longer hit with the Holy damage.
  • Seals no longer cost any mana.
  • Stay of Execution (the Holy version of Execution Sentence) now deals its healing in a large burst at first, and then decreasing over time (reversed from before).
  • Eternal Flame now deals 100% of the direct healing of Word of Glory (up from 70%), but only 50% as much periodic healing as before. Additionally, Bastion of Glory no longer affects the periodic healing.


Priest
We've made a few significant changes to Priests as well, focused mostly on reining in Discipline absorbs, improving quality of life for both healing Priest specializations, and solving single-target damage issues for Shadow.

Atonement was the original damage-to-healing conversion ability, but grew out of control during Mists of Pandaria. We decided to reduce its effectiveness, to bring it more in line with our goal of it being an option to trade significant healing for significant damage (ending up somewhere between a full healer and a full damage dealer). Another place where Discipline's absorbs were too strong was in their interaction with the level-90 Talents, especially in large Raids. Near the end of Mists of Pandaria, we uncapped the AoE healing of that Talent row; that has proven to be a mistake in Discipline's case, not because it caused the level-90 Talents themselves to heal for too much, but rather because the gigantic overhealing that that produced translated into gigantic Divine Aegis absorbs. 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.

  • Atonement now heals for 25% less than before.
  • Halo and Divine Star now follow standard AoE capping rules.

For Holy Priests, our biggest concern is with the Chakras. We think that Chakras are the defining abilities of Holy Priests, but that they haven't lived up to their potential. We decided to move more of their effectiveness from their raw throughput buff (which felt like a penalty for being in the wrong chakra, rather than a bonus for being in the right Chakra) into the Holy Word spells that they grant. We also returned Renew to a normal 1.5-second global cooldown (GCD), so that Renew blanketing is still possible, but less ideal without Haste.


Shadow Priests had one large problem toward the end of Mists of Pandaria: single-target damage. Their AoE and multi-DoT damage was some of the best around, so they still ended up competitive on most fights. But, in any fight that was mostly single-target, they felt lacking. Additionally, one of the new stats we're adding in Warlords of Draenor, Multistrike, is almost exactly what their current Mastery, Shadowy Recall, does for DoTs. So, we took these two problems and came up with a change that we think will solve both of them. The result is a new Mastery, which primarily increases single-target damage. Shadow Priests who want to focus on single-target damage can aim for Mastery in their gearing; or, when multi-dotting is more valuable, prefer other secondary stats over Mastery.

  • Shadow Priest's Mastery (Shadowy Recall) has been replaced with a new Mastery: Mental Anguish.
    • Mastery: Mental Anguish: Increases the damage of Mind Blast, Mind Spike, Mind Flay, and Mind Sear by 20%.

There are a few other miscellaneous changes. One is a quality-of-life change for healing Priests. The other is a fix for a problem with Void Tendrils, where it lasts its full duration against creatures that had no way to attack it (such as in certain Raid encounters). Note that the health reduction is to keep it where it was in health, compared to player health doubling. The third is an efficient AoE healing spell for Discipline Priests.

  • Prayer of Mending from multiple Priests can now be on the same target, and can be on multiple targets from the same Priest.
  • Void Tendrils now have 10% of the Priest's health (down from 20%), and damage dealt to the rooted target is now also dealt to the Void Tendril itself.
  • Angelic Feather, if cast on players, will always prefer the casting priest over others, then pick the player closest to the targeted location. If there are no players where it is targeted, it will still create a feather that can be picked up, as before. Additionally, when collecting multiple feathers, the duration will be extended, instead of replaced.
  • Holy Nova is no longer available via a Major Glyph, and is instead a Discipline specialization spell. Its mana cost has been lowered and its healing increased. It is intended as the efficient area-of-effect (AoE) healing spell for Discipline Priests.
  • Cascade, Divine Star, and Halo no longer heal allies but are instant cast for Shadow Priests, or damage enemies for Discipline or Holy Priests.


Rogue
In our efforts to reduce cooldown stacking across the game, we chose to remove the damage increase from Tricks of the Trade. And second, we decided to loosen the weapon requirements on Assassination. It's important to note that we still intend for daggers to be the optimal choice for Assassination Rogues, but this change will help Rogues who want to try out Assassination but don't have two daggers.

  • Tricks of the Trade now has no energy cost and no longer increases damage caused by the target by 15%.
  • Assassin's Resolve no longer requires daggers to function.
  • Dispatch can now be used with fist weapons or one-handed swords, dealing 331% weapon damage (instead of 480%) when used with those weapons instead of a dagger.
  • Mutilate can now be used with fist weapons or one-handed swords, dealing 137% weapon damage (instead of 200%) when used with those weapons instead of a dagger.
  • Sinister Strike now deals 188% weapon damage when used with a dagger (instead of 130%).

Bandit's Guile is an interesting mechanic that is important to Combat gameplay, but wasn't working out quite as well as we think that it could. In particular, there's basically no way to adjust when you're going to be in Deep Insight, other than stopping your rotation (and thus wasting energy, combo points, temporary effects, cooldown time, etc.). So, we're making an adjustment to Revealing Strike and Bandit's Guile. The intention here is that you can use Revealing Strike in place of Sinister Strike when you want to delay Deep Insight (such as to line it up with a specific upcoming fight mechanic), and have little lost damage besides the overall Deep Insight uptime. We don't expect this nuanced rotation adjustment to be used by all Combat Rogues, but having a little more control over the pace of your rotation will be useful to some.

  • Revealing Strike now deals 20% more damage, but no longer advances Bandit's Guile.

Among some other changes to Rogue AoE damage, we wanted to make sure that Fan of Knives benefitted from Seal Fate.

  • Seal Fate now also grants a combo point for area attacks that critically strike the Rogue's primary target.

Honor Among Thieves is an extremely powerful ability, but has the downside that it adds significant disparity between character power while soloing and while in a group. We made this change to bring up the soloing Subtlety Rogue, without having a significant impact on their performance while in a group.

  • Honor Among Thieves can now also be triggered by critical hits from the Rogue's melee Auto Attacks.

A couple of Rogue abilities do periodic damage, but don't have an intended alternative if that periodic is already on the target. We made these abilities roll remaining damage from their previous effect into the new effect, so that it's still ideal to use them again in these cases.

  • Crimson Tempest's periodic damage now has rolling periodic behavior, meaning that remaining damage from the previous application is added into the newly-applied periodic-damage effect.
  • Hemorrhage's periodic damage now has rolling periodic behavior, meaning that remaining damage from the previous application is added into the newly-applied periodic-damage effect.

Subterfuge has proved too powerful, and frustrating to play against in PvP, so we decided to reduce its defensive capabilities, while preserving its offensive power. We changed the Subterfuge period to allow the use of stealth abilities without actually stealthing you, similar to Shadow Dance.

  • Subterfuge now allows you to use abilities that require stealth for 3 sec after leaving Stealth, instead of actually staying stealthed for 3 sec.


Shaman
Shaman has received a variety of changes, most of which are specialization-specific.

For Elemental and Enhancement, we had a few problems to solve. Enhancement suffers from having their damage split among so many damage sources that none of it feels impressive. We changed the damage of several abilities to try to reorganize their damage into fewer, more impactful abilities, while keeping the net total the same. For a long time Elemental Shaman were one of the specs most impacted by movement, at a time where other casters were increasingly able to cast while moving.

For Warlords of Draenor, we're pulling back on the ability for many casters to deal damage while moving, and that includes Elemental. They will still have some ability to deal damage while moving, through Shocks, Unleash Weapon, and instant Lava Bursts. For Chain Lightning, we wanted to reduce the impact of Haste soft capping, and so changed Shamanism to increase damage instead of reduce cast time. Additionally, we simplified Wind Shear by removing its impact on threat, which no longer matters.

  • Searing Totem: Searing Bolt damage increased by 65%.
  • Earth Elemental deals 90% less Auto Attack damage.
  • Primal Earth Elemental's Pulverize ability no longer deals damage.
  • Unleash Flame no longer deals direct damage, but now increases the damage of the Shaman's next Fire spell by 40% (up from 30%).
  • 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).
  • Unleash Wind no longer deals direct damage, but now increases attack speed by 60% (up from 50%).
  • Lightning Bolt is no longer castable while moving by default. Effects like Spiritwalker's Grace can still make the spell castable while moving.
  • Shamanism no longer reduces the cast time of Chain Lightning, but instead now increases the damage of Chain Lightning by 100% (up from 70%).
  • Wind Shear no longer affects threat.
  • Windfury Weapon no longer has a 3-second internal cooldown.

Restoration Shaman had the most passive and smart healing of any healer, and so received some reductions in that area, along with buffs elsewhere to keep them competitive. One particular change is to Mana Tide Totem, which we made less effective for other players, but still just as effective for the Shaman. We like that Shaman could help other healers out on mana, but it was just too strong, significantly impacting how those other healers gear themselves.

  • Chain Heal now heals each chain target for 15% less than the previous target.
  • Unleash Life no longer increases the healing from Healing Rain.
  • Earthliving Weapon now increases healing done by 5% (instead of increasing healing Spell Power by a flat amount).
  • Healing Stream Totem mana cost has been reduced to 10% of base mana (down from 23.5%), and its healing has been reduced by 50%.
  • Glyph of Totemic Recall now only increases the mana returned from recalling your totems by 25% (down from 75%).
  • Mana Tide Totem now increases the Spirit of allies by 50% (down from 200% of the Shaman's Spirit). It remains unchanged (200%) for the Shaman activating the totem, and it still ignores temporary Spirit buffs.
  • Conductivity is no longer triggered by damaging spells for Restoration Shaman, or by healing spells for non-Restoration Shaman.


Warlock
Warlocks received a number of cut abilities (see Ability Pruning above), but remain relatively unchanged. They saw the most change of any class in Mists of Pandaria, and so were in need of less revision this time around.

We did feel that Warlocks brought too much unique Raid utility, so decided to tone down Healthstones and Demonic Gateway. We moved Healing Potions and Healthstones into a cooldown of their own, and made them usable once per combat. For Drain Life, we reduced the base healing somewhat, but massively increased the effectiveness of the Glyph which increases its healing, so as to help open up more potential Drain Life use in ideal situations. And lastly, we simplified Shadowburn a bit.

  • Healthstone's cooldown will now not reset until the player leaves combat. Healing from this ability can no longer be a Critical Effect.
  • Demonic Gateway no longer have charges (up from being limited to 5 charges). Every Party or Raid member can use them once every 90 seconds (up from 45 seconds). The maximum distance apart they can be placed is now 40 yards (down from 70 yards).
  • Drain Life now heals for 30% less than before.
  • Glyph of Drain Life now increases the healing of Drain Life by 100% (up from 30%).
  • Shadowburn no longer generates any mana.


Warrior
We wanted to fix a few problems with Warriors. First, we still weren't happy with Arms' rotation (and neither were many players), so we've made some more changes, primarily through cutting abilities (see Ability Pruning above).

As with other classes, we wanted to reduce cooldown stacking. Cutting Skull Banner did a ton to help that across the whole game. But for Warriors specifically, we needed to make further changes, including merging some of the personal benefit of Skull Banner back into Recklessness. Also, to make up for Throw being removed, we modified Heroic Throw to be more frequently usable.

  • Recklessness now increases Critical Strike chance by 15% (down from 30%) and increases Critical Strike damage by 10% (up from 0%).
  • Shattering Throw no longer reduces the armor of the target; it only does damage and breaks immunities.
  • It also is no longer learned via any specialization, but instead through a new Major Glyph, Glyph of Shattering Throw.
  • Heroic Throw now has a 6-second cooldown (down from 30 seconds), but now has a 15 yard minimum range.

Haste has long been a problematic stat for Warriors, usually being of little value. As part of our commitment to ensuring all secondary stats are valuable (except Bonus Armor for non-tanks and Spirit for non-healers, of course), we're making a significant change to Warriors, to ensure that Haste has strong, competitive value. We're giving all Warriors a new passive, which lets haste affect their global cooldown, and the cooldowns of their very-short-cooldown rotational abilities.

  • Headlong Rush is a new passive ability for Warriors:
    • Headlong Rush: Haste reduces global cooldown and the cooldowns of Mortal Strike, Bloodthirst, Shield Slam, and Thunder Clap.

Protection Warriors have received a few notable changes. First, we removed Dodge and Parry from gear, and expect Protection Warriors to value Haste and Crit as important secondary stats. In order to achieve that, we made Riposte give defensive value to Crits. The aforementioned Headlong Rush also helps for valuing Haste.

  • Riposte has been redesigned.
    • Riposte gives the Warrior +100% to Parry chance until they Parry an attack after getting a critical strike with an Auto Attack.

A few Warrior Talents also were in need of revision. First, Second Wind was problematic; it was sometimes too weak, and sometimes too strong. We chose to change it from a passive health regeneration effect to the new Leech effect, so that low-health Warriors have to maintain combat in order to benefit, instead of kiting, hiding, or otherwise playing defensively. For the level-60 and level-90 Talent rows, certain combinations were proving problematic. We decided that Stormbolt would better compete with Shockwave and Dragon Roar, and that Bladestorm would better compete with Avatar and Bloodbath, so swapped Stormbolt and Bladestorm's positions.

  • Second Wind no longer directly heals the Warrior while active. Instead, Second Wind grants the Warrior 10% Leech while active, which causes the Warrior to heal for 10% of all damage and healing done by the Warrior while active.
  • Bladestorm is now a level-90 Talent, swapping places with Stormbolt.
    • Bladestorm no longer allows use of Shouts while active. It does still allow the use of Taunt, Enraged Regeneration, Shield Wall, and Last Stand.
  • Stormbolt is now a level-60 Talent, swapping places with Bladestorm.

Fury Warriors are receiving updates to spell alerts to improve usability.

  • Bloodsurge's spell alert has moved to the top slot instead of the left/right slots.
  • Raging Blow now has a spell alert on the left and right slots.

With the introduction of one of the level-100 Warrior Talents, which deals Fire damage, we also expanded Enrage to affect all damage, not just Physical damage.

  • Enrage now increases all damage (up from only Physical damage).
  • Mastery: Unshackled Fury (Fury) now increases all damage (up from only Physical damage).

We're also making a change to the design of Deep Wounds, to try to limit is effectiveness in PvP, without hurting its effectiveness in PvE.

  • Deep Wounds now lasts 15 seconds, or until the target is healed to full health.
by Published on 2014-04-04 12:30 AM

Warlords of Draenor Talent Calculator
Based on the talent info provided by Blizzard, we updated our Warlords of Draenor talent calculator and the level 100 talents should all be up to date! Balance changes on the other talents will come when we get our hands on the files.



Warlords of Draenor Talents - Level 100 Talents List
You can also find the breakdown of all the new talents in the list below, keep in mind that this is still an alpha and everything is subject to change!
Originally Posted by MMO-Champion
Death Knight (Forums / Skills / WoD Talent Calculator)
  • Necrotic Plague - A powerful disease that deals XXXX Shadowfrost damage per stack every 2 sec for 30 sec. Each time it deals damage, it gains 1 stack, and infects another nearby enemy within 8 yards if possible. You gain 5 Runic Power whenever a target infected with Necrotic Plague attempts to attack you. Replaces Blood Plague and Frost Fever, and is applied by any ability which applied either.
  • Defile - Defiles the ground targeted by the Death Knight, causing XXXX Shadow damage every 1 sec for 30 sec. Each time Defile deals damage, it increases in area and damage by 5%. This growth can occur a maximum of 3 times per second. Enemies standing in your Defile deal 10% less damage to you. Replaces Death and Decay. 1 Unholy, 30 yd range, Instant, 30 sec cooldown
  • Breath of Sindragosa - Continuously deals XXXX Shadowfrost damage every 1 sec to enemies in a cone in front of you within 12 yards, and affects them with Mark of Sindragosa for 6 sec. You will continue breathing until canceled or Runic Power is exhausted. Mark of Sindragosa causes you to be healed for 5% of spell damage dealt by afflicted enemies. 15 Runic Power, plus 15 per sec, Instant, 1 min cooldown

Druid (Forums / Skills / WoD Talent Calculator)
  • Left
    • Sunfall (Balance) - Entering Solar Eclipse will transform your Starfall spell into Sunfall and reset its cooldown.
    • Lunar Inspiration (Feral) - Moonfire is now usable while in Cat Form, generates 1 combo point, deals damage based on attack power, and costs 30 energy.
    • Guardian of Elune (Guardian) - Savage Defense now lasts 4 sec, and increases your chance to dodge by 100%.
    • Moment of Clarity (Restoration) - Omen of Clarity now lasts 5 sec, instead of 1 cast.
  • Middle
    • Insect Swarm (Balance) - Swarm the target enemy with insects which deal XXXX Nature damage every 3 sec for 15 sec. Each time that it deals damage, it also generates 5 Lunar or Solar energy, whichever is more beneficial to you. May only be cast while not in an Eclipse. 2,688 Mana, 40 yd range, 1.5 sec cast
    • Bloody Thrash (Feral) - Thrash now also applies the Rake bleed effect to all damaged enemies and awards 1 combo point if it strikes your current combo target.
    • Pulverize (Guardian) - A devestating blow that consumes 3 stacks of Lacerate on the target to deal 500% weapon damage, generate 30 Rage, and reduce damage taken by 20% for 10 sec. Melee Range, Instant, Requires Bear Form
    • Germination (Restoration) - You can apply two Rejuvenations to the same target.
  • Right
    • Savagery (Feral) - Savage Roar is now passive.
    • Bristling Fur (Guardian) - You bristle your fur, reducing all damage taken by 50% for 3 sec. Instant, 1 min cooldown
    • Rampant Growth (Restoration) - Swiftmend now consumes your own Regrowth or Rejuvenation, but has no cooldown.

Hunter (Forums / Skills / WoD Talent Calculator)
  • Left
    • Flaming Shots - You light your basic auto shots on fire. They now deal 80% weapon damage as Fire damage.
  • Middle
    • Focusing Shot - Carefully line up a shot at the target that deals 100% weapon damage and prepares focuses you, generating 50 Focus. Cannot be cast while moving. Replaces Steady Shot and Cobra Shot. Also triggers Steady Focus for Marksmanship Hunters. 40 yd range, 3.00 sec cast, Requires Ranged Weapon
  • Right
    • Versatility (Beast Mastery) - Increases the effect of your pet's Combat Experience to 70% increased damage. Your pet now gains the following abilities, regardless of its active spec: Spiked Collar, Roar of Sacrifice, Cornered, Boar's Speed, Last Stand, Blood of the Rhino, Great Stamina.
    • Lone Wolf (Marksmanship, Survival) - Increases all damage dealt by 30% when you don't have a pet active.

Mage (Forums / Skills / WoD Talent Calculator)
  • Left
    • Overpowered (Arcane) - Casting Arcane Missiles extends Arcane Power by 2sec.
    • Kindling (Fire) - Your Fireball, Pyroblast, and Inferno Blast critical strikes reduce the cooldown remaining on Combustion by 1 sec.
    • Thermal Void (Frost) - Casting Ice Lance extends your Icy Veins by 2 sec.
  • Middle
    • Prismatic Crystal - Conjures a prismatic crystal at the target location, which is attackable by only the Mage, and takes 30% additional damage. When the crystal takes damage, it instantly releases a burst of energy dealing that damage, split evenly between all enemies within 8 yards. 40 yd range, Instant, 1 min cooldown
  • Right
    • Arcane Orb (Arcane) - Launches an Arcane Orb forward from the Mage's position, traveling up to 40 yards, dealing XXXX Arcane damage to enemies it passes through. Grants the Mage an Arcane Charge every time it deals damage. 1,600 Mana, 40 yd range, Instant, 15 sec cooldown
    • Meteor (Fire) - Calls down a meteor which lands at the target location after 3 sec, dealing XXXX Fire damage, split evenly between all targets within 8 yards. Also burns the ground, dealing an additional XXXX Fire damage every 1 sec for 8 sec to enemies in the area. 1,600 Mana, 40 yd range, Instant, 45 sec cooldown
    • Comet Storm (Frost) - Calls down a series of 7 icy comets on and around the target, each of which does XXXX Frost damage, split between all enemies within 4 yards of its impact point. 1,600 Mana, 40 yd range, Instant, 30 sec cooldown

Monk (Forums / Skills / WoD Talent Calculator)
  • Left
    • Soul Dance (Brewmaster) - You are now able to shrug off even spells, such that 30% of your normal stagger amount works against magic damage.
    • Breath of the Serpent (Mistweaver) - Your Jade Serpent Statue breathes healing mists toward you, healing allies in a cone within 20 yards for XXXX every 1 sec, split evenly between them. Lasts 10 sec. Instant, 1.5 min cooldown
    • Hurricane Strike (Windwalker) - Unleash a rapid series of kicks toward random enemies within 12 yards, dealing a total of XXXX damage over 2 sec. While kicking, you are immune to movement impairing and loss of control effects. 3 Chi, Instant, 45 sec cooldown
  • Middle
    • Chi Explosion (Brewmaster) - Consumes up to 4 Chi to cause the target to explode with Chi energy, causing additional effects based on Chi consumed. 1 Chi, 40 yd range, Instant
      • 1+ Chi: Deals Nature damage to an enemy equal to XXXX plus XXXX per Chi consumed.
      • 2+ Chi: You also gain Shuffle for 2 sec plus 2 sec per Chi consumed.
      • 3+ Chi: Also purifies all of your staggered damage.
      • 4 Chi: The damage also hits all enemies within 8 yards of the target.
      • Replaces Blackout Kick.
    • Chi Explosion (Mistweaver) - Consumes up to 4 Chi to cause the target to explode with Chi energy, causing additional effects based on Chi consumed. 1 Chi, 40 yd range, Instant
      • 1+ Chi: Heals an ally for XXXX plus XXXX per Chi consumed.
      • 2+ Chi: Healed allies also receive an additional 50% healing over 6 sec.
      • 3+ Chi: This healing also heals all allies within 8 yards of the target.
      • 4 Chi: Also summons 8 Healing Spheres in an 8 yard radius ring around the target that last 15 sec.
      • Replaces Blackout Kick. Chi Explosion is Instant while in Stance of the Spirited Crane.
    • Chi Explosion (Windwalker) - Consumes up to 4 Chi to cause the target to explode with Chi energy, causing additional effects based on Chi consumed. 1 Chi, 40 yd range, Instant
      • 1+ Chi: Deals Nature damage to an enemy equal to XXXX plus XXXX per Chi consumed.
      • 2+ Chi: Damaged enemies also take an additional 50% Nature damage over 6 sec.
      • 3+ Chi: Also generates a charge of Tigereye Brew.
      • 4 Chi: The damage also hits all enemies within 8 yards of the target.
      • Replaces Blackout Kick. Combo Breaker: Blackout Kick is also replaced with Combo Breaker: Chi Explosion, which causes your next Chi Explosion to refund 2 Chi.
  • Right
    • Chi Serenity (Brewmaster, Windwalker) - You enter an elevated state of mental and physical serenity for 10 sec. While in this state, all Chi consumptions are instantly refilled. Instant, 1.5 min cooldown
    • Path of Mists (Mistweaver) - While in combat, you leave a trail of healing spheres behind you as you move, spaced 3 yards apart. These healing spheres last 15 sec.

Paladin (Forums / Skills / WoD Talent Calculator)
  • Left
    • Beacon of Faith (Holy) - Mark a second target as a Beacon, mimicking the effects of Beacon of Light. 60 yd range, Instant, 3 sec cooldown
    • Empowered Seals (Protection, Retribution) - 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 10% for 20 sec.
      • Judgment of Insight - Heals you for 3% of your maximum health every 2 sec for 20 sec.
      • Judgment of Righteousness - Increases your attack speed by 10% for 20 sec.
      • Judgment of Truth - Increases your attack power by 10% for 20 sec.
  • Middle
    • Beacon of Insight (Holy) - Places a beacon of insight on an ally, increasing their healing recieved from your next direct single-target heal within 1 min by 30%. When consumed, or when the target reaches full health, it moves to the most injured ally within 40 yards. Limit 1. 320 Mana, 40 yd range, Instant, 15 sec cooldown
    • Seraphim (Protection, Retribution) - The Light temporarily magnifies your power, increasing your Haste, Critical Strike, Mastery, Multistrike, and Bonus Armor from gear by 30% for 10 sec. 5 Holy Power, Instant, 30 sec cooldown
  • Right
    • Saved by the Light (Holy) - When you or your Beacon of Light target drop below 30% health, you instantly grant the injured target a protective shield, absorbing up to 30% of their maximum health for 10 sec. You cannot shield the same person this way twice within 1 min.
    • Holy Shield (Protection) - Increases your block chance by 10%, and when you block, you deal XXXX Holy damage to your attacker.
    • Final Verdict (Retribution) - Empowers your weapon with holy energy, and performs a devastating strike, dealing 210% weapon damage as Holy. Replaces Templar's Verdict. 3 Holy Power, 10 yd range, Instant, Requires Melee Weapon

Priest (Forums / Skills / WoD Talent Calculator)
  • Left
    • Clarity of Will (Discipline) - Shields the target with a protective ward, absorbing XXXX damage within 20 sec. 5,600 Mana, 40 yd range, 2.5 sec cast
    • Clarity of Purpose (Holy) - Heals allies within 10 yards of the target for XXXX, split such that more injured targets will receive a larger portion of the healing. Replaces Prayer of Healing. 5,600 Mana, 40 yd range, 2.5 sec cast
    • Clarity of Power (Shadow) - Your Mind Spike, Mind Sear, and Shadow Word: Death deal 40% additional damage to targets not affected by your Shadow Word: Pain or Vampiric Touch. Casting Mind Spike also restores 5% mana and reduces the cooldown of Mind Blast by 1 sec.
  • Middle
    • Words of Mending (Discipline, Holy) - Your healing and shielding spell casts grant you a stack of Word of Mending. When you gain 5 stacks of Word of Mending, your next targeted healing or shielding spell also casts a Prayer of Mending at them.
    • Void Entropy (Shadow) - Consumes up to 3 Shadow Orbs to deal up to XXXX Shadow damage every 3 sec for 1 min. Up to 3 Shadow Orbs, 40 yd range, 1.5 sec cast
  • Right
    • Saving Grace (Discipline, Holy) - Instantly heals a friendly target for XXXX. Reduces your healing done by 10% for 10 sec, stacking up to 10 times. 14,160 Mana, 40 yd range, Instant
    • Auspicious Spirits (Shadow) - Your Shadowy Apparitions grant you 1 Shadow Orb instead of dealing damage.

Rogue (Forums / Skills / WoD Talent Calculator)
  • Venom Zest - Increases your maximum energy by 15. Increases your energy regeneration rate by 5% for every enemy you have poisoned, up to 3.
  • Shadow Reflection - Summon a shadow of yourself on the target that will watch you and memorize your offensive ability usage for the next 8 sec. After this time, it will mimic the memorized abilities on its target over the next 8 sec. 20 yd range, Instant, 2 min cooldown
  • Death from Above - Finishing move that consumes combo points on the target to empower your weapons with shadow energy and perform a devastating two-part attack. You whirl around, dealing up to XXXX damage to all enemies within 8 yds, then leap into the air and slice into your target on the way back down, dealing up to an additional 500% weapon damage (up to 724% if a dagger is equipped). Damage based on combo points consumed. 50 Energy, 15 yd range, Instant, 20 sec cooldown, Requires One-Handed Melee Weapon

Shaman (Forums / Skills / WoD Talent Calculator)
  • Left
    • Shocking Lava (Elemental, Enhancement) - Your Lava Burst and Lava Lash increase the damage of your next Earth Shock or Flame Shock by 50%, stacking up to 2 times.
    • Condensation Totem (Restoration) - Summons a Water Totem with 5 health at the feet of the caster for 15 sec that collects 5% of all overhealing, and grants it to the Shaman as spell power toward their next Healing Wave, Healing Surge, Chain Heal, or Riptide. Instant, 30 sec cooldown
  • Middle
    • Storm Elemental Totem - Summons an Air Totem with 6000 health at the feet of the caster, calling forth a Greater Storm Elemental to hurl gusts of wind at the caster's enemies. Each gust of wind does damage to the enemy, and then heals all allies within 15 yards for 100% of the damage dealt, split evenly. Lasts 1 min. 8,608 Mana, Instant, 5 min cooldown
  • Right
    • Spew Lava (Elemental, Enhancement) - Empowers your current Fire totem with the power of lava, causing it to spew globs of lava at random enemies within 40 yards every 0.5 sec for 10 sec. Each glob of lava deals XXXX Fire damage to all enemies within 4 yards. Instant, 45 sc cooldown
    • High Tide (Restoration) - Your Chain Heal also bounces to all targets affected by your Riptide, and no longer diminishes in power with each bounce.

Warlock (Forums / Skills / WoD Talent Calculator)
  • Left
    • Soulburn: Haunt (Affliction) - Grants the Soulburn empowerment to your Haunt spell. Your Haunt spell also grants you 15% increased periodic damage for 30 sec.
    • Demonbolt (Demonology) - Consumes 30% of your current Demonic Fury to deal up to XXXX Shadowflame damage. The next time you have less than 40 Demonic Fury, all Demonic Fury spent on your most recent Demonbolt will be refunded. 40 yd range, 2.00 sec cast, Requires Metamorphosis
    • Charred Remains (Destruction) - Incinerate and Conflagrate deal 60% less damage but generate 300% more Burning Embers. Fire and Brimstone can now also affect Chaos Bolt.
  • Middle
    • Cataclysm - Conjures a cataclysm at the target location, dealing XXXX Shadowflame damage to all enemies within 8 yards, and applying Corruption or Immolate. 40 yd range, 3.00 sec cast, 1 min cooldown
  • Right
    • Demonic Servitude - You are now able to maintain your control over even greater demons indefinitely, allowing you to summon Doomguards and Infernals as permanent pets.

Warrior (Forums / Skills / WoD Talent Calculator)
  • Left
    • Anger Management - Every 30 rage that you spend reduces the remaining cooldown of your Readiness-affected abilities by 1 sec.
  • Middle
    • Ravager - Throw a whirling axe at the target location that inflicts XXXX damage to enemies within 8 yards every 1 sec. Lasts 15 sec. Also increases your chance to parry by 20% for 15 sec. 40 yd range, Instant, 1 min cooldown
  • Right
    • Ignite Weapon (Arms, Fury) - Ignite your weapon and deal 100% weapon damage (140% if a one-handed weapon is equipped) as Fire, and cause your auto attacks to deal Fire damage for 10 sec. This ability is not on the global cooldown. Replaces Heroic Strike. 30 Rage, Melee Range, Instant, 1.5 sec cooldown, Requires Melee Weapon
    • Gladiator's Resolve (Protection) - Increases the damage reduction provided by Defensive Stance by 5%.
      Also allows you to forgo your defensive role, and instead focus only on offensive capabilities, by replacing Battle Stance with Gladiator Stance. Gladiator Stance - A dauntless combat stance. Increases physical damage dealt by 20%, and replaces your Shield Block with Shield Charge. You cannot change into or out of this stance during combat.
      • Passive
      • Shield Charge
      • 20 Rage, 10 yd range, Instant, 15sec recharge, Requires Shields
      • Raise your shield and charge a short distance to your target, increasing the damage of Shield Slam, Revenge, and Heroic Strike by 30% for 6 sec. Maximum 2 charges.
by Published on 2014-04-04 12:30 AM

Warlords of Draenor Class Perks
Warlords of Draenor doesn't really add more abilities to the game but will introduce perks for your existing abilities! Each level, from level 91 to 99, you get a random perk (that you don’t already know). By 99, you learn them all, but different players will get them in a different order.

Blizzard was kind enough to provide us with a list of all the perks currently available for each class.
Originally Posted by MMO-Champion
Death Knight (Forums / Skills / WoD Talent Calculator)
  • All
    • Improved Diseases - Increases damage done by your diseases by 20%.
    • Improved Soul Reaper - Increases Soul Reaper damage by 20%.
  • Blood
    • Enhanced Will of the Necropolis - Allows Will of the Necropolis to be triggered again 30 sec sooner.
    • Enhanced Rune Tap - Reduces the cooldown on Rune Tap by 10 sec.
    • Enhanced Death Grip - Reduces the cooldown on Death Grip by 5 sec.
    • Enhanced Bone Shield - Bone Shield has 2 additional charges.
    • Improved Heart Strike - Increases Heart Strike damage by 30%.
    • Improved Death Strike - Increases Death Strike damage by 20%.
    • Enhanced Rune Strike - Rune Strike also creates a Rune Shield, absorbing the next XXXX Physical damage within 10 sec.
  • Frost
    • Improved Razorice - Rune of Razorice deals an additional 12% weapon damage when it triggers.
    • Improved Cinderglacier - Rune of Cinderglacier has 3 additional charges when it triggers.
    • Improved Soul Reaper - Increases Soul Reaper's Shadowfrost damage by 40%.
    • Empowered Pillar of Frost - Pillar of Frost provides an additional 10% Strength and no longer costs any runes.
    • Empowered Icebound Fortitude - Icebound Fortitude reduces damage taken by an additional 10%.
    • Empowered Rime - Rime also increases the damage done by Howling Blast and Icy Touch by 20%.
    • Enhanced Death Strike - Increases Death Strike healing by 20%.
  • Unholy
    • Enhanced Death Strike - Increases Death Strike healing by 20%.
    • Enhanced Dark Transformation - Dark Transformation no longer costs any runes.
    • Improved Scourge Strike - Increases Scourge Strike damage by 20%.
    • Improved Festering Strike - Increases Festering Strike damage by 20%.
    • Enhanced Fallen Crusader - Rune of the Fallen Crusader heals for an additional 7%.
    • Enhanced Death Coil - Increases Death Coil damage by 20% and range by 10 yards.
    • Empowered Gargoyle - Increases the duration of Summon Gargoyle by 10 sec.

Druid (Forums / Skills / WoD Talent Calculator)
  • Balance
    • Enhanced Mushrooms - Each time your Hurricane or Astral Storm deals damage, your Wild Mushrooms will grow, dealing 5% additional damage, up to a maximum of 300%.
    • Enhanced Storms - Every 1 sec, your Hurricane and Astral Storm will generate 10 Lunar or Solar energy, whichever is more beneficial to you.
    • Enhanced Moonkin Form - Your Moonkin Form grants an additional 100% armor increase.
    • Enhanced Frenzy - Triggering Owlkin Frenzy also makes your next damage or healing spell cast within 10 sec instant.
    • Improved Starfire - Your Starfire deals 20% additional damage.
    • Enhanced Starsurge - Your Starsurge generates an additional 10 Lunar or Solar energy.
    • Empowered Starfall - Your Starfall and Sunfall strike an additional target every 1 sec.
    • Improved Wrath - Your Wrath deals 20% additional damage.
    • Improved Moonfire - Your Moonfire and Sunfire deal 20% additional damage.
  • Restoration
    • Improved Wrath - Your Wrath deals 20% additional damage.
    • Improved Moonfire - Your Moonfire and Sunfire deal 20% additional damage.
    • Improved Healing Touch - Increases the healing done by your Healing Touch by 20%.
    • Empowered Rejuvenation - Increases the duration of Rejuvenation by 3 sec.
    • Enhanced Rebirth - Rebirth no longer has a cast time.
    • Empowered Regrowth - Increases the non-periodic healing from Regrowth by 30%.
    • Empowered Ironbark - Your Ironbark also increases the healing the target receives from your periodic healing spells by 20%.
    • Improved Living Seed - Living Seed now heals for an additional 20% of the amount initially healed by your critical heals.
    • Enhanced Lifebloom - Healing Touch has 20% increased critical strike chance on targets with your Lifebloom.
  • Feral
    • Enhanced Berserk - Your maximum energy is increased by 50 while Berserk is active.
    • Enhanced Cat Form - Your movement speed in Cat Form is increased by an additional 5%.
    • Enhanced Tiger's Fury - Increases the duration of Tiger's Fury by 2 sec.
    • Enhanced Prowl - Removes the movement speed penalty from Prowl.
    • Improved Shred - Your Shred deals 20% additional damage.
    • Improved Pounce - Your Pounce deals 100% additional damage.
    • Improved Ferocious Bite - Your Ferocious Bite deals 20% additional damage.
    • Enhanced Rejuvenation - You can cast Rejuvenation while in Bear Form or Cat Form.
    • Improved Healing Touch - Increases the healing done by your Healing Touch by 20%.
  • Guardian
    • Enhanced Tooth and Claw - Tooth and Claw now also makes Maul free, and can accumulate 1 additional charge.
    • Empowered Berserk - Increases the duration of Berserk by 5 sec.
    • Enhanced Bear Hug - You are no longer immobilized by using Bear Hug.
    • Improved Mangle - Your Mangle deals 20% additional damage.
    • Improved Maul - Your Maul deals 20% additional damage.
    • Empowered Thrash - Increases the periodic damage of your Thrash by 50%.
    • Empowered Bear Form - Bear Form grants you an additional 20% Stamina.
    • Improved Barkskin - Barkskin provides 10% additional damage reduction.
    • Improved Frenzied Regeneration - Increases the healing from Frenzied Regeneration by 10%.

Hunter (Forums / Skills / WoD Talent Calculator)
  • All
    • Enhanced Camouflage - You heal 5% of your maximum health every 1 sec while Camouflage is active.
  • Beast Mastery
    • Improved Focus Fire - Focus Fire now also grants 2% increase to attack power per Frenzy stack consumed.
    • Improved Kill Command - Increases damage done by Kill Command by 20%.
    • Empowered Pets - Increases all damage done by your combat pets by 20%.
    • Improved Beast Cleave - Your pet's attacks strike nearby enemy targets for an additional 25% of damage done while Beast Cleave is active.
    • Enhanced Basic Attacks - Your pet's basic attacks have a 20% chance to reset the basic attack cooldown and make the next basic attack free.
    • Enhanced Kill Shot - Kill Shot can now be used on targets with 35% or less health.
    • Improved Arcane Shot - Increases damage done by Arcane Shot by 20%.
    • Improved Cobra Shot - Increases damage done by Kill Command by 20%.
  • Marksmanship
    • Enhanced Kill Shot - Kill Shot can now be used on targets with 35% or less health.
    • Enhanced Chimera Shot - Reduces the Focus cost of Chimera Shot by 10.
    • Enhanced Aimed Shot - Your Aimed Shot critical strikes grant you 20 Focus.
    • Improved Focus - Increases your maximum Focus by 20.
    • Improved Aimed Shot - Increases damage done by Aimed Shot by 20%.
    • Improved Steady Shot - Increases damage done by Steady Shot by 20%.
    • Enhanced Shots - Add an additonal 5 yards range to all your attacks with a baseline 40 yard range.
    • Enhanced Piercing Shots - Critical strikes with Multi-Shot now also trigger your Piercing Shots ability.
  • Survival
    • Improved Arcane Shot - Increases damage done by Arcane Shot by 20%.
    • Improved Cobra Shot - Increases damage done by Kill Command by 20%.
    • Empowered Explosive Shot - Increases the duration of Explosive Shot by 1 sec.
    • Improved Black Arrow - Increases damage done by Black Arrow by 20%.
    • Enhanced Traps - Reduces the cooldown on all your traps by 50%.
    • Enhanced Entrapment - The root effect from your Entrapment requires 100% additional damage to break from taking damage.
    • Improved Camouflage - Camouflage no longer breaks from dealing or taking damage.
    • Improved Viper Venom - Your Viper Venom restores an additional 3 Focus.

Mage (Forums / Skills / WoD Talent Calculator)
  • Arcane
    • Improved Arcane Barrage - Increases the damage dealt to secondary targets of Arcane Barrage from 50% to 100%.
    • Enhanced Arcane Blast - Each stack of Arcane Charge now reduces the cast time of Arcane Blast by 5%.
    • Enhanced Arcane Missiles - Increases the maximum stacks of Arcane Missiles by 1.
    • Improved Arcane Power - Arcane Power now reduces the cost of your spells by 10% instead of increasing the cost by 10%.
    • Improved Blink - Your movement speed is increased by 60% for 2 sec after using Blink.
    • Improved Evocation - Reduces the cooldown of Evocation by 30 sec.
    • Improved Arcane Blast - Increases the damage of Arcane Blast by 20%.
    • Improved Arcane Missiles - Increases the damage of Arcane Missiles by 20%.
    • Improved Arcane Explosion - Increases the damage of Arcane Explosion by 20%.
  • Fire
    • Improved Flamestrike - Flamestrike no longer has a cooldown.
    • Enhanced Inferno Blast - Reduces the cooldown of Inferno Blast by 1 sec.
    • Improved Pyroblast - Increases the critical strike chance of Pyroblast by 15%.
    • Improved Inferno Blast - Inferno Blast now spreads the damage over time effects of Pyroblast, Ignite, and Combustion to 2 additional targets.
    • Improved Combustion - Increases the duration of Combustion by 20%.
    • Improved Scorch - After casting Scorch, your movement speed is increased by 30% for 3 sec.
    • Improved Fireball and Frostfire Bolt - Increases the damage of Fireball and Frostfire Bolt by 20%.
    • Improved Dragon's Breath - Increases damage of Dragon's Breath by 50%.
    • Enhanced Fireball - When your Fireball fails to critically strike a target, you gain a 5% increased chance for Fireball to be a critical strike for 15 sec. This effect ends when Fireball successfully critically strikes a target.
  • Frost
    • Enhanced Frostbolt - Frostbolt's cast time is reduced by 0.5 sec. This effect is disabled for 15 sec after you benefit from it.
    • Enhanced Ice Lance - Fingers of Frost can stack 1 additional time.
    • Improved Frost Nova - After casting Frost Nova, you will instantly teleport 10 yards behind you.
    • Improved Icy Veins - Increases the amount of Haste gained from Icy Veins by 10.
    • Improved Frostbolt - Increases the damage of Frostbolt by 20%.
    • Improved Ice Lance - Increases the damage of Ice Lance by 20%.
    • Improved Blizzard - Each time Blizzard deals damage, it reduces the cooldown of Frozen Orb by 1 sec.
    • Improved Water Elemental - Your summoned Water Elemental now also knows the Water Jet spell. Water Jet - Channels a jet of icy water at the target, dealing XXXX Frost damage to the target over 4 sec. The Mage's Frostbolts that hit the target while it is being blasted with icy water will grant a charge of Fingers of Frost.
    • Improved Frostfire Bolt - Increases the damage of Frostfire Bolt by 20%.

Monk (Forums / Skills / WoD Talent Calculator)
  • All
    • Enhanced Roll - Your Roll now travels the same distance in 25% less time.
    • Enhanced Transcendence - The cooldown of Transcendence is lowered by 35 sec, and Transcendence: Transfer is now instant cast.
    • Empowered Blackout Kick - Damage of Blackout Kick increased by 20%.
  • Brewmaster
    • Improved Breath of Fire - Your Breath of Fire spell now always applies its damage over time effect to the target.
    • Improved Guard - Guard now has 2 charges.
    • Improved Dizzying Haze - Dizziying Haze no longer has an energy cost.
    • Empowered Keg Smash - Damage of Keg Smash increased by 20%.
    • Improved Elusive Brew - Elusive Brew now increases dodge chance by an additional 5%.
    • Improved Stance of the Sturdy Ox - Increases the Stamina bonus of Stance of the Sturdy Ox by 20%.
  • Mistweaver
    • Improved Expel Harm - Increases the damage and healing of Expel Harm by 20%.
    • Improved Renewing Mist - Increases the duration of Renewing Mist by 2 sec.
    • Empowered Surging Mist - Increases the healing of Surging Mist by 20%.
    • Improved Life Cocoon - Reduces the cooldown of Life Cocoon by 20 sec.
    • Improved Soothing Mist - Increases the healing of Soothing Mist by 20%.
    • Empowered Tiger Palm - Increases the damage of Tiger Palm by 20%.
  • Windwalker
    • Improved Energizing Brew - While Energizing Brew is active, your Multistrike chance is increased by 15%.
    • Empowered Chi - Increases your maximum Chi by 1.
    • Empowered Spinning Crane Kick - Spinning Crane Kick now deals damage twice as fast, but its duration is reduced by 50%.
    • Empowered Rising Sun Kick - Damage of Rising Sun Kick is increased by 20%.
    • Empowered Fists of Fury - Damage of Fists of Fury is increased by 20%.
    • Empowered Tiger Palm - Increases the damage of Tiger Palm by 20%.

Paladin (Forums / Skills / WoD Talent Calculator)
  • All
    • Improved Divine Protection - Divine Protection reduces magical damage taken by an additional 10%.
    • Improved Forbearance - Reduces the duration of Forbearance by 30 sec.
  • Holy
    • Empowered Beacon of Light - Your single-target heals heal your Beacon of Light target for 10% more.
    • Improved Daybreak - Increases the healing from Daybreak by 100%.
    • Improved Holy Light - Increases the healing from Holy Light by 20%.
    • Improved Denounce - Increases the damage done by Denounce by 20%.
    • Empowered Holy Shock - Increases the damage done by Holy Shock by 20%.
    • Enhanced Holy Shock - Your Holy Light and Flash of Light have a 10% chance to cause your next Holy Shock to not trigger a cooldown.
    • Improved Flash of Light - Increases the healing Flash of Light by 20%.
  • Protection
    • Improved Hammer of the Righteous - Increases the damage done by Hammer of the Righteous by 20%.
    • Improved Word of Glory - Increases the healing done by Word of Glory and the initial healing done by Eternal Flame by 20%.
    • Empowered Avenger's Shield - Avenger's Shield strikes 2 additional targets.
    • Improved Consecration - Increases damage done by Consecration by 100%.
    • Improved Block - Increases your chance to block by 10%.
    • Improved Judgment - Increases damage done by Judgment by 20%.
    • Improved Crusader Strike - Increases damage done by Crusader Strike by 20%.
  • Retribution
    • Improved Flash of Light - Increases the healing Flash of Light by 20%.
    • Improved Judgment - Increases damage done by Judgment by 20%.
    • Improved Crusader Strike - Increases damage done by Crusader Strike by 20%.
    • Empowered Seal of Truth - Increases the Censure damage done by Seal of Truth by 20%.
    • Enhanced Hand of Sacrifice - Reduces the cooldown on Hand of Sacrifice by 30 sec.
    • Improved Exorcism - Increases the damage done by Exorcism by 20%.
    • Empowered Hammer of Wrath - Hammer of Wrath can now be used on targets below 35% health.

Priest (Forums / Skills / WoD Talent Calculator)
  • All
    • Enhanced Power Word: Shield - Reduces the duration of Weakened Soul caused by your Power Word: Shield by 5 sec.
    • Improved Flash Heal - Increases the healing from your Flash Heal by 20%.
  • Discipline
    • Improved Penance - Increases the amount healed by your Penance by 20%.
    • Enhanced Strength of Soul - Strength of Soul can also trigger from Penance.
    • Enhanced Leap of Faith - Your Leap of Faith also increases your next non-periodic heal cast on that target by 50% for 10 sec.
    • Improved Smite - Increases the damage from your Smite by 20%.
    • Enhanced Holy Fire - Increases the duration of your Holy Fire by 2 sec.
    • Improved Heal - Increases the amount healed by your Heal by 20%.
    • Enhanced Focused Will - Each application of Focused Will also increases your damage dealt by 5%.
  • Holy
    • Enhanced Leap of Faith - Your Leap of Faith also increases your next non-periodic heal cast on that target by 50% for 10 sec.
    • Improved Smite - Increases the duration of your Holy Fire by 2 sec.
    • Enhanced Holy Fire - Increases the amount healed by your Heal by 20%.
    • Improved Heal - Increases the amount healed by your Penance by 20%.
    • Enhanced Focused Will - Strength of Soul can also trigger from Penance.
    • Enhanced Leap of Faith - Increases the damage from your Smite by 20%.
    • Enhanced Chakras - Reduces the cooldown on your Chakras by 20 sec.
  • Shadow
    • Enhanced Shadow Orbs - You may have a maximum of 5 Shadow Orbs. No spell or ability will consume more than 3 orbs.
    • Enhanced Shadow Word: Death - When Shadow Word: Death's cooldown is reset due to not killing a target, the resulting Shadow Word: Death cast can generate a Shadow Orb.
    • Improved Vampiric Touch - Your Vampiric Touch deals 20% additional damage.
    • Improved Mind Spike - Increases Mind Spike damage by 20%.
    • Empowered Psychic Hororr - Your Psychic Horror lasts an additional 20 sec.
    • Improved Shadow Word: Pain - Your Shadow Word: Pain deals 20% additional damage.
    • Enhanced Mind Flay - Your Mind Flay deals damage 1 additional time while its duration remains unchanged.

Rogue (Forums / Skills / WoD Talent Calculator)
  • All
    • Improved Recuperate - Increases healing from Recuperate by 20%.
  • Assassination
    • Improved Slice and Dice - Slice and Dice is now always passively active.
    • Enhanced Vendetta - After activating Vendetta, your next Mutilate, Dispatch, Envenom, or Ambush has 100% increased chance to be a critical strike.
    • Improved Venomous Wounds - Venomous Wounds now triggers every time Rupture or Garotte deals damage.
    • Enhanced Poisons - Fan of Knives will always apply your poisons to the targets hit.
    • Enhanced Crimson Tempest - Crimson Tempest also increases the damage targets take from your poisons by 30% for 1 sec plus 1 sec per combo point.
    • Empowered Envenom - While Envenom is active, you deal 20% more damage with Mutilate and Dispatch.
    • Improved Rupture - Dispatch deals 20% additional damage.
    • Enhanced Envenom - Envenom grants an additional 15% to your chance to apply poisons.
  • Combat
    • Empowered Bandit's Guile - Bandit's Guile grants an additional 20% damage increase while in Deep Insight.
    • Instant Poison - Replaces your Deadly Poison with Instant Poison. Instant Poison - Coats your weapons with a Lethal Poison that lasts for 1 hour. Each strike has a 30% chance of instantly poisoning the enemy for XXXX Nature damage.
    • Enhanced Adrenaline Rush - While Adrenaline Rush is active, the global cooldown on Sinister Strike, Revealing Strike, Eviscerate, Slice and Dice, and Rupture is reduced by an additional 0.3 sec.
    • Enhanced Fan of Knives - Reduces the Energy cost of Fan of Knives by 10.
    • Empowered Crimson Tempest - Crimson Tempest no longer deals any periodic damage, and instead deals 240% increased initial damage.
    • Improved Ambidexterity - You no longer have a penalty to hitting with your autoattacks due to dual-wielding.
    • Improved Sinister Strike - Increases the damage done by Sinister Strike by 20%.
    • Improved Eviscerate - Increases the damage done by Eviscerate by 20%.
  • Subtlety
    • Improved Backstab - Increases the damage done by Backstab by 20%.
    • Improved Ambush - Increases the damage done by Ambush by 20%.
    • Improved Hemorrhage - Increases the damage done by Hemorrhage by 20%.
    • Enhanced Vanish - Reduces the cooldown on Vanish by 30 sec.
    • Enhanced Eviscerate - Reduces the Energy cost of Eviscerate by 5.
    • Enhanced Shadow Dance - Increases the duration of Shadow Dance by 2 sec.
    • Empowered Fan of Knives - Fan of Knives now generates a combo point for each target that it hits.
    • Enhanced Premeditation - Premeditation is no longer an active ability. Instead your Garrote and Ambush always generate 2 additional combo points when used from Stealth. This affect does not apply while Shadow Dance is active.

Shaman (Forums / Skills / WoD Talent Calculator)
  • All
    • Improved Reincarnation - Increases the health that you Reincarnate with by an additional 50%.
  • Elemental
    • Improved Chain Lightning - Your Chain Lightning increases the damage of your next Earthquake by 20% per target hit by the Chain Lightning.
    • Improved Lightning Shield - Lightning Shield gains 2 additional maximum charges, and Lava Burst can now trigger Rolling Thunder's effects.
    • Improved Elemental Fury - Increases the critical strike damage bonus from Elemental Fury by 20%.
    • Improved Lava Burst - Increases the damage dealt by Lava Burst by 20%.
    • Improved Shocks - Increases the damage dealt by your Frost Shock, Earth Shock, and Flame Shock by 20%.
    • Improved Searing Totem - Increases the damage dealt by Searing Totem by 50%.
    • Improved Frost Shock - Your Frost Shock spell no longer shares a cooldown with your other shock spells.
    • Improved Lightning Bolt - Increases the damage dealt by Lightning Bolt by 20%.
  • Enhancement
    • Improved Searing Totem - Increases the damage dealt by Searing Totem by 50%.
    • Improved Frost Shock - Your Frost Shock spell no longer shares a cooldown with your other shock spells.
    • Improved Lava Lash - Increases the number of targets Flame Shock spreads to by 2.
    • Improved Flame Shock - Your Flame Shock ticks have a 15% chance to reset the cooldown of Lava Lash.
    • Improved Maelstrom Weapon - Maelstrom Weapon now also causes your spells to deal 20% additional damage per stack of Maelstrom Weapon.
    • Improved Stormstrike - Increases the damage of Stormstrike and Stormblast by 20%.
    • Improved Lava Lash - Increases the damage of Lava Lash by 20%.
    • Improved Feral Spirits - Increases the damage of your Feral Spirits by 100%.
  • Restoration
    • Improved Lightning Bolt - Increases the damage dealt by Lightning Bolt by 20%.
    • Improved Riptide - Reduces the cooldown of Riptide by 1 sec.
    • Improved Chain Heal - Increases the healing on the primary target of your Chain Heal spell by 50%..
    • Improved Healing Wave - Increases the healing from Healing Wave by 20%.
    • Improved Healing Surge - Increases the healing from Healing Surge by 20%.
    • Improved Tidal Waves - Increases the cast speed reduction and critical strike chance of the Tidal Waves effect by 10%
    • Improved Earthliving Weapon - Increases the direct heal from using Unleash Elements with Earthliving Weapon by 50%.
    • Improved Healing Rain - Increases healing done to targets in your Healing Rain by 10%.

Warlock (Forums / Skills / WoD Talent Calculator)
  • All
    • Improved Demons - Increases all damage done by your demon pets by 20%.
  • Affliction
    • Improved Life Tap - Life Tap grants an additional 20% mana.
    • Empowered Agony (NYI) - Your Agony now stacks up to 12 times.
    • Enhanced Haunt - Your Haunt lasts an additional 2 sec.
    • Improved Corruption - Your Corruption deals an additional 20% damage.
    • Improved Unstable Affliction - Your Unstable Afflction deals an additional 20% periodic damage.
    • Improved Malefic Grasp - Your Malefic Grasp deals 100% additional damage on targets below 20% health.
    • Enhanced Nightfall - Increases your chance to trigger Nightfall by 5%.
    • Empowered Drain Life - Health gained from your Drain Life grows by 10% each time it heals you.
  • Demonology
    • Empowered Drain Life - Health gained from your Drain Life grows by 10% each time it heals you.
    • Improved Molten Core - Molten Core reduces the cast time and mana cost of Soul Fire by an additional 25%.
    • Empowered Demons - Grants your demon pets an additional 10% haste and 10% critical strike chance.
    • Improved Shadow Bolt - Your Shadow Bolt deals an additional 20% damage.
    • Enhanced Corruption - Your Corruption generates 1 additional Demonic Fury each time it deals damage.
    • Empowered Doom - Your Doom has an additional 20% critical strike chance.
    • Enhanced Hand of Gul'dan - The radius of your Hand of Gul'dan is increased by 2 yards.
    • Improved Touch of Chaos - Your Touch of Chaos deals 20% additional damage.
  • Destruction
    • Enhanced Chaos Bolt - The cast time on your Chaos Bolt is reduced by 0.5 sec.
    • Empowered Immolate - Your Immolate deals 100% additional damage when it initially strikes the target.
    • Improved Conflagrate - Your Conflagrate deals 20% additional damage.
    • Empowered Incinerate - Your Incinerate has 20% additional critical strike chance.
    • Improved Ember Tap - Your Ember Tap heals you for an additional 20%.
    • Improved Shadowburn - Your Shadowburn deals 20% additional damage.
    • Enhanced Backlash - Physical attacks against you have a 15% increased chance to trigger Backlash.
    • Enhanced Drain Life - Your Drain Life now generates Burning Embers.

Warrior (Forums / Skills / WoD Talent Calculator)
  • All
    • Improved Charge - Increases the range of Charge by 10 yards.
    • Improved Heroic Leap - The damage radius of Heroic Leap is increased by 2 yards.
  • Arms
    • Enhanced Sweeping Strikes - Sweeping Strikes now lasts 5 sec longer.
    • Improved Mortal Strike - Increases the damage of Mortal Strike by 20%.
    • Enhanced Slam - Increases the radius of the splash damage dealt by Slam while Sweeping Strikes is active by 3 yards.
    • Improved Overpower - Increases the damage dealt by Overpower by 20%.
    • Improved Die by the Sword - Increases the damage reduction from Die by the Sword by 10%.
    • Empowered Execute - Increases the damage of Execute by 50%.
    • Improved Colossus Smash - Colossus Smash now generates 10 rage when hitting a target.
  • Fury
    • Improved Die by the Sword - Increases the damage reduction from Die by the Sword by 10%.
    • Empowered Execute - Increases the damage of Execute by 50%.
    • Improved Colossus Smash - Colossus Smash now generates 10 rage when hitting a target.
    • Improved Meat Cleaver - Meat Cleaver now grants 2 charges every time Whirlwind deal damage.
    • Improved Wild Strike - Damage of Wild Strike increased by 40%.
    • Improved Bloodthirst - Increases the damage and healing of Bloodthirst by 20%.
    • Improved Raging Blow - Increases the damage of Raging Blow by 20%.
  • Protection
    • Improved Heroic Throw - Heroic Throw no longer has a cooldown.
    • Improved Shield Slam - Increases the damage of Shield Slam by 20%.
    • Improved Revenge - Increases the damage of Revenge by 20%.
    • Improved Shield Barrier - Increases the absorb amount of Shield Barrier by 10%.
    • Improved Unwavering Sentinel - Unwavering Sentinel now increases your armor by an additional 15%.
    • Improved Bastion of Defense - Bastion of Defense now increases your block chance by an additional 10%.
    • Improved Thunder Clap - Increases the damage of Thunder Clap by 20%.

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