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# World of Warcraft News and Raiding Strategies

### Dev Interviews, Aug 19 Beta Notes Update, Beta Class Feedback, Blue Posts, Fan Art

by Published on 2014-08-19 11:48 PM

Ultimate Evil Edition Release, Season 4 Incoming, Seasons Clarifications, Console Related Blue Posts, Hellfire Amulet Guide

Frostwyrm Lair Countdown & Card Rewards, Naxxramas T-Shirt Giveaway, Win 8 Issues Update, Blue Tweets

Skin Spotlight: Master Diablo, Daily XP Cap Increased for Coop/Practice

Warlords of Draenor - Developer Interviews
Buffed.de had the chance to interview Tom Chilton at Gamescom. We highlighted a few of the new and important parts of the interview below, but keep in mind this has been translated from English to German to English again, so errors are possible!

Legendary Items
• There could be a legendary version of Gorehowl as one of the non-ring legendary items.
• Teron'gor's staff is also a possibility for a legendary caster weapon.
• The legendary ring has a visual effect and will change with your spec.

Timewalker Content
• The team still hasn't found a good way to add rewards to Timewalker dungeons.
• Timewalker dungeons won't be as challenging as the currently relevant Heroic Dungeons, but something to run for nostalgia or to help out a lower level friend.
• Timewalker raids would be more work, but they are also something to consider after dungeons are complete.

Misc
• In theory, Warlords could only have two raid tiers and then a new expansion. It depends on how quickly the next expansion is ready.
• The level 100 version of Molten Core didn't take too long to build, because it wasn't designed for repeat play or tight tuning.
• New rewards will be added to world events when possible, but the team is working on the next expansion as well as Patch 6.1 and Patch 6.2 right now.
• Kil'jaeden and Archimonde are back, but not as bosses. The Burning Legion also makes an appearance throughout the expansion.

Warlords of Draenor Beta Patch Notes Update - August 19
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Death Knight
Frost Changes
• Icy Talons now increases attack speed by 35% (down from 45%), and haste by 5% (up from 0%).

Blood Changes
• Glyph of Rune Tap has been redesigned. It now reduces Rune Tap’s recharge time by 10 seconds, but reduces the damage reduction it provides by 20%.

Druid
Ability Consolidation and Refinement
• Starfall no longer cancels when mounting. However, it can no longer hit stealthed or invisible targets.
• Wild Mushroom no longer become invisible.

Guardian Changes
• 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 12% 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.
• Soul of the Forest (Guardian) now increases Mangle’s Rage generation by 5 (down from 10).

Restoration Changes

Hunter
Ability Consolidation and Refinement

Mage
Talent Revisions
• Presence of Mind is no longer a talent, and is now learned by only Arcane Mages.
• Evanesce is a new Talent available at level 15, replacing Presence of Mind.
• Alter Time is now a level-30 Talent, replacing Temporal Shield.
• Alter Time now lasts for 10 15 seconds (up from 6 seconds), has a 90-second cooldown (down from 3 minutes), and no longer affects the Mage’s mana, buffs, or debuffs.

Frost Changes
• The Brain Freeze effect now increases Frostfire Bolt damage by 15% 25%, and can now stack up to 2 times. 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 25%. (Total of 60% on double-Multistrikes).

Monk
Ability Consolidation and Refinement
• Power Strikes now triggers every 15 seconds (up from every 20 seconds).

Mistweaver Changes
• Chi Brew now grants 1 charge of Mana Tea (down from 2 charges).
• Ascension now increases maximum Mana by 20% 10% (up from 15%).
• The Monk gains Eminence, causing all damage dealt to also heal nearby allies.
• Eminence now causes a nearby target to be healed for 50% 35% of all damage caused by the Monk and includes auto attacks.
• Stance of the Wise Serpent no longer provides this benefit.
• Blackout Kick causes Eminence to heal 5 allies instead of 1, but heals for only 20% 15% of damage dealt instead of 35%.

Windwalker Changes

For Energy-based gameplay to function well, the primary limitation on ability usage should be Energy, not time. That breaks down when a rotation becomes limited by available GCDs, rather than by Energy. Windwalkers were hitting this “GCD-cap” too easily, causing scaling problems as they geared up, and removing rotational choices. To solve this problem, we’ve made a few tweaks that will Slow down their rotation slightly; but still allow Windwalkers who enjoy the GCD-capped playstyle to have options available to focus on Haste and Energy regeneration. Individually, these may sound like significant nerfs, but Windwalker damage has been adjusted to compensate for these changes. The goal is to address the issue with GCD-capping while not reducing DPS.

There are a couple of additional changes for Windwalkers. Storm, Earth, and Fire, got buffed to make it smoother to use. We also buffed Fists of Fury because we felt that the ability wasn’t giving a strong enough damage boost given its restrictions and impact on the Monk's rotation.

Brewmaster Changes
• Elusive Brew now increases dodge chance by 45% 35% (up from 30%).

Ability Consolidation and Refinement

Priest
Ability Consolidation and Refinement
• Borrowed Time’s effects have been merged into baseline Power Word: Shield for Discipline Priests.
• Borrowed Time has been redesigned. It now increases the Priest's stat gains to Haste from all sources by 40% for 6 seconds.

Talent Revisions
• From Darkness, Comes Light has been split into two abilities depending on the Priest's specialization.
• Surge of Darkness (Shadow) now has a maximum of 3 charges (up from 2) and can now also trigger its effect from Devouring Plague, but its chance to trigger has been reduced to 10% (down from 20%) to compensate.
• Surge of Light (Discipline, Holy) activation chance has been reduced to 8% 10% (down from 15%).

Miscellaneous Changes
• Enlightenment is a new passive ability for Discipline Priests.
• Enlightenment increases the critical healing chance of Prayer of Mending by 10%, and increases stat gains to Critical Strike from all sources by 5%.

Rogue
Ability Consolidation and Refinement
Rogues received several mergers of passive abilities. There's also additional cooldown thinning with the change to Tricks of the Trade.
• Assassin’s Resolve now increases damage by 15% (down from 20%).
• Deadly Throw no longer has a minimum range.
• Garrote now ticks every 2 seconds (up from every 3 seconds). Damage has been adjusted to compensate.

Subtlety Changes
• Hemorrhage’s periodic damage is now based on attack power (instead of the initial strike's damage), and ticks every 2 seconds. Damage has been adjusted to compensate. has rolling periodic behavior, meaning that remaining damage from the previous application is added into the newly-applied periodic-damage effect.
• Sinister Calling now increases Agility by 15% (down from 30%), and the amount of Multistrike bonus received from all sources by 5% (in order to act as Subtlety’s Secondary Stat Attunement). And finally, when the rogue Multistrikes with Backstab or Ambush, they also twist the blade, causing all Bleed effects to advance by 2 seconds, triggering an instant tick instantly tick an additional time.

Shaman
Ability Pruning
• Ancestral Vigor has been removed.

Restoration Changes
• Chain Heal now heals each chain target for 10% 15% less than the previous target.

Warlock
Ability Consolidation and Refinement

Warrior
Stance Changes
Warriors have always had stances; they’re very important to the feeling of being a Warrior. In order to make stances more meaningful, and ease keybinds, we made stances have their own action bars, and re-added stance restrictions on abilities. However, we also made it so that you’ll automatically be shifted into the appropriate stance if you try to use an ability that isn’t usable in your current stance. One important difference between this and previous Incarnation of Warrior stances is that these abilities are rotational, not utility cooldowns. Stances are now more for different gameplay modes (dealing damage vs. tanking). There shouldn’t be cases where you find yourself swapping stances, use an ability, and then immediately swapping back.

Talent Changes
• Staggering Shout has been removed and replaced with 3 new talents that vary by specialization.
• Fury: Furious Strikes: Wild Strike costs 15 10 less Rage.

Fury Changes
• Bloodsurge’s effects have been merged into baseline Bloodthirst and no longer reduce Wild Strike’s global cooldown. Its spell alert has moved to the top slot instead of the left and right slots, and now has 2 charges (down from 3 charges).
• Bloodthirst now replaces Heroic Strike for Fury Warriors.
• Wild Strike now has a 0.75 0.5 second baseline global cooldown, and costs 45 Rage.

Warlords of Draenor Beta Class Feedback
Originally Posted by Blizzard Entertainment
Class Design Theorycraft Results
As I mentioned over in the Class Design Status thread (http://us.battle.net/wow/en/forum/topic/13839984558), this build (and the next one, for healers) should be solid enough for theorycrafters to start really tearing into. We'd love to see the results of that effort; it helps us identify tuning problems better, and more precisely tune things.

Things we're specifically looking for:
• Simulation result summaries
• Stat weights
• Talent comparisons
• Spec comparisons
• Rotation comparisons
In all cases, gear used (primarily ilvl) matters a *ton*, so please provide that as well.

Class Design Status
Our goal with this first round is getting the vast majority of specs to be “close” to right, as far as overall performance.

Would it be possible for you guys to give us a rough idea of what kind of scenarios you are really looking to accomplish this for?

Sure. This first round was primarily single-target focused. We'll get into AoE (of varying sizes) soon.

Regarding people feeling ignored: It's not some case of ignoring you. I just don't usually have the time to spend on this. I usually respond to easy things on Twitter, because it's small bite-sized chunks that I can respond to while waiting for a build to compile, or a change to save, or a game to launch, or someone to answer a question, or whatever.

However, I'm planning to spend the remainder of my evening here on the forums, responding to feedback. Wish me luck! (Blue Tracker / Official Forums)

Death Knight (Forums / Skills / WoD Talent Calculator)
Death Knight Changes
Hey DKs. I've responded to a lot of DK questions on Twitter, but finally am getting time to pop in here to the forums and respond on the forums. Frost in particular has has gotten some significant changes, and frustration from that is totally understandable.

-Why is Critical Strike deprecated by (at last calculation) around 20% for Frost DKs? In an expansion with bonus loot and no more reforging, it would seem that we are much more at the mercy of RNG when it comes to loot pieces. While I am aware that we have some flexibility in the form of enchants and some consumables, is this deprecation really necessary in the first place?

-Continuing on the theme of stat valuation, Mastery's valuation for 2h Frost has also proven to be pitifully low in our early simulations.

Loot changes actually have very little impact on this. However, we do want secondary stats to be close in value, and these are just a tuning issues that we want to improve upon. Please post your theorycrafting results over in the Class Design Theorycraft Results thread.

-Necrotic Plague is currently simming at a DPS loss for multiple DPS specs. Other Level-100 talents also show a very minimal gain. We realise that there is probably room for significant improvement in how we're coding them, but these results also appear to be reflected in actual tests.

Could you please tell us if there is a margin of gain which we should expect (both ST and multi target) with these talents? I'd particularly appreciate if you could comment on Festerblight and Unholy Death Knights.

I'd hope it'd be obvious that in a row of throughput talents, one that reduces your throughput is not intended. Yes, we'll tune the whole row to be a significant but not huge damage gain. Something similar in power to most of our other throughput increasing talent rows.

-Could you please comment on Unholy AoE and Frost Runes? As mentioned earlier in this thread, it is incredibly frustrating to transition in and out of AoE/Single-target priorities due to Frost Runes doing nothing for Unholy AoE. I realise that you intend for pre-planning to be reward, but the reality of the situation translates very differently in raid situations where we switch priorities frequently. It also pushes us quite strongly towards the Blood Tap talent.
We see it as a minor annoyance. We haven't found a solution that we're happy with that doesn't have negatives that outweigh the positives. Ideas are welcome, though the problem isn't impactful enough to warrant a mechanic change at this point for 6.0. It's something we'd be interested in addressing in a future patch.

-Speaking of Blood Tap, there seems to be little to no reason for Unholy DKs to take Runic Empowerment thanks to the way in which it interacts with our Rune setup. Other specs are not much better, as they have to game it to get the most out of it. This talent has proven unpopular for a reason, not the least of which is that macroed Blood Tap can mimic its functionality, but provide even greater flexibility due to it generating Death Runes.
This is another case where what is there works, and we think we could do better, we just are still trying to find the right solution. I'd say that the goal we're looking for is to make the payoff of Runic Empowerment stronger (perhaps just a numbers tweak would work here), and to make Blood Tap not macroable (but just putting it on the GCD has some significant downsides).

-Runic Power generation for Blood Death Knights feels quite spiky. With Necrotic Plague for instance, it becomes overwhelming in any sort of AoE tanking situation- making the talent feel quite mandatory. With high levels of Multistrike, we appear to go from 0 to 50 Runic Power in barely a global. Is there no way to standardise the generation so that it doesn't feel quite as "Feast and Famine"-esque?
Indeed it does. Currently, the issue is that we need to get X total RP out of Y multistrike, and so the tuning is as such. However, that makes it spiky. You could argue that that's OK, since you can spend it in big chunks, and the defensive value of it is heavily smoothed. Because of that, we're tentatively OK with it for now, but would be interested in iterating on it in the future.

In closing, similar to what I've said to a few other classes tonight, I'd like to discuss this further with you all, but please make that easy for me to do, by keeping the hyperbole and anger and useless sarcasm and generally destructive behavior out of this. Thanks.

Any thoughts on how necrosis is playing for unholy? So far it hasn't had much impact on stat weights, though it is a close second and I will be posting results in the theorycraft thread. Adjusting the AP scaling provides great progress and it raises multi above anything else by as little or as much as desired.
Precisely. It sounds like it's undertuned at the moment, but the point is that it's a tuning knob that we can use to bring up the value of Multistrike for Unholy. When we get into more closely balancing the secondary stats, I expect that it's a knob that we'll tweak.

Necrotic Plague appears to do less damage than normal diseases, even for a Festerblight rotation.
As mentioned above, Necrotic Plague used to be massively overpowered, and we just turned it way down to avoid tainting feedback from it. We'll tune it back up to the right spot.

Necrosis, I'd guess more like the 2-5% range.

Death Coil... Remember that it grows in % with gear (Mastery). It should probably be in the 15-20% range to start with, single-target, and raise to 20-25% over the course of the expansion. Those are just off-the-top-of-my-head numbers, from this current point in time; tuning goals can always change (thus why we rarely give out hard numbers in that realm).

Breath of Sindragosa makes out play our class the exact opposite we've been playing since day 1. It's weird, and even when pulled off correctly, doesn't give a decent payoff. Not good. I don't see anyone seriously using this talent for any spec.
Breath of Sindragosa has been a challenge. It's been sort of halfway between being a rotational AoE RP dump, and a pool->burst cooldown. We decided that we should push it one way or the other, more convincingly. So, in the next build, it's having its damage *and* cooldown considerably increased (2min CD, 2.5x the dmg, though dmg tuning is still quite rough). Considering going higher still (3min CD). The goal here is that it becomes purely a cooldown that you pool resources for. It should only be affecting your rotation for some pooling time before it comes off CD, and then has the "keep it going as long as you can" gameplay while it's running. But, that should only cover a fraction of your actual gameplay time (whereas currently, that whole pooling->burn process covers nearly half your time). And yes, it, just like the rest of the row, should be worth using on single targets.

I've said this one a few times before, but I would like to see DnD be worth casting for Blood; right now it's less damage over the duration then Blood Boil, meaning it's almost never worth casting except in edge cases, since DnD competes directly with Blood Boil on Death Runes/Crimson Scourge. Would like to see a change to this in the next few builds.
Agreed. We buffed Blood Boil's damage significantly at some point, and caused it to eclipse Death and Decay. I believe the next build should fix that.

Lichborne is a sad, sad joke even with Resolve scaling. I legitimately tried to use this talent on a few bosses, and it heals for NOTHING and doesn't last long enough. Should really get buffed in the leech % or something. Right now this talent is only there to break/immune fears.
We'll get that tuned up, if it's as bad as you say.

Rune Tap plays very well, even outside of bosses with obvious 'Rune Tap here' burst mechanics. However it really should lose the Blood Rune cost; having it cost DPS is a little much, esp on AoE. It would still retain all of the current gameplay; it's main cost is the cooldown. The problem with picking between DPS and Mitigation is that either Blood will be OP on damage when picking DPS, which isn't fair to the other 4 tanks, or Blood will be too weak when it doesn't, which isn't fair to Blood. This also applies to BB vs DS, but that one isn't really easily fixable on aoe, only single target.

To elaborate more: RT works well because it is different from Death Strike AND does not share the same resource. Systems like Shield Block vs Barrier fail because you just pick the best one for the situation and spam it. RT + DS play well because they are both very different in functionality AND can be used in tandem, meaning you pick your moments to use each one independently. So generally speaking, good job on the new RT. Far better then the old RT which was basically DS on steroids, and actually adds something to the spec now.

Sounds like it's working out well, mitigation-wise. The cost is something we're considering, but are unlikely to change at this point. It adds a bit of depth, where you want to save a Blood Rune for emergencies. Using your resources on damage instead of mitigation is an option that most tanks have to some extent or another, but is indeed something that complicates balancing.

General comment on boss damage; feels tuned pretty well. Bosses hit hard enough to make DS timing matter about the same as on live (people way overstate how much you actually time DS on live on anything but the hardest hitting bosses). Would definitely rather see bosses that hit hard then bosses that hit so weak that nothing you do matters anyways. Also bosses hitting hard means that Shadow of Death extra HP actually matters, which is generally a good thing (if max HP doesn't matter because bosses don't hit hard enough, Multistrike loses much of it's defensive benefit outside of rune regen talent returns) But we will have to see post mythic testing; I am sure a lot of this stuff is getting retuned anyways.
Great. Here's some potentially interesting commentary on Shadow of Death to add: The stat attunements are not hard and fast rules, and this is one of the most evident places (and that's fine). Different secondary stats have different situational values to tanks, more so than DPS or healers. Multistrike for Blood is primarily an increase to max health (as far as defensive value goes). It is tempered by giving you a few more Death Strikes too through rune regen talents, but the majority of its value is in max health. And this is an expansion where how much healing you need really matters. That means that sometimes, that extra health is going to be less valuable than simply taking less damage. However, how spiky you are, especially as a DK, matters too. It's an interesting balancing act that Blood DKs will navigate. How much is right for you varies by your content, your gear, your skill, and especially your healers.

I still don't understand why you guys can't bake the rune regen tier into other options instead of taking up an entire talent row that is completely passive. How about making them glyphs, turning them into perks, baking them into frost strike & death coil. There are just so many other options that don't involve forcing us to choose three completely boring passive talents that could be replaced with more interesting and interactive ones.

When you compare a DK talent tree to another class' like a mage or priest there is just so much more interaction and satisfaction that comes with them. I mean for goodness sake Gorfiend's Grasp still doesn't even have a real animation.

One of my previous posts here touches on where we'd like the rune regen talents to be. They shouldn't be boring and passive; they should matter, and be a gameplay choice.

We view classes as complete packages. Yes, some classes may have more interaction in their talents, but they may have less baseline, instead. Grass-is-greener syndrome is easy to suffer from with talent trees. Not sure what you mean about Gorefiend's visual.

DKs having no spec-specific talents is not an oversight. Spec-specific talents are just one tool in our toolbox. We don't have to use them everywhere. We also just make the same talent work somewhat differently for each spec instead, which happens sometimes for DKs.

I think that this is where there is a disconnect with some parts of the playerbase.

Gameplay choice, I think, is often interpreted by some to mean that there's big differences in numbers depending on the situation. As you've probably seen, DK theorycraft (at least for DPS) currently suggests that the talents sim within a very small margin of one another- leading some to claim that it doesn't matter which talent you choose.

Now personally, I could care less if there's a 0.5% difference between Runic Empowerment and Blood Tap for Unholy- taking one feels FAR better than the other. The same is true (probably to lesser degrees, but still true) of other specs/choices. Is this the ultimate goal with these talents- that they end up coming down to personal preference more than anything else?

Yeah, "gameplay choice" and "big dps difference" are not even remotely the same thing to us. It's a preference of how you want to play.

EDIT: The fact that they're tuned so close together right now is one of the contributing factors to why we're hesitant to toy with them too much right now. Tuning-wise, they're in a good place.

The bold is a bit alarming for me as a DW frost DK. Simply because I will be wasting KM on Obliterate and with this most recent patch I have noticed Frost Strike being much more worth pooling resources for. The main problem I see of it is, if it doesn't consume the KM then we can't touch our FS even by accident. Then we end up wasting KM to a degree. I guess it will more so be a trade-off while it's running. The next issue is cost, with the way we are generating RP, we will be lucky to run it for ten seconds. While obviously that will change as we get less downtime over the expansion, I still feel as though the trade-off of making your rotation clunky while it's running for however long you can keep it up will make playing with it very awkward. I feel having a reliable(50-60RP) cost usable every 15-30 seconds could be a better trade off, we will still pool resources for it, however it will be a lot less awkward to use. Would love to hear feedback on this.
I'm glad you notice that it's worth pooling resources to spend KMs on FS. That's good. But yes, you'll want to use KMs on Oblit during Breath of Sindragosa, and it'll be tuned around that assumption. Ultimately, it's a talent, so if that gameplay isn't attractive to you, there are alternatives. (Blue Tracker / Official Forums)

Mage (Forums / Skills / WoD Talent Calculator)
Just wondering if mages will be getting portals to Draenor, and If so where will the destination in Draenor be?

Yes, to Stormshield and Warspear. (Blue Tracker / Official Forums)

Paladin (Forums / Skills / WoD Talent Calculator)
Random clarifications:

Hand of Sacrifice is indeed now off the GCD.
Execution Sentence is reversed for the heal only. That makes it useful, whereas before it was not.
Final Verdict was nerfed because it was overpowered, especially with Empowered Divine Storm added. Yes, it was a huge nerf, because it was very overpowered. If you have theorycrafting data suggesting otherwise, please post it in the Class Design Theorycraft Results thread.

The goal is absolutely for Ret to be strong DPS, just as strong as a Fury Warrior, or Enhancement Shaman, or Combat Rogue (just to pick some random examples). These nerfs occurred (and more will occur) because they were stronger in our testing. (Blue Tracker / Official Forums)

Priest (Forums / Skills / WoD Talent Calculator)
Discipline Priest Changes
Hi Disc Priests! I'm running out of time tonight, but wanted to stop by at least one healer spec before I go, and Discipline is arguably in most need of discussion at this point. Disc has seen a fair bit of change, especially surrounding Atonement, so some frustration is expected. Lets have some constructive discussion, shall we?

Disc was quite overpowered by the end of Mists for a few reasons. The first of which was that they had a couple spells (Divine Star in particular) that bypassed the AoE cap. That was a huge mistake, and has been solved. I think that's pretty clear to everyone.

The second is that they did most of their effective healing through absorbs, and absorbs were extremely powerful in general. Things have changed in Warlords to make this not the case: Damage has become much more 'high sustained' and much less 'high burst', meaning that no longer does everyone sit at full health and absorbs snipe all the effective healing. And on top of that, we've toned down how much of Disc's throughput comes from absorbs in general. They're still by far the heaviest on absorbs (that's their specialty, after all), but it's not *so* skewed in that direction.

And finally, Atonement. It was tuned strong enough that it wasn't much of a healing throughput loss to use, while being an easy and significant DPS gain. And the fact that it smart-healed made it very effective healing. I think we still have some tuning work to go through to reach this, but our goal is that Atonement is like splitting your attention between damage and healing, something like 60/40. It's something you do during lulls in healing need, or when you've got more healers than you need (which may be or not be the case on a phase by phase basis, in raid encounters). This phase easy on healing? Switch to Atonement for a while, contributing about 40% of a damage dealer's DPS, at a loss of about 40% of your healing. And when you do go back to full healing, you have Archangel to help smooth your transition back into healing. You can also weave Atonement+Archangel into shorter lulls in healing requirements, to min/max. As I said, I believe the tuning is off from that vision, currently, but we'll get there.

Also, why is holy nova still doing damage? You removed all those from level 90 talents, I understand for finding rogues in pvp it's useful, or prevent flag cap but that could be a glyph. I know for a fact after playing my monk that getting aggro from spamming your aoe heal isn't really fun. (Rushing Jade Wind killed me a few times)
Holy Nova does no threat, either from its damage, or its healing. Just a neat little perk of Holy Nova. Always been that way.

1) No baseline CC: I miss psychic scream so much that I would never take another level 60 talent (even if the root worked) . Every other healer has some kind of baseline cc, some have multiple baseline ccs and talents and interrupts.
I believe Holinka has mentioned this on Twitter, but we're considering giving Silence to Disc, because it has no baseline CC. Not a promise, just something we're considering.

2) Holy Fire: Don't get me wrong, I like this spell in concept. What I don't like is that too much is tied to it now. With a talent it's mana. With a glyph it's a cc break. Regardless it's how you build up evanglism stacks and have a pseudo hot. Oh but it has a cooldown so if you build evangelism you can't break a poly. Oh and if you get locked out of holy you can't defend yourself from one either.
It's indeed a very multifaceted spell, especially in PvP. However, the Atonement healing it provides should not be a huge factor in that case, so is lessened.

3) Archangel: So much of our healing is tied to a short cooldown that has to be charged through atonement. Only atonement healing is now intended to be a real trade off. With a 30 second cd, archangel requires smite or offensive penance and you can't keep it up with just holy fire on cooldown.
I think Archangel may actually be too strong; it's not intended to be a rotational thing during periods of high HPS need.

4) Fade: Similar to Holy Fire, fade now does too much. It is the threat drop, the glyphed cooldown, and potentially the talented cooldown. That's too much baked into one button and makes it a non-fun button. That said, unless something changes I don't think I'll ever take phantasm.
This answer is similar to Holy Fire, but we see all of those potential customizations as a good thing. All of the things you mentioned are talents/glyphs that can be swapped in/out based on need. That kind of customization is generally good.

5) Saving Grace: This ability is too good, and I don't think a numbers pass will ever get it to a realistic point. A stacking MS is not a real tradeoff for a no cooldown NS. It only lasts 10 seconds you spam it till full and then kite for 10 seconds.
One thing that may not be obvious (or may be bugged) is that it affects its own healing. If you spam it for 10sec, the last half of that is doing some pretty weak healing. Then you're doing none for 10sec... And now you're spending 2/3 of your time doing no healing. I don't expect that it'll get much use the way you describe.

6) Spectral Guise: Also too good. It is also on the healing tier when it is clearly not a heal. I guess it's not so much a too good, as a "this talent is clearly better in a lot of instances." It works too well with fear, and with saving grace. The only other talent I'd consider is bulwark but a tuning pass might make desperate prayer worth using again.
Indeed, that's something that's on our radar. Keeping an eye on it.

7) Holy Nova: Numbers aside: Visuals aside. Having this be the spell you spam when kiting looks bad visually. This is more a factor of it being a 0 cooldown instant, than that it is the aoe heal. I am not a fan of it as an aoe heal either, given that it gets rid of aoe healing during the all important losely spread out mechanic fights. We already have a talent that pushes us to clump the raid in barrier. This just feels too much.
Different healers have different strengths and weaknesses. This isn't a particularly restrictive one, all things considered, and is similar to other healing classes in effect.

8) Too many mandatory glyphs: If you want mass dispel, inner focus, and death you have eaten up your three glyph slots. Tough luck if you wanted anything else fun. What makes me dislike this even more is that at the start of last expansion this would have meant 0 glyphs and I could take some fun option things like glyph of smite.
We actually want *more* mandatory glyphs, not fewer. That creates better tension, and makes glyphs feel meaningful. Interesting choices, etc.

9) Too many interrupts: Mobility and instants were taken away from casters. I get this, it had gotten ridiculous. The only issue I have is that those interrupts that got scattered didn't go away. As a disc priest, I open up my primary school with penance. This means that if I want to take advantage of that new perk to snare an enemy with it, I have to be prepared to be locked out. Everything I would ever want to snare has an interrupt. Interrupts are so common now that every dps, every tank, and half the healers have access to one now.
This is getting more into Holinka's territory than my own, but the prevalence of interrupts is something that's strongly on our mind right now.

This post ended up more PvP-focused than I had hoped, but I gotta run, so will try to post more soon.

As I've said to other specs tonight, I'd like to have further discussions with you all about Disc, but please make that easy for me to do, by keeping the hyperbole and anger and useless sarcasm and generally destructive behavior out of this. Thanks. (Blue Tracker / Official Forums)

Shaman (Forums / Skills / WoD Talent Calculator)
Elemental Shaman Changes
Hey Eleshams. I'll start this off similarly to how I have with other specs tonight... Frustration is understandable, given the changes happening in Warlords. Lets have some constructive discussion.

First, I'd like to comment on the nerfs today. Nerfs can be troubling, I get that. But this is beta, and these nerfs are just number changes. They are not a bad thing. They're simple number reductions because your DPS was too high. DPS tuning will happen, and this is the first step in that. Especially on beta, it can be very hard to have a good sense of how you compare to other specs. And with the squish changing how numbers are perceived in general, most of you probably had no clue that you were a little overpowered, and that's fine. Let me reiterate that the goal here is for you to be on par with all of the DPS. You should be equal with everyone, from the Arcane Mage to the Destruction Warlock.

1. Healing Talents need immediate love/attention. Make a decision - Either boost our Single Target to match us with other Specs, or give us our Hybrid Utility back. My use in MoP raiding revolved around the power of Shaman Utility. I'm starting to worry about my impact when the entire level 75 talent line is garbage.
Simply put, we want Elemental Shamans to be brought for their strong DPS, not their poor DPS and strong offheals. We're reducing *everyone*'s offhealing capabilities, and Shamans had some of the most of anyone.

2. Level 100 Talents are filler? I'm feeling lost here about the goal to this tier. Obviously you want it to be a DPS tier but right now I see it as:

A. Shocks - always bad. B. Storm Totem - oh joy another 5 min CD that does very little damage. C. Interesting AoE Fire totem...lots of potential here but why doesn't it work with Fire Elemental?!!!

A. Won't be bad. Needs tuning. B. Won't be bad. Needs tuning. C. Will continue being not bad, and the bug where it doesn't work with Fire Elemental will be fixed.

3. Earthquake
OK. Earthquake is a big topic, so lets go for it. Earthquake has been around for a long time, but it's been almost as long since it's actually been used significantly. And Elemental has one of the most fun, visceral, cool AoE spells in the game: Chain Lightning. So why are we trying to force Earthquake into the rotation now, instead of just cutting it? That's a totally fair question.

There are a few reasons. Chain Lightning is great, but it can also get monotonous, spamming a single button for all AoE situations, and basically nothing else. We want to add a *little* spice to that. The vast vast majority of your AoE/cleaving should still be Chain Lightning spam, and we don't want to step on that. But we think that adding one different spell every ~10sec or so adds a fine bit of texture rotation.

Another reason is that we feel like we've failed on fulfilling one aspect of the Elemental fantasy: the elements. Fire (check). Air (check, lightning falls under this). Water (that's more of Resto's thing). And Earth. Where was the Earth? Ele shamans were feeling too much like the "Fire+Lightning Wizard", and not enough of the "Master of the Elements". That led us to including Earthquake, and adding Molten Earth.

And finally, skill. Here's where we get into why it has all of those so-called "QoL problems". It may be hard to see this vision, because AoE DPS tuning hasn't happened yet, but here's our vision for Earthquake: You won't be able to use it in every situation. It'll take a lot of skill and planning to use effectively. It may even require some cooperation from your tank, depending upon the situation. When all of those criteria aren't met, it's fine, you still have Chain Lightning to fall back on, and you'll still do totally solid DPS that way, and it's incredibly easy to use, in virtually any situation. But when all of those pieces *do* line up, the payoff should be extremely strong.[i] It's an additional bonus [i]on top of your expected AoE DPS.

Don't think of it as "that spell I'm forced to use and is so hard-to-use". Think of it as "that niche spell that I sometimes get to use skillfully for great gains".

4. Echo of the Elements - I like this move but it needs a few clarity fixes. Right now its Impact is minimal. I believe it's only Lava Burst that's affected? Maybe you can attach it to Elemental Blast and Earth Shock (Which again would make our AoE/CLeave more engaging if we could ES more often). I get the concept of wanting to make Multistrike it's own thing, but since Ele Shaman's foundations were built on Multistrike - I feel the class is losing out on what made it special. (Edit - while making this post I saw that EQ is affected by EotE. Again..I hate EQ so I could care less. Also Frost shock...but I'm focused on PvE - not PvP).
Yes, it's primarily for Lava Burst (single target) and Earthquake (AoE) in PvE. We tried having it on several other abilities, but the downsides outweighed the upsides, we found (ie, you accidentally use it on Earth Shock, when you wanted to use it on Lava Burst).

5. Molten Earth - Hopefully we see tuning on this mastery to make it do more damage. Yes...It's a passive - but I like the idea of dumping a lot of my stats into mastery for progression on a Movement heavy fight. Right now though...it's a waste of stats not to mention it's secondary effect is to buff EQ (which I rather not cast).
Tuning will happen. I don't think it's far off from right, currently, though. I think it's a little weak, but not much.

6. Level 45 Talents. At least Blizzard agrees that this line is not fun and weak. What's sad though...is that it makes it the 2nd of worthless talent lines for Ele Shaman in PvE. So many ideas have been thrown around I don't need to add mine, but it would be nice to see some fixes before the release.
While I'd say that it's uninteresting in PvE, not worthless, that's not exactly the point. Across the specs, many talent rows are of limited value if you focus on only a single section of the game (ie, raiding). We don't see that as a problem, as long as it's only a 1-2 per class.

As I've touched on before, we feel that the level 45 talents are functional, and not causing any problems, so have bigger fish to fry at the moment. But, we'd be interested in revisiting them at some point in the future.

I'd be happy to discuss any of these topics further, as long as we stay constructive (and pending my available time, which is quite limited, as you may be able to guess). The frustration is understandable, but please leave the hyperbole and anger and useless sarcasm and generally destructive behavior out of this. Thanks.

Current numbers don't support this; Earthquake is very high damage now and on mastery to boot. Should we expect Earthquake to be tuned down, and Chain Lightning tuned higher in upcoming patches?
Probably, yes. (Blue Tracker / Official Forums)

Warrior (Forums / Skills / WoD Talent Calculator)
Fury Warrior Changes
I just posted over in the Arms thread, but most of what was said there applies to Fury as well, so please read that first: http://us.battle.net/wow/en/forum/to...442?page=8#143

Today's build includes a few important changes for Fury, which actually line up with many of the issues raised in this thread.

First, Wild Strike. Same damage per cast time, same damage per rage, just in 0.75sec chunks, instead of 0.5sec. Damage, Rage, and GCD all increased by 50%. This should help with latency issues.

Second, Ignite Weapon. Obviously, Ignite Weapon didn't work, since the ability it replaced was removed from the rotation. This new build will finally add a replacement; a fairly straightforward damage/utility button, Siegebreaker.

Third, Recklessness. It's back to 30% crit chance, to feel more impactful. And a perk now adds the 15% crit damage back as well. Straight buffed. I believe that replaced the Heroic Leap perk, which was quite lackluster as so many of you so eloquently put.

Fourth, Enrage. This isn't actually in today's build, but will be in the next. We raised the duration of Enrage to 8sec, so that there's a bit more overlap, especially so that it can cover Bladestorms and Colossus Smashes.

Also, not a change, but commentary on a previous change: The Colossus Smash extension mechanic is far from superfluous. The problem before was that you didn't have time to spend all of the resources that you saved up for a Colossus Smash, and this solves that handily. It makes a big difference, and we're pleased with how that turned out.

As I said to the Arms Warriors as well, the Warrior community has been clearly frustrated lately, and I'd like to discuss this further with you all, but please make that easy for me to do, by keeping the hyperbole and anger and useless sarcasm and generally destructive behavior out of this. Thanks. (Blue Tracker / Official Forums)

Arms Warrior Changes
Well, lets dive right in. Arms Warriors have gotten some pretty huge changes in Warlords, and that's going to upset some people who are used to the current version, or imagined something else. That's totally understandable. There are a many different points of view involved here, so let me share ours. Then, if you'd like to have some constructive discussions, we can go from there.

Arms was a spec that did not fulfill its fantasy very well. The defining characteristic that we focused on was "big, heavy hits". That is in stark contrast to the fast and furious hits of Fury. This is evidenced by the prominence of Mortal Strike, Colossus Smash, their new Mastery, and non-spammy rotation.

One of the biggest complaints we see here is about the complexity of the baseline rotation. However, from our point of view, the *baseline* rotation hardly matters; nobody actually plays with the baseline. It acts as a platform to build upon, primarily through talents. And the Warrior talent tree provides a *ton* of potential changes to the rotation, to support a wide variety of playstyles. What matters is the whole package, with talents.

Like procs? Take Sudden Death. Want to fill every GCD? There are like 5 different talents you can take to fill GCDs; I don't think any other class has that many. Etc.

Remember, not everyone plays the same way that you do. Most especially, remember that anyone posting here is on the extreme end of game knowledge and hardcoreness.

The Warrior community has been clearly frustrated lately, and I'd like to discuss this further with you all, but please make that easy for me to do, by keeping the hyperbole and anger and useless sarcasm and generally destructive behavior out of this. Thanks.

Important note about today's build: Slam nerf didn't make it into that build, but it will be nerfed similar to how Mortal Strike was, in the next build.

EDIT: And nor will it be viable to use Defensive Stance as part of DPSing. Please point out tuning issues like that, but don't give mechanic feedback on them.

The talents you gave us to add some depth to the rotation have mostly fallen flat. Sudden Death has gone between way too strong and way too weak. I haven't logged on tonight for the new patch to see if it's still bugged, but last build SD was using the wrong execute spell ID, and was hitting for the bonus rage damage (625%) instead of the base execute damage (150%). If that gets fixed, when combined with the nerf to Execute, we'll be looking at a 1-2/minute proc for 100% weapon damage, which is abysmally low.
We'll get the bugs and tuning issues solved. Just because something has those doesn't make it bad. With so many changes involved, bugs are inevitable, which surely taints your feedback, and that's just something we have to filter out.

Slam is a talent idea I really liked at the start, and was super enthusiastic about, but the more I play with it, both in practice and in the sims, the less of the intended depth it seems to offer...Rather than giving a breadth of depth to the rotation, it adds needles complexity. In actual play, the way its set up tends to lend itself to you having a 0 stack slam available when you're at high rage, thus rage capping frequently by accident, and then when you do have the 2 stack available, your rage is lower and you can't use it again even if you wanted to. This is a talent that had so much potential, but the implementation leaves us with so little control that it just doesn't feel right, and doesn't offer any meaningful depth.
Slam's goal is to fill GCDs, and provide min/max rotational gameplay. Note that being able to right click it is unintended and will be fixed; don't test with that. I'd argue that it does provide you quite a lot of control, but it's easy to misuse. But, you're not severely punished if you do use it improperly.

The new mastery was already a weak stat unless we took Slam. With Slam no longer being affected by Mastery, Mastery falls really low. Add in the huge nerfs to MS and Execute, and it's even worse. Once Collision gets the sims updated, I'll get you some hard numbers, but right now as of this build it seems like the "Big Heavy Hits" Arms is dead. Seeing as we lost all of our depth to support that vision, we really need something back.
Again, this sounds like simply tuning issues. Slam being affected by Mastery briefly was simply a bug left over from the previous version of Slam.

General point on 'nerfs': Getting nerfed at this point is not a bad thing. It's just numbers, and they were off. Simple as that.

What I want to know Celest, is should arms be competitive dps? It was clearly overpowered, but a large nerf like the ones we saw today, including the upcoming Slam nerf you mention seem to put Arms quite a bit lower on the totem pole. No one wants to be bottom of the barrel no matter how optimally you play the spec and I can't say for certain we are as there is more tuning to be done.
Yes, absolutely. Arms is far from low on the totem pole.

I'd like to know why you removed Ignite Weapon. I'm rather upset by this mostly as Fury but Arms too. When you guys added it you gave us two things. One, an active on use ability without a cooldown, and two most importantly, a playstyle that doesn't depend on Colossus Smash as much. The pooling factor of CS is something MANY warriors hate. Ignite Weapon helped to make it so we didn't need to anymore. You might say well there's the CS glyph for that, but we both know it won't see any use because it's going to come at a significant DPS loss. And any warrior who does take it will be made to look the fool. Many warriors begged you guys to just move CS to a talent, but since you didn't do it we at least had Ignite Weapon to look forward to and now that's gone. In it's place we get an ability that looks at first glance to be mainly for PVP. This leaves us with two talents and only one is engaging. And that's only for AoE. I really think if you wanted to add in Siegebreaker it should have replaced Ravager instead. We don't need Ravager at all.
Ignite Weapon was designed as a replacement for Heroic Strike. Without Heroic Strike, it made very little sense. See the first post in the Fury thread for a good example of why. If you took it as Arms, or as Fury without Unquenchable Thirst, it basically ate up all your rage, while filling no GCDs, leaving you with some extremely anemic GCD utilization like 30-40%. And if you took Unquenchable Thirst as Fury, it did the opposite extreme, requiring you to be both GCD capped *and* spam Ignite Weapon off the GCD, more spammy than any rotation we've ever had in the game, I believe.

But okay, I'll bite, if Arms mastery was already low pre-MS/Exe nerf, and these nerfs will hurt Mastery more than other stats... what options do you have in tuning to bring Mastery up without bringing us back to "omgwtfhitme" levels of damage on those two abilities?
Mastery is the easiest stat to tune of them all. It has a built-in tuning knob. (Blue Tracker / Official Forums)

Blue Posts
Originally Posted by Blizzard Entertainment
Interview Feedback
Listening to your interview ... you really worried me. And I'm a fan. I'm a big fan of Warlords. But man ... your interview really put some fear into me. How do you guys have so many things that are unknown about the future of Warlords this deep into the cycle? And what do you mean when you say you will let the community decide whether you build new dungeons or scenarios? How exactly does that work and isn't that normally something that is well into development at this point? I reiterate, I'm a fan and I'm looking forward to Warlords ... but that interview definitely confused me ...
Those are fair questions, but I assure you we have a clear direction and development pipeline for Warlords of Draenor. What you're referring to is the space we leave in our development plans to respond to popular community desires, concerns, etc. Raids, and to a lesser extent dungeons, require quite a bit of advanced preparation and production. They often contain unique boss models and environments, and new tiers of content introduce a lot of player progression that takes time to properly develop and test.

Scenarios are a little different. They don't require a ton of unique assets or itemization. What Tom was suggesting is that it's possible we'll have room in Warlords content patches to develop max-level scenarios, if the community strongly feels like they're lacking from the level-100 experience once we're deeper into the expansion's lifespan.

It's hard to fully anticipate how the community at large will feel at level 100 until people get there and spend some time doing max-level content. We always want to have some degree of flexibility to react to player sentiment at that stage. A good example of this would be the daily quest design introduced in 5.0. Our intent wasn't to add severe gating and mandatory daily chores for players of all types, and whether or not we should've foreseen that, it was certainly made clear to us once a large number of players reached level 90 and were starting to dive into raid progression.

To that end, there were many elements of Mists endgame that were adjusted over time as a result of player feedback, even though we still had a solid plan for each patch to move the story forward and introduce new tiers of content. But one piece of common negative feedback we saw was concerning the lack of new 5-player dungeons in Mists patches. That was something for which we didn't plan, and couldn't sacrifice art and design resources at the time to give those players what they wanted.

I don't want to put words in Tom's mouth, but his statements indicate our team's general recognition that a lot of players want new 5-player dungeons at max level deeper in the lifespan of an expansion.

In short, we've mapped out the road ahead for Warlords and know where we're going, but some of the pit stops we make along the way will be determined by popular community feedback once everyone is on the journey with us.

So, essentially, this leeway is for Blizzard to go ahead with their plans, regardless of player feedback (because please, don't try to insinuate that you didn't receive MOUNTAINS of feedback about how VP gear being gated behind dailies was counterintuitive).

Then, once people continue to complain and give feedback, you can make changes (like the Timeless Isle) and then proclaim "See, look, we listened!"

...sure you did. Just months after the fact.

As was stated during patch 5.4's development, the Timeless Isle was something of a test for offering open-world PvE content in a more open-ended fashion, less tied to questing and daily limits. Our goal wasn't to pretend that it was the answer to concerns about VP gates, but rather to make small strides in evolving the system while considering what leveling and endgame in Warlords could look like. And we've learned a lot from the Timeless Isle, both in terms of positives and negatives of its design, after watching people experience it and paying attention to their reactions over time.

Are scenarios easier to develop than just changing the world? If they're meant to replace dungeons, they're not very good at that. If they're meant to introduce lore, why not just put the NPCs and lore out there in the game world?
That's essentially what we've done with the story-driven solo scenarios you'll come across while questing through Draenor. In Mists the 3-player scenarios don't work as well for story devices when most people queue up and want to blast through them like any other dungeon.

how does Blizzard collect customer feedback Tom and you say will be used?
A number of different ways. Analyzing game data gives us some degree of information, but then we also collect feedback from a number of different channels, including these forums. A big reason for community managers existing is to listen to, and engage, players wherever they're talking about the game, and advocate for them when talking to the development team.

So i am just curious if you even read this. Do you guys really need to wait for the forums to get flooded with negative feed back about no flying at max level from level 100 players before you start to see maybe we want that option? Or is it really not painfully obvious to you all now?
Don't mistake my statements to mean we design by democracy. We've been over this many times. Draenor content is specifically tailored to gameplay on the ground and flying mounts negate that. We understand a lot of people are really vocal in their disgust with the mere idea of not being able to fly once they reach 100. That doesn't mean we're automatically going to cave on our desire for players to experience the content as it's intended by design.

I guess it means that you have ZERO dungeons or scenarios planned for after the launch of the game. We only get new ones if we complain a lot. Kind of sad since we have so few dungeons at launch.
No, that's not what I meant either, but I'm not going to announce our patch content plans before the expansion is released just to provide some extra reassurance one way or the other.

Just an FYI, your in- game data shows I participated in TI frequently. I did if for the frequent gear drops that I could mail to all of my alts, not because I enjoyed TI, because I did not like the TI format. Participation does not show like or dislike for any given aspect of the game.
We definitely recognize that, and that's why I said it provides us with some degree of information. If our content is designed such that a player is pretty much forced into a specific type of content in order to get what they want/need, we can't look at that data, say, "look how popular it is!" and call it a day.

But we can parse data in a lot of different ways to get certain types of information that we can then investigate further through other means.

The devs need a bi-monthly podcast or something. They have done several things close to this in the past but never for very long. I always enjoyed them very much.
We do agree, although it's not always easy to take developer time for regular installments. Their time is very valuable and they're very busy people. That said, we recognize the importance of keeping the community informed through direct communication and interaction, beyond even doing the promotional press and fansite interviews with each patch cycle.

The CM team has been working on a number of different initiatives to make this more of a reality. You've maybe already seen similar efforts toward this end from the Heroes of the Storm and Hearthstone teams. WoW is just a bigger beast that has been around for a lot longer, so it takes time to adjust to new communication plans and mediums. We're committed to the challenge though!

Now, what clarity can you lend to this gem that surfaced earlier today?: “We really don’t know if it will grow again,” said lead game designer Tom Chilton. “It is possible, but I wouldn’t say it’s something that we expect. Our goal is to make the most compelling content we can.”
It pretty much speaks for itself. After a certain period of time and threshold you start to tap out your potential audience. While our top concurrent subscriber mark was somewhere above 12 million, so many tens of millions more have played the game at one point or another. We'd love to attract new players to the game and will continue in our efforts to do so, but our focus at this point is more on keeping our current subscribers happy and reacquainting former players with the game. (Blue Tracker / Official Forums)

Interview Feedback
I am still of the opinion that saying "I don't know" on anything is unprofessional. Say "We cannot discuss that yet" or "We are still working on that." "I don't know" should never be acceptable. Period.
We always leave room for adaptation and iteration. We have a plan of the patches and content we'll be seeing, but all of the specifics are kept purposely malleable as we respond to the current climate of those playing the game.

We embrace our ability to develop based on player feedback and how the game progresses as people play it. If people are enjoying a particular feature, we'll pour more resources toward that feature. If people really dislike something, like say dailies, we can change course and develop future content based on that response. "Will people like how dailies play out? We don't know, we think so. Oh, they didn't, let's not do that again."

Knowing exactly what we're going to do with every single feature for every future patch and being absolutely sure of ourselves sounds confident, sure, but our confidence as developers comes from our ability to adapt and iterate content and direction to create the best game possible.

We don't know how people will react to each specific feature or piece of content in the game once it's released. Beta tests are helpful but a released game is a completely different animal. We make best guesses, take testing feedback, and go on gut and our own outlook for what we think could be fun, but it's ok to say "I don't know" sometimes.

People in general would probably do well to say it more often, instead of believing they have the right answer all of the time. (Blue Tracker / Official Forums)

Some more nice fan art of the Dark Portal was recently posted. Keep in mind that this is fan art, not the actual login screen.

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### Warlords of Draenor Beta - Build 18738

by Published on 2014-08-18 11:43 PM

Update (10:45 PM EDT): Celestalon has made several posts about the state of several classes in beta, which you can find on the blue tracker.
Update (8:45 PM EDT): Added a statement on the first tuning pass / class balance.

Warlords of Draenor Beta - Build 18738
Build 18738 will be deployed to the Beta realms soon.

The login screen was slightly updated in this build. (Old) This is not the Warlords login screen.

New World Map
You can see the old world map here.

Character Selection Screens
A few races got tweaks to their character selection screens.

Garrison Follower Portraits

New Weapons

New Icons

Raid Testing Schedule - August 19
Originally Posted by Blizzard (Blue Tracker / Official Forums)
On Tuesday, August 19, we will continue Warlords raid testing, moving on to Mythic difficulty. As always given the nature of beta, it is quite possible that there will be technical or gameplay issues that disrupt the testing. Thank you in advance for your patience and understanding.

Mythic difficulty is designed for a fixed-size 20-player group. Note that all 20 raid members must be on the same Beta server.

Each encounter should be available at approximately the listed times below on all Beta servers.

Tuesday, August 19
• Flamebender Ka'graz - Mythic Foundry - 10:30 PDT (13:30 EDT, 19:30 CEST)
• Beastlord Darmac - Mythic Foundry - 13:30 PDT (16:30 EDT, 22:30 CEST)
• Oregorger - Mythic Foundry - 16:00 PDT (19:00 EDT, 01:00 CEST)

As always, this testing schedule is very fluid and subject to the realities of a beta environment. We might have to change the time of a testing session, change the boss being tested, or cancel a test entirely, due to bugs, fire, server hardware issues, etc. Keep an eye on this forum for the latest information, and thank you in advance for testing and providing feedback.

Upcoming Ashran Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Greetings! A new build is coming to the beta realms soon and I want to share some insight on the changes:

We will be iterating on the design of the Road of Glory in the coming builds. Currently, the control point at each “node” within the RoG will despawn the higher level guards (Vanguard/Knights on Alliance and Bloodguard/Wolf Riders on Horde), while killing players and lower level guards (Marines/Grunts/Archers) will determine whether you capture that node.

This design can be a little confusing as there are two win conditions to each node, so we’re going to experiment with having the control zone completely win you the node. You won’t have to finish the reinforcement quota.

Often times we see players push further than they should and the node is lagging behind. This design will have the benefit of allowing the flow of battle to follow that of the natural combat.

Also new in the Road of Glory will be “mini-bosses” in the Mage towers. We’re experimenting with these being bonus objectives (with rewards). You don’t necessarily have to kill the Mage in these towers, but ignoring them will be challenging.

The design goal for these guys is to add more texture/interest/gameplay to the RoG, but also to slow down how fast a faction can progress to the main base. It should be challenging for a faction to storm the enemy base.

Note that we will be performing hotfixes to tune the Mages after the beta goes live, they’ll probably be a bit overpowered when beta goes up (I may of made them way too OP).

Road of Glory: Storming the enemy base
Our vision for the final encounter with Volrath and Tremblade is not fully implemented, but this upcoming build will get it closer to where we want it. Upon killing the faction leader you will get a juicy reward (including Conquest). You will have some time to pillage the enemy base using keys found within Ashran to open chests, and afterword you will be put onto a Gryphon/Wyvern back to home base whereby the RoG will reset.

We also have plans on making the encounter with the faction leader more engaging. And we have not yet fully done a tuning pass on health/damage numbers.

Hidden buffs
We agree with the feedback that the buffs found in Ashran are a bit too strong. We’re going to be toning them down by duration, rarity and/or effect.

Faction Objectives
We have done some changes to the amount of Artifact Fragments each objective at the base requires. Summoning Kronus and Fangraal will require a bit more work, but we’ve reduced how many Artifact Fragments are required for the Mage Portals and Warlock Gateways.

Class Books
The Shaman book has been completely redone. We’ve added a new Druid book which is less rare than the now Legendary Flight Form book. We’ve also re-designed the Death Knight and Warlock books.

In addition, the class Books now only come from the “bosses” of Ashran found within the outskirts (Titarus, Brickhouse etc.) and within the Ring of Conquest. These encounters are designed for small groups of players from 3-5.

Zone Events
The events around the four major POIs will soon give a few minute warning before they begin. These events will reward conquest.

Other Future changes
• We will be doing a pass on the spawning the zone on abilities, health and damage.
• Kronus and Fangraal’s abilities will be polished. They are also intended to move with the lane back and forth. Currently this is not yet fully implemented.
• The rewards from the quartermaster and honor/conquest vendors are not yet complete.
• The Mage Portal and Warlock Gateway guardians will be tuned and give a reward.
• Rescuing the prisoner NPC’s will give a reward.
• Spawning in the zone will have proper loot tables. (Saberon drop things Saberon drop elsewhere in the game etc.)

New Items
This build had hundreds of new items, which is more than we can list here. To see the armor and other excluded items, check the WoWDB beta site.

Level Type Slot Name
100Junk test bag
90Junk Ogre "Treasure"
90Junk Iron Horde Explosives
1Junk Toxicfang Venom
90Junk Exploratron 2000 Spare Parts
90Junk Cracked Femur
87Junk Alchemy Experiment
1Junk Void Totem
1Junk Bulging Sack of Gold
100Junk Greblin's Profit Sharing Dividends
100Junk Pile of Blackfuse Shredder Scrap
100Junk Jewelcrafting Payment
1Companion Pets Eye of Observation
1Companion Pets Frostwolf Pup
1Companion Pets Draenei Micro Defender
1Companion Pets Son of Sethe
1Companion Pets Bone Wasp
1Companion Pets Nether Ray Fry
1Companion Pets Indentured Albino River Calf
1Companion Pets Captured Forest Sproutling
1Companion Pets Sky Fry
1Companion Pets Son of Sethe
1Companion Pets Hogs
1Companion Pets Red Goren Egg
1Companion Pets Everbloom Peachick
1Companion Pets Sentinel's Companion
1Companion Pets Doom Bloom
1Companion Pets Mechanical Scorpid
1Companion Pets Time-Locked Box
1Companion Pets Sassy Sproutling
1Companion Pets Kelp Sproutling
1Companion Pets Sun Sproutling
1Companion Pets Autumnal Sproutling
1Companion Pets Forest Sproutling
1Other Wings of the Outcasts
100Other Sinister Spores
1Other Gamon's Braid
1Other Manastorm's Duplicator
1Other Lilian's Warning Sign
100Other Cache of Mingled Treasures
100Other Strongbox of Mysterious Treasures
100Other Crate of Valuable Treasures
100Other Trove of Smoldering Treasures
100Other Challenger's Strongbox
1Other Moroes' Famous Polish
1Other Aviana's Feather
1Other Iron Star Roller
1Other Soul Inhaler
1Other Soul Evacuation Crystal
100Other Scroll of Risky Recall
70Mount Reins of the Emerald Drake
100Mount Swift Frostwolf
1Quest Bronze Victory
1Quest Silver Victory
1Quest Gold Victory
665Book Book of Rebirth
615None War Ravaged Weaponry
645None Goredrenched Weaponry
630None Blackrock Weaponry
645None Goredrenched Armor Set
630None Blackrock Armor Set
615None War Ravaged Armor Set
645None Grandiose Gauntlets
655None Formidable Gauntlets
645None Grandiose Hood
655None Formidable Hood
645None Grandiose Leggings
655None Formidable Leggings
645None Grandiose Girdle
655None Formidable Girdle
645None Grandiose Ring
655None Formidable Ring
645None Grandiose Cloak
655None Formidable Cloak
1Consumable Foggy Noggin Brew
1Consumable Inspiring Battle Standard
90Consumable Goren Garb
1Consumable Warm Goren Egg
1Consumable Cracked Goren Egg
1Consumable Braced Armor Enhancement
1Consumable Fortified Armor Enhancement
1Consumable Tickle Totem
100Consumable Sargerei Disguise
90Potion Pure Rage Potion
1Potion Oralius' Whispering Crystal
100Potion Brawler's Draenic Agility Potion
100Potion Brawler's Draenic Intellect Potion
100Potion Brawler's Draenic Strength Potion
100Potion Brawler's Bottomless Draenic Agility Potion
100Potion Brawler's Bottomless Draenic Intellect Potion
100Potion Brawler's Bottomless Draenic Strength Potion
100Potion Brawler's Healing Tonic
100Potion Brawler's Bottomless Healing Tonic
1Other Happy Fun Skull
100Other Portable Shattrath Defense Crystal
100Other Soulgrinder
100Other Touch of the Naaru
100Other Firefury Totem
100Other Unleashed Mania
620Other Captian's Whistle
41Other Oil of Immolation
100Other Big Bag of Pet Supplies
1Other Balanced Weapon Enhancement
1Other Striking Weapon Enhancement
1Other Power Overrun Weapon Enhancement

Misc Changes
Originally Posted by MMO-Champion
New Strings
• CURRENCY_LOST_FROM_DEATH - You've lost %s x%d.
• ERR_PARTY_LFG_BOOT_INPATIENT_TIMER_S - You may not initiate a vote to kick for another %s.
• GARRISON_ARCHITECT - Garrison Architect
• GARRISON_CACHE - Garrison Cache
• GARRISON_FOLLOWER_CANNOT_DISMISS_ON_MISSION - You cannot dismiss a follower that is currently on a mission.
• GARRISON_FOLLOWER_ITEMS - Follower Items
• GARRISON_FOLLOWER_ITEMS_TOOLTIP - Followers can gain item upgrades from missions or other sources.
• GARRISON_FOLLOWER_XP_BAR_LABEL - XP %s / %s
• GARRISON_FOLLOWERS_TITLE - Garrison Followers
• GARRISON_LANDING_SHIPMENT_LABEL - Work Order
• GARRISON_LOCATION_TOOLTIP - Garrison
• GARRISON_MISSIONS_TITLE - Garrison Missions
• GARRISON_RESOURCES_LOOT - +%d Resources
• LFG_LIST_ACTIVITY - Activity
• LFG_LIST_BAD_PLAYER_NAME - Inappropriate Player Name
• LFG_LIST_BAD_VOICE_CHAT_COMMENT - Inappropriate Voice Chat Description
• LFG_LIST_DETAILS - Details
• LFG_LIST_ENTRY_EXPIRED_TIMEOUT - Your group has been delisted for inactivity. You may relist the group if you are still looking for applicants.
• LFG_LIST_ENTRY_EXPIRED_TOO_MANY_PLAYERS - Your group has the maximum number of members for this activity and will now be delisted.
• LFG_LIST_NO_APPLICANTS - Your group has been listed.|nApplicants will appear here.
• LFG_LIST_NOT_LEADER - You must be the Group Leader to do that.
• LFG_LIST_TITLE - Title
• LFG_LIST_TOO_MANY_FOR_ACTIVITY - Your group already has the maximum number of members (%d) for this activity.
• NPE_ABILITIES - Abiliites
• NPE_ABILITYINITIAL - |cFF00FFFFLeft-Click|r on %s |T%s:16|t to attack the creature.
• NPE_ABILITYINITIAL_WARRIOR - |cFF00FFFFLeft-Click|r on {$88163} to start attacking. • NPE_ABILITYREMINDER - Don't forget to use |cFF00FFFF%s|r |T%s:16|t when attacking. • NPE_ABILITYREMINDER_WARRIOR - Use {$78} while attacking when you have enough rage.
• NPE_ABILITYTRAININGDUMMY - |cFF00FFFFLeft-Click|r here to use your new ability.
• NPE_ABILITYTRAININGDUMMY_DRUID - Left-Click {$8921} to deal damage over time." • NPE_ABILITYTRAININGDUMMY_HUNTER - Left-Click {$56641} when you don't have enough focus for {$3044}. • NPE_ABILITYTRAININGDUMMY_MAGE - Left-Click {$122} to stop creatures close to you from moving.
• NPE_ABILITYTRAININGDUMMY_MONK - Left-Click {$100780} to generate Chi.\n\nThen use {$100787} to spend Chi.
• NPE_ABILITYTRAININGDUMMY_PALADIN - Left-Click {$105361} to activate your paladin seal and increase your damage. • NPE_ABILITYTRAININGDUMMY_PRIEST - Left-Click {$589} to curse the enemy, dealing damage over time.
• NPE_ABILITYTRAININGDUMMY_ROGUE - Left-Click {$1752} to generate Combo Points.\n\nThen use {$2098} to spend Combo Points.
• NPE_ABILITYTRAININGDUMMY_SHAMAN - Left-Click {$73899} to deal instant damage. • NPE_ABILITYTRAININGDUMMY_WARLOCK - Left-Click {$172} to deal damage over time.
• NPE_ABILITYTRAININGDUMMY_WARRIOR - Left-Click {$100} from a distance to rush towards your target. • NPE_ACCEPTQUEST - |cFF00FFFFLeft-Click|r here to accept the quest. • NPE_ACTIONBARCALLOUT - This is your Action Bar.\n\n|cFF00FFFFLeft-Click|r on the buttons to use your character's abilities. • NPE_BACKPACKFULL - Your inventory is full. Find a merchant to sell some of the items in your bag. • NPE_CHATFRAME - You pressed |cFF00FFFFEnter|r and opened the chat frame.\n\nType messages here to speak to nearby players.\n\nPress |cFF00FFFFEnter|r to send the message or |cFF00FFFFEscape|r to cancel. • NPE_CLICKLOOT - |cFF00FFFFRight-Click|r |TInterface\AddOns\NewPlayerExperience\Media\Textures\Icons\RightClick:16|t on loot to put it in your bag. • NPE_CLOSECHARACTERSHEET - |cFF00FFFFLeft-Click|r here to close. • NPE_CLOSEWORLDMAP - |cFF00FFFFLeft-Click|r here to close the map. • NPE_CONTROLS - Controls • NPE_EQUIPITEM - |cFF00FFFFRight-Click|r |TInterface\AddOns\NewPlayerExperience\Media\Textures\Icons\RightClick:16|t to equip this item. • NPE_EQUIPPEDITEM - Here is the item you equipped! • NPE_FINDCORPSE - Press |cFF00FFFFM|r to open your map and find your corpse. • NPE_GOSSIPQUESTACTIVE - |cFF00FFFFLeft-Click|r here to turn in the quest. • NPE_GOSSIPQUESTAVAILABLE - |cFF00FFFFLeft-Click|r here to accept the quest. • NPE_HEALTHBAR - These bars show you your |cFF00FFFFHealth|r and |cFF00FFFF%s|r. • NPE_JUMP - Jump • NPE_KEYBOARDANDMOUSETITLE - Keyboard and Mouse • NPE_LOOTCORPSE - |cFF00FFFFRight-click|r |TInterface\AddOns\NewPlayerExperience\Media\Textures\Icons\RightClick:16|t on sparkling corpses to loot them. • NPE_LOOTCORPSEQUEST - |cFF00FFFFRight-click|r |TInterface\AddOns\NewPlayerExperience\Media\Textures\Icons\RightClick:16|t on sparkling corpses to loot quest items. • NPE_MAPCALLOUT - |TInterface\WorldMap\WorldMapArrow:28:28|t marks your location.\n\nGo to the |cff2982fcblue|r area to find your quest objectives. • NPE_MOREQUESTS - Another quest is available nearby. Look for the |TInterface\AddOns\NewPlayerExperience\Media\Textures\Icons\ExclamationPoint:16:16|t • NPE_MOVE - Move • NPE_MOVEMENTCANCELSSPELL - Moving while casting a spell interrupts it. • NPE_OPENBAG - You have a new item! Press |cFF00FFFFB|r to open your bag. • NPE_OPENCHARACTERSHEET - Press |cFF00FFFFC|r to view your equipped items. • NPE_OPENMAP - Open the map by pressing |cFF00FFFFM|r. • NPE_QUESTCOMPELTELOCATION - Go to the |TInterface\AddOns\NewPlayerExperience\Media\Textures\Icons\TurnIn:0:0:0:0:32:32:0:20:0:20 |t to turn in the quest. • NPE_QUESTCOMPLETE - Quest Complete! Press |cFF00FFFFM|r to open the map. • NPE_QUESTCOMPLETEBREADCRUMB - Press |cFF00FFFFM|r to open the map. • NPE_QUESTGIVER - |cFF00FFFFRight-Click|r |TInterface\AddOns\NewPlayerExperience\Media\Textures\Icons\RightClick:16|t on the |TInterface\AddOns\NewPlayerExperience\Media\Textures\Icons\ExclamationPoint:16:16|t to get your first quest. • NPE_QUESTREWARDCHOCIEREDITEMS - You cannot use items shown in |cFFFF0000Red|r.\n\n • NPE_QUESTREWARDCHOICE - |cFF00FFFFLeft-Click|r on the item you want to receive. • NPE_RELEASESPIRIT - You died. |cFF00FFFFLeft-Click|r on this button to continue. • NPE_RESURRECT - |cFF00FFFFLeft-Click|r this button to resurrect. • NPE_SELECTTARGET - Select Target • NPE_SHOWINTERFACEHELP - |cFF00FFFFLeft-Click|r here to show mouse and keyboard controls. • NPE_TARGETFIRSTMOB - |cFF00FFFFLeft-Click|r a creature to select it. • NPE_TAXICALLOUT - This is the flight map.\n\nYour current location is noted in |cFF00DD00green|r. You can click on any other location to fly there. • NPE_TURN - Turn • NPE_TURNINNOTONMAP - |cFF00FFFFLeft-Click|r here to see quest locations on the map. • NPE_TURNINQUEST - |cFF00FFFFLeft-Click|r here to turn in this quest. • NPE_USEHEARTHSTONE - |cFF00FFFFRight-Click|r |TInterface\AddOns\NewPlayerExperience\Media\Textures\Icons\RightClick:16|t the Hearthstone |TInterface\Icons\inv_misc_rune_01:16|t in your bag to teleport back to your home location. • NPE_USEQUESTITEM - |cFF00FFFFRight-Click|r |TInterface\AddOns\NewPlayerExperience\Media\Textures\Icons\RightClick:16|t here to use the item for your quest. • PRODUCT_CHOICE_PAGE_NUMBER - Page %d/%d • SPELL_FAILED_CUSTOM_ERROR_240 - You cannot do that while under Suppressive Fire. • SPELL_FAILED_CUSTOM_ERROR_241 - You already have a piece of Murloc Slop. • VERSATILITY_TOOLTIP_FORMAT - %s %.2f%%/%.2f%% • WEAPON - Weapon Automated In-game Mail • Automated In-game Mail #406 - You fought well...: For a complete failure. Perhaps this box of trinkets will help you in achieving victory next time.$B$BTry not to lose so badly again.$B$BJust remember that second place is first loser.$B$B- Gharg$B$BP.S. It might also just be a box full of junk. Who knows? • Automated In-game Mail #407 - Payroll Adjustment: Dear Contract Worker, It has come to our attention that one Greblin Fastfizzle recently employed your assistance in recovering a number of artifacts from northern Nagrand. After an exhaustive review of his receipts and invoices from this expedition, we have determined that his monetary valuation of your rescue from his malfunctioned glider was improperly high. Therefore we have issued this refund in your favor. Sincerely, Your friends at the Steamwheedle Preservation Society Board of Insight and Inquiry NOTE: By accepting this payroll adjustment you forfeit your right to future arbitration or dispute on this matter. • Automated In-game Mail #408 - Useless Goblin Inventions: I thought these mechanical abominations might make for decent chew toys but the goblin stench lingers, and my beasts will have no part. I hope you can make better use of this scrap heap than I can. • Automated In-game Mail #409 - Loaner Mole Machine: Just wanted to let yeh know I've set up one of me spare mole machines outside yer garrison. It'll take ye to your outpost in Gorgrond whenever yeh want, free o' charge!. • Automated In-game Mail #410 - Leased Mole Machine: Hey pal, just wanted you to know we managed to strike a deal with Thaelin Darkanvil to lease one of his mole machines to take you to from your garrison to your outpost in Gorgrond whenever you want. You should probably be aware that the price was some product placement, but I don't think you'll really notice. • Automated In-game Mail #411 - Maps & Plans: Commander, I've gone over all da information ya retrieved from da Warsong outpost. It looks like even with all da forces ya've gathered, we gonna have to do a lot of work before we can stop Azuka and Grommash. I'll be plannin' up how we can dismantle da Iron Horde for ya in da comin' weeks. • Automated In-game Mail #412 - Intelligence Report: Commander, the duty of bearing bad news falls to me this day. The information you've retrieved from the Warsong outpost is dire indeed. Our current strength is nowhere near sufficient to confront the Iron Horde directly, and there's something this Azuka character is up to that concerns me. I'll come up with a plan for us to take the Iron Horde apart piece by piece in the coming weeks. CharTitle • CharTitle #417 - ..., Tarren Mill Terror • CharTitle #418 - ..., Southshore Slayer • CharTitle #419 - ... of the Frostwolves • CharTitle #420 - Chancellor ... • CharTitle #421 - "Conservationist" ... • CharTitle #422 - ..., Spear of Vol'jin • CharTitle #423 - ..., Sword of Wrynn • CharTitle #424 - Comedian ... • CharTitle #425 - Sniper ... • CharTitle #426 - ... of the Iron Vanguard • CharTitle #428 - ... the Indomitable • CharTitle #429 - ... the Mine Master • CharTitle #430 - Dockmaster ... • CharTitle #431 - ... the Soul Preserver • CharTitle #432 - ..., Scion of Rukhmar • CharTitle #433 - Spiritwalker ... • CharTitle #434 - ..., Lord of Blackrock • CharTitle #435 - ..., Lady of Blackrock • CharTitle #436 - ... the Violet Guardian • CharTitle #437 - ... the Grimrail Suplexer • CharTitle #438 - ... the Savage Hero • CharTitle #439 - ... Ironbane Faction • Faction #1732 - Steamwheedle Draenor Expedition Game Text • Game Text #79584 - The Thunderlords retreat! They are making their way through Thunder Pass to the Iron Horde. • Game Text #79588 - What is this...? • Game Text #79595 - I will never be okay with this. • Game Text #81447 - He made his choice. • Game Text #83406 - Looks like we arrived just in time. • Game Text #90040 - • Game Text #90041 - • Game Text #90042 - • Game Text #90043 - • Game Text #90044 - Gladiators, kill! • Game Text #90045 - I remain the greatest warlord in all of Nagrand! • Game Text #90046 - What? How is this possible? You must have cheated! • Game Text #90047 - What is one death when I have an army of three? • Game Text #90048 - My gladiators fight to the death! • Game Text #90049 - You make Tarr angry! • Game Text #90050 - I told you to kill, not die! • Game Text #90051 - Haha, puny$r has puny pets.
• Game Text #90052 - Gladiator smash!
• Game Text #90053 - Are you not entertained?
• Game Text #90054 - Tarr will rock you!
• Game Text #90055 - This is why Tarr is the greatest warlord in all of Nagrand!
• Game Text #90058 -
• Game Text #90068 -
• Game Text #90069 -
• Game Text #90072 - Our hopes lie in what these pets will become. They are sacred to us.
• Game Text #90073 - Glory to Anzu!
• Game Text #90074 - We are Arakkoa. We are not broken by a single defeat.
• Game Text #90075 - A bad omen.
• Game Text #90076 - Anzu protect your children!
• Game Text #90077 - No! The guardians cannot fall!
• Game Text #90078 - Doom and gloom! Dooooooooom and glooooooom!
• Game Text #90079 - The curse of Sethe is upon us.
• Game Text #90080 - A good omen.
• Game Text #90081 - The strength of the Arakkoa is with us.
• Game Text #90082 - The raven god blesses us today.
• Game Text #90083 - The guardians stand strong.
• Game Text #90084 - Anzu protects his children.
• Game Text #90087 -
• Game Text #90098 -
• Game Text #90099 -
• Game Text #90250 - Any bites yet? I have found that patience (and beer) really helps bring in the big catch!
• Game Text #90251 - Did you bring a cooler? Don't EVER go fishing without a cooler!
• Game Text #90252 - Any bites yet? I have found that patience (and beer) really helps bring in the big catch!
• Game Text #90253 - *HIC!* Was that a dolphin?! *HIC!* I love dolphins!
• Game Text #90254 - Seriously? I think I would actually just throw that one back.
• Game Text #90265 - See ya!
• Game Text #90266 - I will be back later, save me a beer!
• Game Text #90267 - Good luck on the lunkers!
• Game Text #90268 - Howdy $n! Any luck out here? • Game Text #90269 -$n, I found ya!
• Game Text #90270 - Greetings $n! • Game Text #90493 - The Exarchs are charged with leading the draenei people. We represent and uphold the values of our society. • Game Text #90780 - • Game Text #90809 - How about we see who is on the other side of these anomalous shenanigans? • Game Text #90811 - Temporal juxtaposition incoming! • Game Text #90813 - Wow! It worked. And we haven't been temporally inverted. Scenario • Scenario #742 - Thunder in Frostfire • Scenario #744 - Upper Blackrock Spire ServerMessage • ServerMessage #20 - Warlords of Draenor has launched! Visit the Blasted Lands to begin your adventure! • ServerMessage #21 - Warlords of Draenor has launched! Taxi • Taxi #1567 - Temple of Karabor, Shadowmoon Valley • Taxi #1568 - Everbloom Wilds, Gorgrond • Taxi #1569 - Shadowmoon-Spires Max Level, Shadowmoon Valley Achievement Changes Originally Posted by MMO-Champion 10th Anniversary Battleground Player vs. Player Buildings Garrisons Collect Pet Battles Darkmoon Faire World Events • Ringmaster now requires collecting 25 Blazing Rings in one flight session of Firebird's Challenge, up from 20. Draenor Quests Draenor Dungeon Dungeons & Raids • ...They All Fall Down Defeat Soulbinder Nyami after defeating 12 fallen Auchenai protectors within 3 seconds in Auchindoun on Heroic difficulty. 10 points. • Demon's Souls Defeat Azzakel in Auchindoun on Heroic Difficulty without killing any other demons summoned during his encounter. 10 points. during the encounter. 10 points. • No Tag-backs! Defeat Teron'gor in Auchindoun on Heroic Difficulty while under the effects of Curtain of Flame. 10 points. Draenor Raid Dungeons & Raids • Mythic: Blackhand's Crucible Defeat Warlord Blackhand in Blackrock Foundry on Mythic difficulty. 10 points. Title Reward: Ironbane. 10 points. Dungeon Challenges Dungeons & Raids • Auchindoun: Gold Complete the Auchindoun Challenge Mode with a rating of Gold. 10 points. Reward: Teleport to Auchindoun. 10 points. • Bloodmaul Slag Mines: Gold Complete the Bloodmaul Slag Mines Challenge Mode with a rating of Gold. 10 points. Reward: Teleport to Bloodmaul Slag Mines. 10 points. • Challenge Warlord: Bronze Complete every Challenge Mode dungeon from the Warlords of Draenor expansion with a rating of Bronze or better. 10 points. Title Reward: The Indomitable. 10 points. • Challenge Warlord: Gold Complete every Challenge Mode dungeon from the Warlords of Draenor expansion with a rating of Gold. 10 points. Reward: Full set of cosmetic weapon appearances. 10 points. • Challenge Warlord: Silver Complete every Challenge Mode dungeon from the Warlords of Draenor expansion with a rating of Silver or better. 10 points. Mount Reward: Challenger's War Yeti. 10 points. • Challenge Warlords - Guild Edition (New) Complete every Warlords of Draenor Challenge Mode dungeon while in a guild group. 10 points. • Challenge Warlords: Bronze - Guild Edition (New) Complete every Warlords of Draenor Challenge Mode dungeon with a rating of Bronze or better while in a guild group. 10 points. • Challenge Warlords: Gold - Guild Edition (New) Complete every Warlords of Draenor Challenge Mode dungeon with a rating of Gold while in a guild group. Pet Reward:. 25 points. • Challenge Warlords: Silver - Guild Edition (New) Complete every Warlords of Draenor Challenge Mode dungeon with a rating of Silver or better while in a guild group. 10 points. • Grimrail Depot Challenger Name Changed from Blackrock Depot Challenger to Grimrail Depot Challenger. Complete the Blackrock Grimrail Depot Challenge Mode. 10 points. • Grimrail Depot: Bronze Name Changed from Blackrock Depot: Bronze to Grimrail Depot: Bronze. Complete the Blackrock Grimrail Depot Challenge Mode with a rating of Bronze or better. 10 points. • Grimrail Depot: Gold Name Changed from Blackrock Depot: Gold to Grimrail Depot: Gold. Complete the Blackrock Grimrail Depot Challenge Mode with a rating of Gold. 10 points. Reward: Teleport to Grimrail Depot. 10 points. • Grimrail Depot: Silver Name Changed from Blackrock Depot: Silver to Grimrail Depot: Silver. Complete the Blackrock Grimrail Depot Challenge Mode with a rating of Silver or better. 10 points. • Iron Docks: Gold Complete the Iron Docks Challenge Mode with a rating of Gold. 10 points. Reward: Teleport to Iron Docks. 10 points. • Shadowmoon Burial Grounds: Gold Complete the Shadowmoon Burial Grounds Challenge Mode with a rating of Gold. 10 points. Reward: Teleport to Shadowmoon Burial Grounds. 10 points. • Skyreach Challenger Name Changed from Spires of Arak Challenger to Skyreach Challenger. Complete the Spires of Arak Challenge Mode. 10 points. Skyreach Challenge Mode. 10 points. • Skyreach: Bronze Name Changed from Spires of Arak: Bronze to Skyreach: Bronze. Complete the Spires of Arak Skyreach Challenge Mode with a rating of Bronze or better. 10 points. • Skyreach: Gold Name Changed from Spires of Arak: Gold to Skyreach: Gold. Complete the Siege of Niuzao Temple Skyreach Challenge Mode with a rating of Gold. Reward: Teleport to Spires of Arak. 10 points. Skyreach. 10 points. • Skyreach: Silver Name Changed from Spires of Arak: Silver to Skyreach: Silver. Complete the Spires of Arak Skyreach Challenge Mode with a rating of Silver or better. 10 points. • The Everbloom: Gold Complete the Everbloom Challenge Mode with a rating of Gold. 10 points. Reward: Teleport to The Everbloom. 10 points. • Upper Blackrock Spire: Gold Complete the Upper Blackrock Spire Challenge Mode with a rating of Gold. 10 points. Reward: Teleport to Upper Blackrock SPire. 10 points. Dungeons & Raids • Glory of the Draenor Raider Complete the Draenor raid achievements listed below. Reward: A Savage Mount. 25 points. Account Wide. Mount Reward: Gorestrider Gronnling. 25 points. Account Wide. • Savage Hero (New) Defeat the following Draenor dungeon and raid bosses on Heroic difficulty or higher. Title Reward: The Savage Hero. 10 points. Feats of Strength Followers Garrisons General Guild Feats of Strength Guild Legacy Missions Garrisons Monuments Garrisons Professions • Draenic Seed Collector Collect 500 Draenic Seeds. Reward: Unlocks Herb Garden, Level 3 Blueprint.5 points. • Draenic Stone Collector Collect 500 Draenic Stone Stones. Reward: Unlocks Mine, Level 3 Blueprint.5 points. • Master of All Raise all primary professions to 600 skill pionts. 50 points. Account Wide. points. 50 points. Account Wide. Proving Grounds Scenarios Class Design Status Originally Posted by Celestalon (Blue Tracker / Official Forums) Hey all. For those who don't know me, I’m Chadd Nervig, aka @Celestalon, a Technical Game Designer on WoW, on the Systems Design team. I focus on class design, especially balance and tuning. I've been posting a lot over in the Theorycrafting thread up until a few weeks ago, when I got extremely busy for a while. I’m going to catch up on that thread, and also start responding to feedback in many other threads in the Beta forums. Please understand, though, that I'll be trying to respond to feedback from 34 different specs, and have limited time, so I won't be able to get to everyone. And again, I’m merely part of a whole team that works on this, not the only one. So, where are we at on class design? We’re to the point where we're pretty confident in each spec’s ability set, and so we're switching over to focusing on bugfixes, stability, and polish. Mechanical changes from now on will primarily be to solve tuning problems, or where there is a dire need of change for gameplay reasons. We've made a lot of changes for Warlords, and many are controversial. We'll be tweaking things in the future based on feedback and gameplay experiences. A new beta build just went up, which includes our first round of balance tuning on tanks and damage dealers. It does NOT include tuning for healers – the first round of that should be coming in the next build. And, of course, there will be many more iterations on tuning to come. Our goal with this first round is getting the vast majority of specs to be “close” to right, as far as overall performance. Closer tuning of specific talent rows, and of secondary stats, will come the next few passes. With this build (and the next one for healers), we feel that things are solid enough for theorycrafters to start really tearing into. I’m going to make a separate thread for the express purpose of posting theorycrafting results. Thanks all, for all the great feedback, and please keep it coming (with a focus on tuning and balance, now)! Spell Changes Originally Posted by MMO-Champion Mounts • Ancient Leatherhide Name Changed from Grey Riding Clefthoof to Ancient Leatherhide. Summons and dismisses your Grey Riding Clefthoof Ancient Leatherhide. Account wide. 1.5 sec cast. • Armored Frostboar Name Changed from Albino Armored Boar (PH) to Armored Frostboar. Summons and dismisses your Albino Armored Boar (PH Armored Frostboar). Account wide. 1.5 sec cast. • Armored Frostwolf Name Changed from Armored Frostwolf (PH) to Armored Frostwolf. Summons and dismisses your Armored Frostwolf (PH). Account wide. 1.5 sec cast. • Armored Irontusk Name Changed from Armored Elekk to Armored Irontusk. Summons and dismisses your Armored Elekk Irontusk. Account wide. 1.5 sec cast. • Armored Razorback Name Changed from Purple Armored Boar (PH) to Armored Razorback. Summons and dismisses your Purple Armored Boar (PH Armored Razorback). Account wide. 1.5 sec cast. • Blacksteel Battleboar Name Changed from Blue Armored Boar (PH) to Blacksteel Battleboar. Summons and dismisses your Blue Armored Boar (PH Blacksteel Battleboar). Account wide. 1.5 sec cast. • Bloodhoof Bull Name Changed from Red Riding Clefthoof to Bloodhoof Bull. Summons and dismisses your Red Riding Clefthoof Bloodhoof Bull. Account wide. 1.5 sec cast. • Breezestrider Stallion Name Changed from Red Talbuk (PH) to Breezestrider Stallion. Summons and dismisses your Red Talbuk (PH Breezestrider Stallion). Account wide. 1.5 sec cast. • Challenger's War Yeti Name Changed from Mount Template 47 to Challenger's War Yeti. Summons and dismisses your Mount Template 47 Challenger's War Yeti. Account wide. 1.5 sec cast. • Domesticated Razorback Name Changed from Brown Giant Boar (PH) to Domesticated Razorback. Summons and dismisses your Brown Giant Boar (PH Domesticated Razorback). Account wide. 1.5 sec cast. • Dustmane Direwolf Name Changed from Tan Dire Wolf to Dustmane Direwolf. Summons and dismisses your Tan Dire Wolf Dustmane Direwolf. Account wide. 1.5 sec cast. • Dusty Rockhide Name Changed from White Draenor Elekk to Dusty Rockhide. Summons and dismisses your White Draenor Elekk Dusty Rockhide. Account wide. 1.5 sec cast. • Felfire Hawk Name Changed from Green Fire Hawk to Felfire Hawk. Summons and dismisses a rideable Green Fire Felfire Hawk Mount. This is a flying mount. Account wide. 1.5 sec cast. • Frostplains Battleboar Name Changed from Red Armored Boar (PH) to Frostplains Battleboar. Summons and dismisses your Red Armored Boar (PH Frostplains Battleboar). Account wide. 1.5 sec cast. • Garn Steelmaw Name Changed from Black Armored Wolf (PH) to Garn Steelmaw. Summons and dismisses your Black Armored Wolf (PH Garn Steelmaw). Account wide. 1.5 sec cast. • Giant Coldsnout Name Changed from Albino Giant Boar (PH) to Giant Coldsnout. Summons and dismisses your Albino Giant Boar (PH Giant Coldsnout). Account wide. 1.5 sec cast. • Gorestrider Gronnling Name Changed from Greg the Gronnling to Gorestrider Gronnling • Great Greytusk Name Changed from Purple Giant Boar (PH) to Great Greytusk. Summons and dismisses your Purple Giant Boar (PH Great Greytusk). Account wide. 1.5 sec cast. • Ironhoof Destroyer Name Changed from Armored Clefthoof to Ironhoof Destroyer. Summons and dismisses your Armored Clefthoof Ironhoof Destroyer. Account wide. 1.5 sec cast. • Ironside Warwolf Name Changed from Grey Armored Wolf (PH) to Ironside Warwolf. Summons and dismisses your Grey Armored Wolf (PH Ironside Warwolf). Account wide. 1.5 sec cast. • Mosshide Riverwallow Name Changed from Green Riverbeast (PH) to Mosshide Riverwallow. Summons and dismisses your Green Riverbeast (PH Mosshide Riverwallow). Account wide. 1.5 sec cast. • Mottled Meadowstomper Name Changed from Brown Draenor Elekk to Mottled Meadowstomper. Summons and dismisses your Brown Draenor Elekk Mottled Meadowstomper. Account wide. 1.5 sec cast. • Mudback Riverbeast Name Changed from Red Riverbeast (PH) to Mudback Riverbeast. Summons and dismisses your Red Riverbeast (PH Mudback Riverbeast). Account wide. 1.5 sec cast. • Pale Thorngrazer Name Changed from White Talbuk (PH) to Pale Thorngrazer. Summons and dismisses your White Talbuk (PH Pale Thorngrazer). Account wide. 1.5 sec cast. • Rocktusk Battleboar Name Changed from Brown Armored Boar (PH) to Rocktusk Battleboar. Summons and dismisses your Brown Armored Boar (PH Rocktusk Battleboar). Account wide. 1.5 sec cast. • Sapphire Riverbeast Name Changed from Blue Riverbeast (PH) to Sapphire Riverbeast. Summons and dismisses your Blue Riverbeast (PH Sapphire Riverbeast). Account wide. 1.5 sec cast. • Shadowhide Pearltusk Name Changed from Grey Draenor Elekk to Shadowhide Pearltusk. Summons and dismisses your Grey Draenor Elekk Shadowhide Pearltusk. Account wide. 1.5 sec cast. • Shadowmane Charger Name Changed from Black Talbuk (PH) to Shadowmane Charger. Summons and dismisses your Black Talbuk (PH Shadowmane Charger). Account wide. 1.5 sec cast. • Smoky Direwolf Name Changed from Grey Direwolf (PH) to Smoky Direwolf. Summons and dismisses your Grey Direwolf (PH Smoky Direwolf). Account wide. 1.5 sec cast. • Solar Spirehawk Name Changed from Wings of Light (PH) to Solar Spirehawk. Summons and dismisses your Wings of Light (PH Solar Spirehawk). Account wide. 1.5 sec cast. • Sunhide Gronnling Name Changed from Mount Template 48 to Sunhide Gronnling. Summons and dismisses your Mount Template 48 Sunhide Gronnling. Account wide. 1.5 sec cast. • Swift Breezestrider Name Changed from Brown Talbuk (PH) to Swift Breezestrider. Summons and dismisses your Brown Talbuk (PH Swift Breezestrider). Account wide. 1.5 sec cast. • Swift Frostwolf Name Changed from Frostwolf (PH) to Swift Frostwolf. Summons and dismisses your Frostwolf (PH Swift Frostwolf). Account wide. 1.5 sec cast. • Trained Icehoof Name Changed from Blue Riding Clefthoof to Trained Icehoof. Summons and dismisses your Blue Riding Clefthoof Trained Icehoof. Account wide. 1.5 sec cast. • Trained Meadowstomper Name Changed from Dark Draenor Elekk to Trained Meadowstomper. Summons and dismisses your Dark Draenor Elekk Trained Meadowstomper. Account wide. 1.5 sec cast. • Trained Riverwallow Name Changed from Albino Riverbeast (PH) to Trained Riverwallow. Summons and dismisses your Albino Riverbeast (PH Trained Riverwallow). Account wide. 1.5 sec cast. • Trained Rocktusk Name Changed from Red Giant Boar (PH) to Trained Rocktusk. Summons and dismisses your Red Giant Boar (PH Trained Rocktusk). Account wide. 1.5 sec cast. • Trained Silverpelt Name Changed from Purple Talbuk (PH) to Trained Silverpelt. Summons and dismisses your Purple Talbuk (PH Trained Silverpelt). Account wide. 1.5 sec cast. • Trained Snarler Name Changed from Brown Direwolf (PH) to Trained Snarler. Summons and dismisses your Brown Direwolf (PH Trained Snarler). Account wide. 1.5 sec cast. • Tundra Icehoof Name Changed from White Riding Clefthoof to Tundra Icehoof. Summons and dismisses your White Riding Clefthoof Tundra Icehoof. Account wide. 1.5 sec cast. • Vicious War Ram Name Changed from Vicious War Ram (PH) to Vicious War Ram. Summons and dismisses your Vicious War Ram (PH). Account wide. 1.5 sec cast. • Vicious War Raptor Name Changed from Vicious War Raptor (PH) to Vicious War Raptor. Summons and dismisses your Vicious War Raptor (PH). Account wide. 1.5 sec cast. • Warlord's Deathwheel Name Changed from Goblin Lawn Mower to Warlord's Deathwheel. Summons and dismisses your Goblin Lawn Mower Warlord's Deathwheel. Account wide. 1.5 sec cast. • Warsong Direfang Name Changed from Brown Armored Wolf (PH) to Warsong Direfang. Summons and dismisses your Brown Armored Wolf (PH Warsong Direfang). Account wide. 1.5 sec cast. • Wild Goretusk Name Changed from Blue Giant Boar (PH) to Wild Goretusk. Summons and dismisses your Blue Giant Boar (PH Wild Goretusk). Account wide. 1.5 sec cast. • Witherhide Cliffstomper Name Changed from Dark Riding Clefthoof to Witherhide Cliffstomper. Summons and dismisses your Dark Riding Clefthoof Witherhide Cliffstomper. Account wide. 1.5 sec cast. Companions • Bone Wasp Name Changed from PetTemplate to Bone Wasp. Instant. Battle Pet. Instant. • Brilliant Spore Right click to summon and dismiss your Brilliant Spore. Battle Pet. Instant. • Crazy Carrot Name Changed from Carrotus Maximus to Crazy Carrot. Right Click to summon and dismiss the mighty Carrotus Maximus. Battle Pet. Instant. a Crazy Carrot. Battle Pet. Instant. • Crimson Spore Right click to summon and dismiss your Crimson Spore. Battle Pet. Instant. • Dread Dandelion Name Changed from PetTemplate to Dread Dandelion. Instant. Battle Pet. Instant. • Ethereal Soul-Trader Right Click to summon and dismiss an Ethereal Soul-Trader. Battle Pet. Instant. • Eye of Observation Name Changed from PetTemplate to Eye of Observation. Instant. Battle Pet. Instant. • Hogs Name Changed from PetTemplate to Hogs • Mechanical Axebeak Name Changed from Mechanical Toucan to Mechanical Axebeak. Right Click to summon and dismiss your mechanical toucan. Battle Pet. Instant. Summons and dismisses your Mechanical Axebeak. Battle Pet. Instant. • Mechanical Scorpid Name Changed from PetTemplate to Mechanical Scorpid. Instant. Battle Pet. Instant. • Mystical Spring Bouquet Right click to summon and dismiss your Mystical Spring Bouquet. Battle Pet. Instant. • Nightfeather Kaliri Name Changed from PetTemplate to Nightfeather Kaliri. Instant. Battle Pet. Instant. • Ore Eater Name Changed from PetTemplate to Ore Eater. Instant. Battle Pet. Instant. • Puddle Terror Name Changed from PetTemplate to Puddle Terror. Instant. Battle Pet. Instant. • Seaborne Spore Right click to summon and dismiss your Seaborne Spore. Battle Pet. Instant. • Sentinel's Companion (New) Right Click to summon and dismiss your Sentinel's Companion. Battle Pet. Instant. • Sky Fry Name Changed from PetTemplate to Sky Fry. Instant. Battle Pet. Instant. • Son of Sethe Name Changed from PetTemplate to Son of Sethe. Instant. Battle Pet. Instant. • Soul of the Forge Name Changed from PetTemplate to Soul of the Forge. Instant. Battle Pet. Instant. • Stonegrinder Name Changed from Rockchipper to Stonegrinder • Summon Bronze Whelpling Right Click to summon and dismiss your whelpling. Instant. Battle Pet. Instant. • Umbrafen Spore Right click to summon and dismiss your Umbrafen Spore. Battle Pet. Instant. • Zangar Spore Right click to summon and dismiss your Zangar Spore. Battle Pet. Instant. Item Set Bonuses • Heal Name Changed from Greater Heal to Heal • Heal Cost Reduction Name Changed from Greater Heal Cost Reduction to Heal Cost Reduction. The cost of your Greater Heal is reduced by 5%. • Heal Renew Name Changed from Greater Heal Renew to Heal Renew. Your Greater Your Heal spell now also heals for [ 315 + 20% of Spell Power ] over 15 sec. • Holy Spark When you cast Prayer of Mending, the initial target is blessed with a Holy Spark increasing the healing done by your next Flash Heal, Greater Heal or Holy Word: Serenity by 50% for 10 sec. • Improved Heal Name Changed from Improved Greater Heal to Improved Heal. Increases the healing from your Greater Heal ability by 5%. Heal ability by 5%. • Item - Druid T16 Guardian 4P Bonus Activating Frenzied Regeneration and or Savage Defense will cause a heal over time on yourself based on 30% of your Attack Power over 8 sec. • Item - Hunter T16 4P Bonus Explosive Shot casts have a 40% chance to not consume a charge of Lock and Load. Instant Aimed shots reduce the cast time of your next Aimed Shot by 50% Aimed Shot has a 10% increased critical strike chance. Offensive abilities used during Bestial Wrath increase all damage you deal by 4% and all damage dealt by your pet by 2%, stacking up to 5 times. • Item - Monk WoD PvP Mistweaver 2P Bonus Envenloping Enveloping Mist reduces the target's chance to be hit with a critical strike by 20% for 6 sec. • Item - Paladin T16 Holy 2P Bonus Infusion of Light also increases the healing done by Holy Light, Divine Light, and Holy Radiance by 25%. • Item - Paladin WoD PvP Retribution 4P Bonus Spending Holy Power increases your damage and healing by 1% 3% per Holy Power spent for 8 sec. • Item - Priest T12 Healer 2P Bonus Casting your Flash Heal, Heal, Greater Heal, and Prayer of Mending spells cause you to regenerate 2% of your base mana every 5 sec for 15 sec. • Item - Priest T12 Healer 4P Bonus You have a chance when you cast a helpful spell to summon a Cauterizing Flame at the target's location. Each sec the Cauterizing Flame will heal an injured party member within 40 yards for 10,000. Lasts 5 sec. 2. Lasts 5 sec. • Item - Priest T15 Healer 4P Bonus Your Penance and Circle of Healing have a 40% chance to summon a Golden Apparition, which moves to a nearby ally and heals for an additional 100,000. [ 1 + 200% of Spell Power ]. • Revealed Flaw Your Eviscerate and Envenom have a chance per combo point to reveal a flaw in your opponent's armor, granting a 100% critical hit chance for your next Backstab, Sinister Strike, or Hemorrhage. Dispatch, or Hemorrhage. • Striker's Arcane Shot Bonus Reduces the cost of your Arcane Shots by 10%. Shot and Aimed Shot by 10%. Unknown Class Major Glyphs • Glyph of Entangling Energy When you kill an enemy that yields experience or honor, your next Starfire or Wrath also applys applies Entangling Roots to your target. Major Glyph. • Glyph of Mind Harvest The first time you damage an enemy with Mind Blast, you gain 2 additional Orbs. Major Glyph. but the cooldown on Mind Blast is increased by 0 sec. Major Glyph. • Glyph of Smite Your Smite spell inflicts an additional 20% damage against targets afflicted by Holy Fire, but that additional damage does not get transferred by Atonement. Major Glyph. Minor Glyphs • Glyph of Ghostly Speed Ghost Wolf grants an additional 60% movement speed. This movement speed bonus will not be granted if Ghost Wolf is activated while in combat. This effect is disabled in battlegrounds and arenas and cannot be combined with other temporary speed bonuses speed increases. Requires Ghost Wolf. Minor Glyph. Death Knight (Forums, Talent Calculator) • Death Coil (Blood, Frost) Fires a blast of unholy energy at the target, causing [ 127.2% [ 85% of AP ] Shadow damage to an enemy or healing an Undead ally for [ 269.9% of AP ]. [ 425% of AP ]. • Death Coil (Unholy) Fires a blast of unholy energy at the target, causing [ 152.6% [ 102% of AP ] Shadow damage to an enemy or healing an Undead ally for [ 269.9% of AP ]. [ 425% of AP ]. • Death Heal (New) Choose a level 75 talent. Instant. • Grip of Death (New) Choose a level 90 talent. Instant. • Path of Frost Activates a freezing aura for 10 min that creates ice beneath your feet, allowing party or raid members within 50 yards to walk on water. Useable Usable while mounted, but being attacked or damaged will cancel the effect. 1 Frost. Instant. • Plague Strike (Blood, Frost) A vicious strike that deals (65% 50% of weapon damage) Physical damage and infects the target with Blood Plague. • Plague Strike (Unholy) A vicious strike that deals (65% 50% of weapon damage) Physical damage and infects the target with Blood Plague and Frost Fever. • Soul Reaper Strikes an enemy for (85% of weapon damage) Physical damage and afflicts the target with Soul Reaper. After 5 sec, if the target is below 35% health, this effect will deal [ 333.7% of AP ] additional Shadowfrost damage. If the enemy dies before this effect triggers, the Death Knight gains 50% haste for 5 sec. Requires Melee Weapon. Death Knight - Unholy Spec. 1 Unholy. Melee range. Instant. 6 sec cooldown. Talents • Breath of Sindragosa Continuously deals [ 1 + 39.96% of AP ] 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 cancelled or Runic Power is exhausted. Mark of Sindragosa causes you to be healed for 5% of spell damage dealt by afflicted enemies. Death Knight - LvL 0 Talent. 15 Runic Power, plus 15 per sec. Instant. 60 sec cooldown. • Conversion Converts Runic Power to health, restoring 2% of maximum health per 1 sec. Lasts until canceled cancelled or Runic Power is exhausted. Death Knight - LvL 75 Talent. Instant. • Plague Leech Consumes your Blood Plague and Frost Fever on the target to activate up to two random fully-depleted runes as Death Runes. Death Knight - LvL 15 Talent. 30 yd range. Instant. 25 sec cooldown. Blood • Power of the Grave Dark energy eminates emanates from the Death Knight, granting all nearby party and raid members 550 Mastery. Death Knight - Blood Spec. • Vampiric Blood Increases maximum health by 15% and increases healing received recieved by 25% for 10 sec. Death Knight - Blood Spec. Instant. 60 sec cooldown. Frost • Howling Blast Blast the target with a frigid wind, dealing [ 120.7% [ 90% of AP ] Frost damage to that foe, and [ 60.4% [ 45% of AP ] Frost damage to all other enemies within 10 yards, infecting all targets with Frost Fever. Frost Fever A disease that deals Frost damage every 3 sec for 30 sec. Death Knight - Frost Spec. 1 Frost. 30 yd range. Instant. • Icy Talons Your attack speed is increased by 45%. Death Knight - Frost Spec. 35%, your Haste is increased by 10%, and you gain 5% more of the Haste stat from all sources. Death Knight - Frost Spec. • Might of the Frozen Wastes Wielding a two-handed weapon increases Obliterate damage by 50%, and all melee attacks by 30%. Dual-wielding increases Frost Strike damage by 35% 50% and causes your weapon damage strikes to also strike with your off-hand. Requires Two-Handed Axes, Two-Handed Maces, Polearms, Two-Handed Swords. Death Knight - Frost Spec. • Threat of Thassarian When dual-wielding, your Death Strikes, Obliterates, Plague Strikes, and Frost Strikes also deal damage with your off-hand weapon, and your Frost Strike damage is increased by 35% 50%. Requires One-Handed Melee Weapon. Death Knight - Frost Spec. Unholy • Raise Dead Raises a ghoul to fight by your side. You can have a maximum of one ghoul at a time. Lasts 60 sec. Death Knight - Unholy Spec. 30 yd range. Instant. 60 sec cooldown. • Reaping Whenever you hit with Blood Strike, Pestilence, Festering Strike, or Icy Touch, the Runes spent will become Death Runes when they activate. Death Runes count as a Blood, Frost or Unholy Rune. Death Knight - Unholy Spec. Major Glyphs • Death Coil Your Death Coil spell is now usable on all allies. When cast on a non-undead ally, Death Coil shrouds them with a protective barrier that absorbs up to [ 127.2% [ 85% of AP ] damage. Major Glyph. Instant. • Glyph of Death Coil Your Death Coil spell is now usable on all allies. When cast on a non-undead ally, Death Coil shrouds them with a protective barrier that absorbs up to [ 127.2% [ 85% of AP ] damage. Major Glyph. • Glyph of Regenerative Magic If Anti-Magic Shell expires after its full duration, the cooldown is reduced by up to 50%, based on the amount of damage absorbtion remaining. Major Glyph. absorption remaining. Major Glyph. Druid (Forums, Talent Calculator) • Bear Form (Guardian) Also reduces all magical damage taken by 3%, reduces all physical damage taken by 0% 25%, reduces the chance the Druid will be critically hit by 25% 6%, and reduces the chance for attacks to be parried by 0%. 3%. • Ferocious Bite (Balance, Guardian, Restoration) 1 point : [ 28.6% [ 60% of AP ] damage 2 points: [ 57.1% [ 120% of AP ] damage 3 points: [ 1 + 85.7% 180% of AP ] damage 4 points: [ 1 + 114.2% 240% of AP ] damage 5 points: [ 1 + 142.8% of AP ] damage 300% of AP ] damage • Ferocious Bite (Feral) 1 point : [ 28.6% [ 60% of AP ] damage 2 points: [ 57.1% [ 120% of AP ] damage 3 points: [ 1 + 85.7% 180% of AP ] damage 4 points: [ 1 + 114.2% 240% of AP ] damage 5 points: [ 1 + 142.8% of AP ] damage 300% of AP ] damage • Mangle (Balance, Restoration) Mangle the target for (276% 300% of weapon damage) Physical damage, generating 10 Rage. • Mangle (Feral, Guardian) Mangle the target for (276% 300% of weapon damage) Physical damage, reducing the target's movement speed by 50% for 12 sec, and generating 10 Rage. • Moonfire (Balance) A Lunar spell that burns the enemy for [ 1 + 56.7% 45% of Spell Power ] Arcane damage and then an additional [ 10 + 40.5% 32.5% of Spell Power ] Arcane damage over 20 sec. • Moonfire (Feral, Guardian, Restoration) A Lunar spell that burns the enemy for [ 1 + 56.7% 45% of Spell Power ] Arcane damage and then an additional [ 10 + 40.5% 32.5% of Spell Power ] Arcane damage over 20 sec. • Nature's Control (New) Choose a level 45 talent. Instant. • Primal Fury You gain an additional 5 Rage every time you deal a non-periodic critical strike to your primary target, or dodge when you dodge or when you critically strike with a Bear Form attack. You gain an additional combo point every time one of your combo moves deals a critical strike to your primary target. Requires Bear Form. when you critically strike with a combo-generating attack. Damage over time cannot trigger these effects. Requires Bear Form. • Primal Fury You gain an additional 5 Rage every time you deal a non-periodic critical strike to your primary target, or dodge when you dodge or when you critically strike with a Bear Form attack. You gain an additional combo point every time one of your combo moves deals a critical strike to your primary target. Requires Bear Form. when you critically strike with a combo-generating attack. Damage over time cannot trigger these effects. Requires Bear Form. • Primal Fury You gain an additional 5 Rage every time you deal a non-periodic critical strike to your primary target, or dodge when you dodge or when you critically strike with a Bear Form attack. You gain an additional combo point every time one of your combo moves deals a critical strike to your primary target when you critically strike with a combo-generating attack. Damage over time cannot trigger these effects. Requires Cat Form, Bear Form. • Travel Form Shapeshift into a travel form appropriate to your current location, increasing movement speed on land, in water, or in the air. Protects the caster from Polymorph effects. Non-swimming forms only useable usable outdoors. The act of shapeshifting frees the caster of movement impairing effects. Can't be cast in Tree of Life Form, Moonkin Form. Shapeshift. 5.6% of Base Mana. Instant. • Ursol's Power (New) Choose a level 75 talent. Instant. • Wild Mushroom Instantly heals a friendly target that has an active Rejuvenation or Regrowth effect for [ 1 + 428.5% of Spell Power ], and restores [ 51.4% of Spell Power ] health to the three most three injured allies within 10 yards of the initial target every 2 sec for 30 sec. 100 yd range. Instant. • Wrath A Solar spell that causes [ 138.6% [ 112.5% of Spell Power ] Nature damage to the target. Can be cast in Moonkin Form. Solar. 8.8% of Base Mana. 40 yd range. 2 sec cast. Talents • Faerie Swarm Prevents the target from activating stealth or invisibility, and reduces movement speed by 0% for 15 sec. Deals [ 10 + 60.4% 32.5% of AP ] damage when cast from Bear Form. Useable Usable in all shapeshift forms, but incurs a 6 sec cooldown while in Bear Form or Cat Form. Can't be cast in Flight Form. Druid - LvL 45 Talent. 35 yd range. Instant. • Force of Nature Summons a Treant which will immediately cast Swiftmend on your current target. The Treant will cast Healing Touch on that target or a nearby ally periodically, healing for [ 48.5% [ 1 + 22% of Spell Power ]. Lasts 15 sec. Maximum 3 charges. Can't be cast in Flight Form. Druid - LvL 60 Talent. 40 yd range. Instant. • Force of Nature Summons a Treant which will immediately root your current target for 30 sec. The Treant will cast Wrath at that target for [ 37.5% [ 18.75% of Spell Power ] Nature damage every 2 sec. Lasts 15 sec. Maximum 3 charges. Can't be cast in Flight Form. Druid - LvL 60 Talent. 40 yd range. Instant. • Incapacitating Roar Invokes the spirit of Ursol to roar, incapacitating all enemies within 10 yards for 3 sec. Any damage caused will remove the effect. Useable Usable in all shapeshift forms. Druid - LvL 75 Talent. Instant. 30 sec cooldown. • Mass Entanglement Roots your target in place for 20 sec and spreads to additional nearby enemies. Damage caused may interrupt the effect. Useable Usable in all shapeshift forms. Can't be cast in Flight Form. Druid - LvL 45 Talent. 30 yd range. Instant. 30 sec cooldown. • Mighty Bash Invokes the spirit of Ursoc to stun the target for 5 sec. Useable Usable in all shapeshift forms. Druid - LvL 75 Talent. Melee range. Instant. 50 sec cooldown. • Renewal Instantly heals the Druid for 22% of maximum health. Useable Usable in all shapeshift forms. Can't be cast in Flight Form. Druid - LvL 30 Talent. Instant. 2 min cooldown. • Typhoon Summons a violent Typhoon that strikes targets in front of the caster within 30 yards, knocking them back and dazing them for 6 sec. Useable Usable in all shapeshift forms. Druid - LvL 45 Talent. 30 yd range. Instant. 30 sec cooldown. • Ursol's Vortex Conjures a vortex of wind for 10 sec at the destination location that reduces the movement speed of all enemies within 8 yards by 50%. The first time an enemy attempts to leave the vortex, winds will pull that enemy back to its center. Useable Usable in all shapeshift forms. Druid - LvL 75 Talent. 30 yd range. Instant. 60 sec cooldown. Balance • Starfire A Lunar spell that causes [ 1 + 224.1% 180% of Spell Power ] Arcane damage to the target. Can be cast in Tree of Life Form, Moonkin Form. Druid - Balance Spec. 7.5% of Base Mana. 40 yd range. 3 sec cast. • Starsurge Instantly causes [ 280% [ 224% of Spell Power ] Spellstorm damage to the target, benefitting benefiting from your strongest current Eclipse bonus. Also grants Lunar or Solar Empowerment, based on current Balance Energy side, which increases the damage of your next 2 Starfires or 3 Wraths by 30%. Max 3 charges. Charges shared with Starfall. Can be cast in Moonkin Form. Can't be cast in Tree of Life Form. Druid - Balance Spec. 7.5% of Base Mana. 40 yd range. 2 sec cast. Restoration • Genesis Consumes all of the Rejuvenation effects from party or raid members within 60 yards of the target and applies Genesis to each target. Genesis heals the target for an amount equal to the healing from the consumed Rejuvenation effects over 3 sec. Druid - Restoration Spec. 23.2% of Base Mana. 40 yd range. Instant. Major Glyphs • Savagery Savage Roar is now always active passively, but its effect is reduced by 5%. Requires Cat Form. Major Glyph. Major Glyph. Minor Glyphs • Glyph of Travel Travel Form grants an additional 60% movement speed You gain an additional 60% movement speed while in the land version of Travel Form. This movement speed bonus will not be granted if Travel Form is activated while in combat. This effect is disabled in battlegrounds and arenas and cannot be combined with other temporary speed bonuses speed increases. Requires Travel Form. Minor Glyph. Hunter (Forums, Talent Calculator) • Eagle Eye Zooms in the Hunter's vision Changes the Hunter's viewpoint to the targeted location. Only usable outdoors. Lasts 60 sec. Unlimited range. 60 sec cast (Channeled). • Glaive Toss You hurl two glaives toward a target, each dealing [ 36.1% [ 1 + 36.1% of AP ] damage to each enemy struck and reducing movement speed by 30% for 3 sec. The primary target will take 4 times as much damage from each strike. The Glaives will return back to you, damaging and snaring targets again as they return. Instant. • Glaive Toss You hurl two glaives toward a target, each dealing [ 36.1% [ 1 + 36.1% of AP ] damage to each enemy struck and reducing movement speed by 30% for 3 sec. The primary target will take 4 times as much damage from each strike. The Glaives will return back to you, damaging and snaring targets again as they return. Instant. • Heavy Artilery (New) Choose a level 90 talent. Instant. • Steady Shot A steady shot that causes (42% 60% of weapon damage) Physical damage and generates 14 Focus. Useable Usable while moving. Requires Ranged Weapon. 40 yd range. 2 sec cast. • Stopping Power (New) Choose a level 30 talent. Instant. • Tame Beast Tames a beast to be your companion. If you lose the beast's attention for any reason, the taming process will fail. You must dismiss any active beast companions and have an empty Call Pet slot before you can begin taming a new beast. Only Beast Mastery specialized Hunters can tame Exotic Beasts. 30 yd range. 10 sec cast (Channeled). Talents • Barrage Rapidly fires a spray of shots for 3 sec, dealing [ 16.000 *$120,361mw3 ] Physical damage to the enemy target and an average of [ 8.000 * $120,361mw3 ] Physical damage to each other enemy target in front of you. Useable Usable while moving. Requires Ranged Weapon. Hunter - LvL 90 Talent. 30 Focus. 40 yd range. 3 sec cast (Channeled). 30 sec cooldown. • Exotic Munitions Allows you to modify your ranged weapon to use exotic munitions: Incendiary Ammo Arms your ranged weapon with exotic ammunition that lasts for 60 min. Each autoshot deals (20% of weapon damage) additional Fire damage to all enemies within 8 yards of the initial target. Poisoned Ammo Arms your ranged weapon with exotic ammunition that lasts for 60 min. Each autoshot deals [ 6% of AP ] additional Nature damage over 16 sec. When this effect is refreshed, the remaining damage will be added to the new effect. Frozen Ammo Arms your ranged weapon with exotic ammunition that lasts for 60 min. Each autoshot deals (15% of weapon damage) additional Frost damage and reduces the target's movement speed by 50% for 8 4 sec. Only one exotic munition can be active at one time. Hunter - LvL 0 Talent. • Glaive Toss You hurl two glaives toward a target, each dealing [ 36.1% [ 1 + 36.1% of AP ] damage to each enemy struck and reducing movement speed by 30% for 3 sec. The primary target will take 4 times as much damage from each strike. The Glaives will return back to you, damaging and snaring targets again as they return. Hunter - LvL 90 Talent. 15 Focus. 40 yd range. Instant. 15 sec cooldown. • Lone Wolf Beast Mastery, Survival: While you don't have a pet active, your damage dealt with Auto Shot, Arcane Shot, Cobra Shot, Black Arrow, and Explosive Shot is increased by 30% and you are able to provide one of several beneficial effects to your party and raid. Hunter - LvL 0 Talent. Marksmanship: While you don't have a pet active, your damage dealt with Auto Shot, Steady Shot, Aimed Shot, Chimaera Shot, and Kill Shot is increased by 30% and you are able to provide one of several beneficial effects to your party and raid. Hunter - LvL 0 Talent. • Thrill of the Hunt You have a 30% 20% chance when you use a Focus-costing attack to reduce the Focus cost of your next 3 Arcane Shots, Aimed Shots, or Multi-Shots by 20. Hunter - LvL 60 Talent. Beast Mastery Beast Mastery & Marksmanship • Kill Shot You attempt to finish off a wounded target, dealing (550% of weapon damage) Physical damage. Only useable usable on enemies with less than 20% health. If the target dies, the Hunter will regain 15% of maximum health. If Kill Shot fails to kill the target, the cooldown is reset. Requires Ranged Weapon. Hunter - Beast Mastery & Marksmanship Spec. 45 yd range. 10 sec cooldown. Beast Mastery & Survival • Cobra Shot Deals (42% Deals (60% of weapon damage) Nature damage and generates 14 Focus. Useable Usable while moving. Requires Ranged Weapon. Hunter - Beast Mastery & Survival Spec. 40 yd range. 2 sec cast. Marksmanship • Aimed Shot A powerful aimed shot that deals (306% 385% of weapon damage) Physical damage. Requires Ranged Weapon. Hunter - Marksmanship Spec. 50 Focus. 40 yd range. 2.5 sec cast. • Careful Aim Increases the critical strike chance of your Steady Shot, Focusing Shot and Aimed Shot by 60% on targets who are above 80% health or while Rapid Fire is active. Hunter - Marksmanship Spec. Survival • Black Arrow Fires a Black Arrow at the target, dealing [ 28.32% [ 85% of AP ] damage over 18 sec. When your Black Arrow multistrikes, you gain 1 stack of Lock and Load. Lock and Load causes your next Explosive Shot to trigger no cooldown. Max 5 stacks. Requires Ranged Weapon. Hunter - Survival Spec. 35 Focus. 40 yd range. Instant. 30 sec cooldown. • Explosive Shot You fire an explosive charge into the enemy target, dealing [ 1 + 40% [ 49.7% of AP ] Fire damage initially and every second for 2 sec. Requires Ranged Weapon. Hunter - Survival Spec. 15 Focus. 40 yd range. Instant. 6 sec cooldown. • Lock and Load Fires a Black Arrow at the target, dealing [ 28.32% [ 85% of AP ] damage over 18 sec. When your Black Arrow multistrikes, you gain 1 stack of Lock and Load. Lock and Load causes your next Explosive Shot to trigger no cooldown. Max 5 stacks. Hunter - Survival Spec. • Serpent Sting Targets hit by your Multi-Shot and Arcane Shot are also afflicted by Serpent Sting, dealing [ 30.14% [ 45% of AP ] Nature damage over 15 sec. Hunter - Survival Spec. Pets • Speed of the Swarm The wasp enhances its allies, increasing the haste of all party and raid members within 100 yards by 5% for until cancelled. Special Ability. 100 yd range. Instant. • Tenacity A master of lone surivival survival, the Bird of Prey increases your raid's Versatility by 3%. Special Ability. 100 yd range. Instant. Mage (Forums, Talent Calculator) • Amplify Magic Amplify the effects of helpful magic, increasing all healing received by 12% 10% for all party and raid members within 100 yards. Lasts 6 sec. 1% of Base Mana. Instant. 2 min cooldown. • Freezing Grasp (New) Choose a level 45 talent. Instant. • Frost Bomb Places a Frost Bomb on the target for 12 sec triggered by each Ice Lance while the target is frozen. The bomb releases Limit 1 target. Your Ice Lances that benefit from Shatter will trigger the release of a wave of freezing ice dealing [ 258.51% [ 150% of Spell Power ] Frost damage to the target and [ 129.38% [ 75% of Spell Power ] Frost damage to all other enemies within 10 yards. Limit 1 target. Unlimited range. Instant. Unlimited range. Instant. • Frostfire Bolt Launches a bolt of frostfire at the enemy, causing [ 135% [ 150% of Spell Power ] Frostfire damage and slowing the target's movement by 40% for 8 sec. 4% of Base Mana. 40 yd range. 2.8 sec cast. • Mage Bomb Casts a powerful damage over time effect based upon your talent choice. Instant. Choose a level 75 talent. Instant. • Portal: Stormshield (New) Creates a portal, teleporting group members that use it to Stormshield. 4% of Base Mana. 10 yd range. 10 sec cast. 60 sec cooldown. • Portal: Warspear (New) Creates a portal, teleporting group members that use it to Warspear. 4% of Base Mana. 10 yd range. 10 sec cast. 60 sec cooldown. • Teleport: Stormshield (New) Teleports the caster to Stormshield. 3% of Base Mana. 10 sec cast. • Teleport: Warspear (New) Teleports the caster to Warspear. 3% of Base Mana. 10 sec cast. Talents • Frost Bomb Places a Frost Bomb on the target for 12 sec triggered by each Ice Lance while the target is frozen. The bomb releases Limit 1 target. Your Ice Lances that benefit from Shatter will trigger the release of a wave of freezing ice dealing [ 258.51% [ 150% of Spell Power ] Frost damage to the target and [ 129.38% [ 75% of Spell Power ] Frost damage to all other enemies within 10 yards. Limit 1 target. Mage - LvL 75 Talent. 1.25% of Base Mana. 40 yd range. 1.5 sec cast. • Meteor Calls down a meteor which lands at the target location after 3 sec, dealing [ 1 + 375% of Spell Power ] Fire damage, split evenly between all targets within 8 yards. Also burns the ground, dealing an additional [ 30% of Spell Power ] Fire damage every 1 sec for 8 sec until cancelled to enemies in the area. Mage - LvL 0 Talent. 1% of Base Mana. 40 yd range. Instant. 45 sec cooldown. Fire • Fireball Hurls a fiery ball that causes [ 135% [ 150% of Spell Power ] Fire damage. Mage - Fire Spec. 4% of Base Mana. 40 yd range. 2.2 sec cast. • Pyroblast Hurls an immense fiery boulder that causes [ 163% [ 210% of Spell Power ] Fire damage and an additional [ 29.7% [ 39% of Spell Power ] Fire damage over 18 sec. Getting two single-target non-periodic Fire critical strikes in a row will make your next Pyroblast instant, cost no mana, and deal 25% additional damage. Mage - Fire Spec. 5% of Base Mana. 40 yd range. 3.5 sec cast. Frost • Brain Freeze Your Frostbolts have a 10% chance to cause the Brain Freeze effect. Each multistrike increases that cast's chance by an additional 25%. The Brain Freeze effect causes your next Frostfire Bolt to cost no mana, be instant cast, deal 25% 15% additional damage, and act as if your target were frozen. Mage - Frost Spec. Monk (Forums, Talent Calculator) • Blackout Kick (Brewmaster) Kick with a blast of Chi energy, dealing [ 604% of Mainhand Min DPS + 302% of Offhand Min DPS + 192% of AP - 7 ] to [ 604% of Mainhand Max DPS + 302% of Offhand Max DPS + 192% of AP + 7 [ 483.1% of Mainhand Min DPS + 241.6% of Offhand Min DPS + 153.6% of AP - 5 ] to [ 483.1% of Mainhand Max DPS + 241.6% of Offhand Max DPS + 153.6% of AP + 5 ;] Physical damage, and increasing your parry chance by 20% and your Stagger amount by an additional 20% for 6 sec. • Blackout Kick (Mistweaver) Kick with a blast of Chi energy, dealing [ 906.1% of Mainhand Min DPS + 192% of AP - 7 ] to [ 906.1% of Mainhand Max DPS + 192% of AP + 7 ] Physical damage, and increasing your critical strike chance by 20% for 20 sec Also deals [ 669.4% of Mainhand Min DPS + 141.8% of AP - 5 ] to [ 669.4% of Mainhand Max DPS + 141.8% of AP + 5 ] damage to up to 50 additional nearby targets. Kick with a blast of Chi energy, dealing [ 724.7% of Mainhand Min DPS + 153.6% of AP - 5 ] to [ 724.7% of Mainhand Max DPS + 153.6% of AP + 5 ] Physical damage, and increasing your critical strike chance by 20% for 20 sec Also deals [ 669.4% of Mainhand Min DPS + 141.8% of AP - 5 ] to [ 669.4% of Mainhand Max DPS + 141.8% of AP + 5 ] damage to up to 50 additional nearby targets. Not useable in Stance of the Wise Serpent. • Blackout Kick (Windwalker) Kick with a blast of Chi energy, dealing [ 604% of Mainhand Min DPS + 302% of Offhand Min DPS + 192% of AP - 7 ] to [ 604% of Mainhand Max DPS + 302% of Offhand Max DPS + 192% of AP + 7 ] Physical damage. [ 483.1% of Mainhand Min DPS + 241.6% of Offhand Min DPS + 153.6% of AP - 5 ] to [ 483.1% of Mainhand Max DPS + 241.6% of Offhand Max DPS + 153.6% of AP + 5 ] Physical damage. • Blackout Kick (Brewmaster) Kick with a blast of Chi energy, dealing [ 604% of Mainhand Min DPS + 302% of Offhand Min DPS + 192% of AP - 7 ] to [ 604% of Mainhand Max DPS + 302% of Offhand Max DPS + 192% of AP + 7 [ 483.1% of Mainhand Min DPS + 241.6% of Offhand Min DPS + 153.6% of AP - 5 ] to [ 483.1% of Mainhand Max DPS + 241.6% of Offhand Max DPS + 153.6% of AP + 5 ;] Physical damage, and increasing your parry chance by 20% and your Stagger amount by an additional 20% for 6 sec. • Blackout Kick (Mistweaver) Kick with a blast of Chi energy, dealing [ 906.1% of Mainhand Min DPS + 192% of AP - 7 ] to [ 906.1% of Mainhand Max DPS + 192% of AP + 7 ] Physical damage, and increasing your critical strike chance by 20% for 20 sec Also deals [ 669.4% of Mainhand Min DPS + 141.8% of AP - 5 ] to [ 669.4% of Mainhand Max DPS + 141.8% of AP + 5 ] damage to up to 50 additional nearby targets. Kick with a blast of Chi energy, dealing [ 724.7% of Mainhand Min DPS + 153.6% of AP - 5 ] to [ 724.7% of Mainhand Max DPS + 153.6% of AP + 5 ] Physical damage, and increasing your critical strike chance by 20% for 20 sec Also deals [ 669.4% of Mainhand Min DPS + 141.8% of AP - 5 ] to [ 669.4% of Mainhand Max DPS + 141.8% of AP + 5 ] damage to up to 50 additional nearby targets. Not useable in Stance of the Wise Serpent. • Blackout Kick (Windwalker) Kick with a blast of Chi energy, dealing [ 604% of Mainhand Min DPS + 302% of Offhand Min DPS + 192% of AP - 7 ] to [ 604% of Mainhand Max DPS + 302% of Offhand Max DPS + 192% of AP + 7 ] Physical damage. [ 483.1% of Mainhand Min DPS + 241.6% of Offhand Min DPS + 153.6% of AP - 5 ] to [ 483.1% of Mainhand Max DPS + 241.6% of Offhand Max DPS + 153.6% of AP + 5 ] Physical damage. • Blackout Kick (Brewmaster) Kick with a blast of Chi energy, dealing [ 604% of Mainhand Min DPS + 302% of Offhand Min DPS + 192% of AP - 7 ] to [ 604% of Mainhand Max DPS + 302% of Offhand Max DPS + 192% of AP + 7 [ 483.1% of Mainhand Min DPS + 241.6% of Offhand Min DPS + 153.6% of AP - 5 ] to [ 483.1% of Mainhand Max DPS + 241.6% of Offhand Max DPS + 153.6% of AP + 5 ;] Physical damage, and increasing your parry chance by 20% and your Stagger amount by an additional 20% for 6 sec. • Blackout Kick (Mistweaver) Kick with a blast of Chi energy, dealing [ 906.1% of Mainhand Min DPS + 192% of AP - 7 ] to [ 906.1% of Mainhand Max DPS + 192% of AP + 7 ] Physical damage, and increasing your critical strike chance by 20% for 20 sec Also deals [ 669.4% of Mainhand Min DPS + 141.8% of AP - 5 ] to [ 669.4% of Mainhand Max DPS + 141.8% of AP + 5 ] damage to up to 50 additional nearby targets. Kick with a blast of Chi energy, dealing [ 724.7% of Mainhand Min DPS + 153.6% of AP - 5 ] to [ 724.7% of Mainhand Max DPS + 153.6% of AP + 5 ] Physical damage, and increasing your critical strike chance by 20% for 20 sec Also deals [ 669.4% of Mainhand Min DPS + 141.8% of AP - 5 ] to [ 669.4% of Mainhand Max DPS + 141.8% of AP + 5 ] damage to up to 50 additional nearby targets. Not useable in Stance of the Wise Serpent. • Blackout Kick (Windwalker) Kick with a blast of Chi energy, dealing [ 604% of Mainhand Min DPS + 302% of Offhand Min DPS + 192% of AP - 7 ] to [ 604% of Mainhand Max DPS + 302% of Offhand Max DPS + 192% of AP + 7 ] Physical damage. [ 483.1% of Mainhand Min DPS + 241.6% of Offhand Min DPS + 153.6% of AP - 5 ] to [ 483.1% of Mainhand Max DPS + 241.6% of Offhand Max DPS + 153.6% of AP + 5 ] Physical damage. • Breath of Fire Targets in front of the caster take Fire [ 2 + 43.69% of AP [ 2 + 43.69% of AP ] Fire;] damage. If affected by Dizzying Haze, they will also burn for [ 8 + 19.6% of AP ] Fire damage over 8 sec. Unlimited range. Instant. • Chi Shaping (New) Choose a level 30 talent. Instant. • Disabling Technique (New) Choose a level 60 talent. Instant. • Eminence When the Monk deals damage, he will heal the lowest health nearby nearby injured target within 20 yards equal to 35% of the damage done. 100 yd range. Instant. • Expel Harm (Brewmaster) Heal yourself for [ 1,024.7% of Mainhand Min DPS + 512.4% of Offhand Min DPS + 81.4% 325.7% of AP - 11 ] to [ 1,024.7% of Mainhand Max DPS + 512.4% of Offhand Max DPS + 81.4% 325.7% of AP + 11 ], and deal 33% of the amount healed as Nature damage to an enemy within 10 yards. • Expel Harm (Mistweaver) Heal yourself for [ 1,537.1% of Mainhand Min DPS + 81.4% of AP - 11 ] to [ 1,537.1% of Mainhand Max DPS + 81.4% of AP + 11 [ 1,844.5% of Mainhand Min DPS + 390.9% of Spell Power - 14 ] to [ 1,844.5% of Mainhand Max DPS + 390.9% of Spell Power + 14 ;], and deal 33% of the amount healed as Nature damage to an enemy within 10 yards. • Expel Harm (Windwalker) Heal yourself for [ 1,024.7% of Mainhand Min DPS + 512.4% of Offhand Min DPS + 81.4% 325.7% of AP - 11 ] to [ 1,024.7% of Mainhand Max DPS + 512.4% of Offhand Max DPS + 81.4% 325.7% of AP + 11 ], and deal 33% of the amount healed as Nature damage to an enemy within 10 yards. • Expel Harm (Brewmaster) Heal yourself for [ 1,024.7% of Mainhand Min DPS + 512.4% of Offhand Min DPS + 81.4% 325.7% of AP - 11 ] to [ 1,024.7% of Mainhand Max DPS + 512.4% of Offhand Max DPS + 81.4% 325.7% of AP + 11 ], and deal 33% of the amount healed as Nature damage to an enemy within 10 yards. • Expel Harm (Mistweaver) Heal yourself for [ 1,537.1% of Mainhand Min DPS + 81.4% of AP - 11 ] to [ 1,537.1% of Mainhand Max DPS + 81.4% of AP + 11 [ 1,844.5% of Mainhand Min DPS + 390.9% of Spell Power - 14 ] to [ 1,844.5% of Mainhand Max DPS + 390.9% of Spell Power + 14 ;], and deal 33% of the amount healed as Nature damage to an enemy within 10 yards. • Expel Harm (Windwalker) Heal yourself for [ 1,024.7% of Mainhand Min DPS + 512.4% of Offhand Min DPS + 81.4% 325.7% of AP - 11 ] to [ 1,024.7% of Mainhand Max DPS + 512.4% of Offhand Max DPS + 81.4% 325.7% of AP + 11 ], and deal 33% of the amount healed as Nature damage to an enemy within 10 yards. • Fists of Fury (Brewmaster, Windwalker) Pummel all targets in front of you, stunning them and dealing [ 1,645% of Mainhand Min DPS + 822.5% of Offhand Min DPS + 1,045.7% of AP + 1,645% of Mainhand Max DPS + 822.5% [ 1,320.2% of Mainhand Min DPS + 660.1% of Offhand Min DPS + 839.3% of AP + 1,320.2% of Mainhand Max DPS + 660.1% of Offhand Max DPS ] damage over 4 sec. • Fists of Fury (Mistweaver) Pummel all targets in front of you, stunning them and dealing [ 2,467.4% of Mainhand Min DPS + 1,045.7% of AP + 2,467.4% [ 1,980.4% of Mainhand Min DPS + 839.3% of AP + 1,980.4% of Mainhand Max DPS ] damage over 4 sec. • Jab (Mistweaver) Not useable in Stance of the Wise Serpent. • Jab 2.4% of Base Mana / 50 45 Energy / 40 Energy / 2.4% of Base Mana. • Spinning Crane Kick (Brewmaster) You spin while kicking in the air, dealing [ 438.7% of Mainhand Min DPS + 219.3% of Offhand Min DPS + 69.7% of AP + 438.7% of Mainhand Max DPS + 219.3% of Offhand Max DPS ] damage over 2.2 sec to enemies within 8 yards. Generates 1 Chi. You spin while kicking in the air, dealing [ 134.8% of Mainhand Min DPS + 67.4% of Offhand Min DPS + 85.7% of AP + 134.8% of Mainhand Max DPS + 67.4% of Offhand Max DPS ] damage over 2.2 sec to enemies within 8 yards Generates 1 Chi. • Spinning Crane Kick (Mistweaver) You spin while kicking in the air, dealing [ 658% of Mainhand Min DPS + 69.7% of AP + 658% of Mainhand Max DPS ] damage over 2.2 sec to enemies within 8 yards and [ 197.5% of Spell Power ] healing over 2.2 sec to allies within 10 yards. healing up to 6 allies within 10 yards for [ 197.5% of Spell Power ] over 2.2 sec. • Spinning Crane Kick (Windwalker) You spin while kicking in the air, dealing [ 438.7% of Mainhand Min DPS + 219.3% of Offhand Min DPS + 69.7% of AP + 438.7% of Mainhand Max DPS + 219.3% of Offhand Max DPS ] damage over 2.2 sec to enemies within 8 yards. Generates 1 Chi. You spin while kicking in the air, dealing [ 134.8% of Mainhand Min DPS + 67.4% of Offhand Min DPS + 85.7% of AP + 134.8% of Mainhand Max DPS + 67.4% of Offhand Max DPS ] damage over 2.2 sec to enemies within 8 yards Generates 1 Chi. • Spinning Crane Kick (Brewmaster) You spin while kicking in the air, dealing [ 438.7% of Mainhand Min DPS + 219.3% of Offhand Min DPS + 69.7% of AP + 438.7% of Mainhand Max DPS + 219.3% of Offhand Max DPS ] damage over 2.2 sec to enemies within 8 yards. Generates 1 Chi. You spin while kicking in the air, dealing [ 134.8% of Mainhand Min DPS + 67.4% of Offhand Min DPS + 85.7% of AP + 134.8% of Mainhand Max DPS + 67.4% of Offhand Max DPS ] damage over 2.2 sec to enemies within 8 yards Generates 1 Chi. • Spinning Crane Kick (Mistweaver) You spin while kicking in the air, dealing [ 658% of Mainhand Min DPS + 69.7% of AP + 658% of Mainhand Max DPS ] damage over 2.2 sec to enemies within 8 yards and [ 197.5% of Spell Power ] healing over 2.2 sec to allies within 10 yards. healing up to 6 allies within 10 yards for [ 197.5% of Spell Power ] over 2.2 sec. • Spinning Crane Kick (Windwalker) You spin while kicking in the air, dealing [ 438.7% of Mainhand Min DPS + 219.3% of Offhand Min DPS + 69.7% of AP + 438.7% of Mainhand Max DPS + 219.3% of Offhand Max DPS ] damage over 2.2 sec to enemies within 8 yards. Generates 1 Chi. You spin while kicking in the air, dealing [ 134.8% of Mainhand Min DPS + 67.4% of Offhand Min DPS + 85.7% of AP + 134.8% of Mainhand Max DPS + 67.4% of Offhand Max DPS ] damage over 2.2 sec to enemies within 8 yards Generates 1 Chi. • Stance of the Fierce Tiger Increases all damage dealt by 20%. Grants you and your allies within 10 yards 10% increased movement speed, and improves the functionality of Jab, Expel Harm, Tiger Palm, Blackout Kick, and Rising Sun Kick. Stance. Instant. • Tiger Palm (Brewmaster, Windwalker) Attack with the palm of your hand, dealing [ 340.9% of Mainhand Min DPS + 170.4% of Offhand Min DPS + 108.3% of AP - 4 ] to [ 340.9% of Mainhand Max DPS + 170.4% of Offhand Max DPS + 108.3% of AP + 4 [ 269.7% of Mainhand Min DPS + 134.8% of Offhand Min DPS + 85.7% of AP - 3 ] to [ 269.7% of Mainhand Max DPS + 134.8% of Offhand Max DPS + 85.7% of AP + 3 ;] damage, and causing your attacks to ignore 30% of armor for 20 sec. • Tiger Palm (Mistweaver) Attack with the palm of your hand, dealing$7.584*[ 134.8% of Mainhand Min DPS + 28.6% of AP - 1 ]} to [ 1,022.6% of Mainhand Max DPS + 216.7% of AP + 8 ] damage, and causing your attacks to ignore 30% of armor for 20 sec. Attack with the palm of your hand, dealing 0.00*[ 134.8% of Mainhand Min DPS + 28.6% of AP - 1 ]} to [ 809% of Mainhand Max DPS + 171.4% of AP + 6 ] damage, and causing your attacks to ignore 30% of armor for 20 sec. Not useable in Stance of the Wise Serpent.

Talents
• Chi Explosion Consumes up to 4 Chi to cause the target to explode with Chi energy, causing additional effects based on Chi consumed: 1+ Chi: Deals Nature damage to an enemy equal to [ 1 + 89.1% of AP ] plus [ 1 + 89.1% 60% of AP ] plus [ 1 + 60% of AP ] per Chi consumed. 2+ Chi: Deals an additional 50% 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. Monk - LvL 0 Talent. 1 Chi. 40 yd range. Instant.
• Rushing Jade Wind (Brewmaster, Windwalker) Summon a whirling tornado around you, dealing [ 566.3% of Mainhand Min DPS + 283.1% of Offhand Min DPS + 90% of AP + 566.3% of Mainhand Max DPS + 283.1% causing [ 242.7% of Mainhand Min DPS + 121.3% of Offhand Min DPS + 154.3% of AP + 242.7% of Mainhand Max DPS + 121.3% of Offhand Max DPS ] damage over 6 sec to enemies within 8 yards .
• Rushing Jade Wind (Mistweaver) Summon a whirling tornado around you, dealing [ 849.4% of Mainhand Min DPS + 90% of AP + 849.4% of Mainhand Max DPS ] damage over 6 sec to enemies within 8 yards . causing [ 355.5% of Spell Power ] healing over 6 sec to up to 6 allies within 8 yards .

Brewmaster
• Breath of Fire Targets in front of the caster take Fire [ 2 + 43.69% of AP [ 2 + 43.69% of AP ] Fire;] damage. If affected by Dizzying Haze, they will also burn for [ 8 + 19.6% of AP ] Fire damage over 8 sec. Requires Ox Stance. Monk - Brewmaster Spec. 2 Chi. Instant.
• Elusive Brew Consumes all stacks of Elusive Brew to increase your chance to dodge melee and ranged attacks by 45% for 1 sec per stack. Your autoattack critical strikes grant up to 45 stacks of Elusive Brew 3 stacks of Elusive Brew, which can stack up to 15 times. Requires Ox Stance. Monk - Brewmaster Spec. Instant. 6 sec cooldown.
• Keg Smash (Brewmaster, Windwalker) Smash a keg of brew on the target, dealing [ 1,040.9% of Mainhand Min DPS + 520.5% of Offhand Min DPS + 330.9% of AP - 12 ] to [ 1,040.9% of Mainhand Max DPS + 520.5% of Offhand Max DPS + 330.9% of AP + 12 [ 943.8% of Mainhand Min DPS + 471.9% of Offhand Min DPS + 300% of AP - 11 ] to [ 943.8% of Mainhand Max DPS + 471.9% of Offhand Max DPS + 300% of AP + 11 ;] damage to all enemies within 8 yards and reducing their movement speed by 50% for 15 sec.
• Keg Smash (Mistweaver) Smash a keg of brew on the target, dealing [ 1,561.4% of Mainhand Min DPS + 330.9% of AP - 12 ] to [ 1,561.4% of Mainhand Max DPS + 330.9% of AP + 12 [ 1,415.7% of Mainhand Min DPS + 300% of AP - 11 ] to [ 1,415.7% of Mainhand Max DPS + 300% of AP + 11 ;] damage to all enemies within 8 yards and reducing their movement speed by 50% for 15 sec.

Windwalker
• Fists of Fury (Brewmaster, Windwalker) Pummel all targets in front of you, stunning them and dealing [ 1,645% of Mainhand Min DPS + 822.5% of Offhand Min DPS + 1,045.7% of AP + 1,645% of Mainhand Max DPS + 822.5% [ 1,320.2% of Mainhand Min DPS + 660.1% of Offhand Min DPS + 839.3% of AP + 1,320.2% of Mainhand Max DPS + 660.1% of Offhand Max DPS ] damage over 4 sec.
• Fists of Fury (Mistweaver) Pummel all targets in front of you, stunning them and dealing [ 2,467.4% of Mainhand Min DPS + 1,045.7% of AP + 2,467.4% [ 1,980.4% of Mainhand Min DPS + 839.3% of AP + 1,980.4% of Mainhand Max DPS ] damage over 4 sec.
• Tigereye Brew Consumes up to 10 stacks of Tigereye Brew to increase damage and healing done by 6% per stack for 15 sec. For each 6 4 Chi you consume, you gain a stack of Tigereye Brew. You can have a maximum of 20 stacks. Monk - Windwalker Spec. Instant. 5 sec cooldown.

Windwalker & Mistweaver
• Rising Sun Kick (Brewmaster) You kick upwards, dealing [ 636.4% of Mainhand Min DPS + 318.2% of Offhand Min DPS + 202.3% of AP - 7 ] to [ 636.4% of Mainhand Max DPS + 318.2% of Offhand Max DPS + 202.3% of AP + 7 [ 719.1% of Mainhand Min DPS + 359.6% of Offhand Min DPS + 228.6% of AP - 8 ] to [ 719.1% of Mainhand Max DPS + 359.6% of Offhand Max DPS + 228.6% of AP + 8 ;] damage and causing all enemies within 8 yards to take 20% increased damage from your abilities for 15 sec.
• Rising Sun Kick (Mistweaver) You kick upwards, dealing [ 954.6% of Mainhand Min DPS + 202.3% of AP - 7 ] to [ 954.6% of Mainhand Max DPS + 202.3% of AP + 7 [ 1,078.7% of Mainhand Min DPS + 228.6% of AP - 8 ] to [ 1,078.7% of Mainhand Max DPS + 228.6% of AP + 8 ;] damage and causing all enemies within 8 yards to take 20% increased damage from your abilities for 15 sec.
• Rising Sun Kick (Windwalker) You kick upwards, dealing [ 636.4% of Mainhand Min DPS + 318.2% of Offhand Min DPS + 202.3% of AP - 7 ] to [ 636.4% of Mainhand Max DPS + 318.2% of Offhand Max DPS + 202.3% of AP + 7 [ 719.1% of Mainhand Min DPS + 359.6% of Offhand Min DPS + 228.6% of AP - 8 ] to [ 719.1% of Mainhand Max DPS + 359.6% of Offhand Max DPS + 228.6% of AP + 8 ;] damage, reducing the effectiveness of healing on the target for 10 sec, and causing all enemies within 8 yards to take 20% increased damage from your abilities for 15 sec.

• Censure Holy, Retribution: Deals [ 30.9% of Spell Power ] additional Holy damage over 15 sec. Stacks up to 5 times. Protection: Deals [ 6.18% of Spell Power ] additional Holy damage over 15 sec. Stacks up to 5 times. 100 yd range. Instant.
• Consecration Deals [ 1 + 33.52% 13.4% of AP ] Holy damage to enemies within 8 yards. Unlimited range. Instant.
• Crusader Strike Holy, Protection: An instant strike that causes (120% of weapon damage) Physical damage. Retribution: An instant strike that causes (120% of weapon damage) Physical damage and grants 1 Holy Power. Requires Melee Weapon. 5% of Base Mana. Melee range. Instant. 4.5 sec cooldown.
• Hammer of the Righteous Holy, Protection: An instant strike that causes (120% of weapon damage) Physical damage. Retribution: An instant strike that causes (120% of weapon damage) Physical damage and grants 1 Holy Power. Requires Melee Weapon. Unlimited range. Instant.
• Hand of Sacrifice (Holy, Protection) Places a Hand on a party or raid member, transferring 30% of damage taken to the Paladin for 12 sec or until the Paladin has transferred 100% of their maximum health.
• Hand of Sacrifice (Retribution) Places a Hand on a party or raid member, transferring 30% damage taken to the Paladin and instantly removing all harmful Magic effects from the target, and transferring 30% of damage taken to the Paladin for 12 sec or until the Paladin has transferred 100% of their maximum health.
• Jailer's Judgment Name Changed from Jailor's Judgment to Jailer's Judgment
• Weapons of the Light (New) Choose a level 90 talent. Instant.
• Word of Glory Consumes up to 3 Holy Power to heal a friendly target for [ 264.59% of Spell Power ] per charge of Holy Power. 1 Holy Power. 40 yd range. Instant. 1.5 sec cooldown. 1.5 sec cast. 1 sec cooldown.

Perks

Talents
• Beacon of Insight Places a beacon of insight on an ally, increasing their healing recieved received from your next direct single-target heal within 60 sec by 30%. When consumed, or when the target reaches full health, it moves to the most injured ally within 40 yards. Limit 1. Paladin - LvL 0 Talent. 1% of Base Mana. 40 yd range. Instant. 15 sec cooldown.
• Eternal Flame Holy: Consumes up to 3 Holy Power to heal an ally for up to [ 1 + 264.59% of Spell Power ] and an additional [ 1 + 16.03% of Spell Power ] every 2 sec for up to 30 sec. Healing over time increased by 50% when cast on self. Replaces Word of Glory. Periodic healing from this spell does not cause Illuminated Healing. Protection, Retribution: Consumes up to 3 Holy Power to heal an ally for up to [ 1 + 264.59% of Spell Power ] and an additional [ 1 + 16.03% of Spell Power ] every 2 sec for up to 30 sec. Healing over time increased by 50% when cast on self. Replaces Word of Glory. Paladin - LvL 45 Talent. 1 Holy Power. 40 yd range. 1.5 sec cast. 1 sec cooldown.
• Execution Sentence A hammer slowly falls from the sky, causing [ 914.2% of Holy Spell Power ] Holy damage over 10 sec. Damage increases over time, culminating in a final burst. Dispelling the effect triggers the final burst. Stay of Execution On a friendly target, the falling hammer heals for [ 674.2% of Holy Spell Power ] over 10 sec. Healing increases over time, culminating in a final burst. Dispelling the effect triggers the final burst This healing is a large burst at first, and then decreases over time. Paladin - LvL 90 Talent. 12.8% of Base Mana. 40 yd range. Instant. 60 sec cooldown.
• Final Verdict Empowers your weapon with holy energy, and performs a devastating strike, dealing (280% 185% of weapon damage) Holy damage. Also increases the damage and radius of your next Divine Storm by 100%. Replaces Templar's Verdict. Requires Melee Weapon. Paladin - LvL 0 Talent. 3 Holy Power. 10 yd range. Instant.
• Light's Hammer Hurls a Light-infused hammer into the ground, where it blasts a 10 yard radius every 2 sec for 14 sec. Each blast deals [ 2 + 51.68% of Spell Power ] Holy damage to enemies, reduces enemy movement speed by 50% for 2 sec, and heals up to 6 allies for [ 40.24% of Spell Power ]. Paladin - LvL 90 Talent. 51.9% of Base Mana. 30 yd range. Instant. 60 sec cooldown.
• Sacred Shield Protects the target with a shield of Holy Light for 30 sec. The shield absorbs up to [ 99.5% of Holy Spell Power ] damage every 6 sec. Max 3 charges. Paladin - LvL 45 Talent. 14.4% of Base Mana. 40 yd range. Instant.
• Sacred Shield Holy, Protection: Protects the target with a shield of Holy Light for 30 sec, absorbing up to [ 130.6% [ 1 + 130.6% of Holy Spell Power ] damage every 6 sec. Only one target can be affected at a time. Retribution: Protects the target with a shield of Holy Light for 30 sec, absorbing up to [ 1 + 186.6% of Holy Spell Power ] damage every 6 sec. Only one target can be affected at a time. Limited to 1 target. Paladin - LvL 45 Talent. 40 yd range. Instant. 6 sec cooldown.

Holy
• Holy Radiance Imbues a friendly target with radiant energy, healing that target for [ 151.32% of Spell Power ] and all up to 5 allies within 10 yards for half that amount. Grants 1 Holy Power. Healing effectiveness diminishes for each player target beyond 6. Paladin - Holy Spec. 35.64% of Base Mana. 40 yd range. 2.5 sec cast.

Protection
• Consecration Consecrates the land beneath you, causing [ 9 + 301.7% 120.6% of AP ] Holy damage over 9 sec to enemies who enter the area. Paladin - Protection Spec. 7% of Base Mana. Instant. 9 sec cooldown.
• Shield of the Righteous Instantly slam the target with your shield, causing [ 1 + 297% of AP ] Holy damage, reducing the physical damage you take by [ 25 ] [Min 30 25, Max 80]% for 3 sec, and causing Bastion of Glory. Bastion of Glory Increases the strength of your Word of Glory when used to heal yourself by 10%. Stacks up to 5 times. Requires Shields. Paladin - Protection Spec. 3 Holy Power. Melee range. Instant. 1.5 sec cooldown.

Protection & Retribution
• Seal of Truth Fills you with Holy Light, causing melee attacks to deal (12% of weapon damage) additional Holy damage and apply Censure to the target. Replaces Seal of Command. Censure Holy, Retribution: Deals [ 30.9% of Spell Power ] additional Holy damage over 15 sec. Stacks up to 5 times. Protection: Deals [ 6.18% of Spell Power ] additional Holy damage over 15 sec. Stacks up to 5 times. Paladin - Protection & Retribution Spec. Instant.

Retribution
• Sword of Light Increases the damage you deal with two-handed melee weapons by 30%. Paladin - Retribution Spec. 25%. Paladin - Retribution Spec.

Priest (Forums, Talent Calculator)
• Divine Burst (New) Choose a level 90 talent. Instant.
• Echo of Light Heals every 3 sec for 6 sec. 100 yd range. Instant.
• Power Word: Shield (Discipline) Shield a friendly target, absorbing [ 573.2% of Spell Power or 508.2% of Spell Power ] damage. [ 420.1% of Spell Power or 372.4% of Spell Power ] damage.
• Power Word: Shield (Holy, Shadow) Shield a friendly target, absorbing [ 508.2% of Spell Power ] damage. [ 372.4% of Spell Power ] damage.
• Prayer of Mending Discipline, Holy: Places a spell on the target that heals them for [ 67% [ 69% of Spell Power * Percent Health ] the next time they take damage. When the heal occurs, Prayer of Mending jumps to an ally within 20 yards. Jumps up to 5 times and lasts 30 sec after each jump. Shadow: Places a spell on the target that heals them for [ 44% of Spell Power * Percent Health ] the next time they take damage. When the heal occurs, Prayer of Mending jumps to an ally within 20 yards. Jumps up to 5 times and lasts 30 sec after each jump. Can be cast in Spirit of Redemption. Can't be cast in Shadowform. 2.4% of Base Mana. 40 yd range. 1.5 sec cast. 10 sec cooldown. (Doesn't scale with percent health)
• Prayer of Mending Discipline, Holy: Places a spell on the target that heals them for [ 67% [ 69% of Spell Power * Percent Health ] the next time they take damage. When the heal occurs, Prayer of Mending jumps to an ally within 20 yards. Jumps up to 5 times and lasts 30 sec after each jump. Shadow: Places a spell on the target that heals them for [ 44% of Spell Power * Percent Health ] the next time they take damage. When the heal occurs, Prayer of Mending jumps to an ally within 20 yards. Jumps up to 5 times and lasts 30 sec after each jump. Unlimited range. Instant. (Doesn't scale with percent health)
• Shadow Word: Pain A word of darkness that causes [ 5 + 44.02% 52.83% of Spell Power ] Shadow damage and an additional 25 Shadow damage over 18 sec. Can be cast in Shadowform. 1% of Base Mana. 40 yd range. Instant.
• Shadowy Grasp (New) Choose a level 60 talent. Instant.

Talents
• Divine Insight Your Greater Your Heal and Prayer of Healing have a 40% chance to make your next Prayer of Mending not trigger its cooldown and jump to each target instantly. Priest - LvL 75 Talent.
• Void Entropy Consumes 3 Shadow Orbs to deal [ 20 + 50% 22.5% of Spell Power ] Shadow damage over 60 sec. Devouring Plague will refresh this effect to its full 60 sec duration. Priest - LvL 0 Talent. All Shadow Orbs. 40 yd range. 1.5 sec cast.

Discipline
• Atonement When you deal damage with Smite, Holy Fire, Penance, Power Word: Solace, or their multistrikes, you instantly heal a nearby low health injured friendly target for 100% of the damage dealt. If the Priest is healed through Atonement, the effect is reduced by 50%. Priest - Discipline Spec.
• Divine Aegis Critical heals and their multistrikes create a protective shield on the target, absorbing 100% of the amount healed, instead of healing for twice as much. Lasts 15 sec. Priest - Discipline Spec.

Holy
• Chakra: Chastise Increases the damage done by your Shadow and Holy spells by 50%. Transforms your Holy Word spell back into Holy Word: Chastise. Holy Word: Chastise Chastise the target for [ 1 + 63.6% of Spell Power ] Holy damage, and disorients incapacitates them for 3 sec. 30 sec cooldown. Can't be cast in Moonkin Form. Priest - Holy Spec. Instant. 30 sec cooldown.
• Circle of Healing Heals up to 5 friendly injured party or raid members within 30 yards of the target for [ 221.67% of Spell Power ]. Can be cast in Spirit of Redemption. Can't be cast in Shadowform. Priest - Holy Spec. 3.564% of Base Mana. 40 yd range. Instant. 12 sec cooldown.

• Mind Flay Assault the target's mind with Shadow energy, causing [ 3 + 29% 23.2% of Spell Power ] Shadow damage over 3 sec and slowing their movement speed by 50%. Can be cast in Shadowform. Priest - Shadow Spec. 1% of Base Mana. 40 yd range. 3 sec cast (Channeled).
• Mind Spike Blasts the target for [ 1 + 97.5% 92.5% of Spell Power ] Shadowfrost damage, but extinguishes your damage over time effects on the target. Can be cast in Shadowform. Priest - Shadow Spec. 0.5% of Base Mana. 40 yd range. 1.5 sec cast.
• Vampiric Touch Causes [ 5 + 54.37% 65.25% of Spell Power ] Shadow damage over 15 sec. If Vampiric Touch is dispelled, the dispeller flees in Horror for 3 sec. Priest - Shadow Spec. 1.5% of Base Mana. 40 yd range. 1.5 sec cast.

Rogue (Forums, Talent Calculator)
• Blade Flurry While active, your attacks also strike up to 4 additional nearby opponents for 40% of normal damage, but your Energy regeneration is reduced by 20%. Lasts until canceled. 100 yd range. Instant. cancelled. 100 yd range. Instant.
• Blind Blinds the target, causing it to wander disoriented for up to 60 sec. Any damage caused will remove the effect. Useable Usable while stealthed. 15 Energy. 15 yd range. Instant. 2 min cooldown.
• Distract Throws a distraction, attracting the attention of all nearby monsters for 10 seconds. Useable Usable while stealthed. 30 Energy. 30 yd range. Instant. 30 sec cooldown.
• Eviscerate (Assassination, Combat) Finishing move that causes damage per combo point: 1 point : [ 1 + 38.4% [ 57.7% of AP ] damage 2 points: [ 1 + 76.9% [ 115.4% of AP ] damage 3 points: [ 1 + 115.3% [ 173.1% of AP ] damage 4 points: [ 1 + 153.7% [ 230.8% of AP ] damage 5 points: [ 1 + 192.2% of AP ] damage [ 288.5% of AP ] damage
• Eviscerate (Subtlety) Finishing move that causes damage per combo point: 1 point : [ 1 + 47.7% [ 71.5% of AP ] damage 2 points: [ 1 + 95.3% [ 143.1% of AP ] damage 3 points: [ 1 + 143% [ 214.6% of AP ] damage 4 points: [ 1 + 190.6% [ 286.2% of AP ] damage 5 points: [ 1 + 238.3% of AP ] damage [ 357.7% of AP ] damage
• Main Gauche A vicious attack that deals 150% 225% weapon damage with your off-hand. 30 yd range. Instant.
• Recuperate Finishing move that restores 5% 3% of maximum health every 3 sec. Lasts longer per combo point: 1 point : 6 seconds 2 points: 12 seconds 3 points: 18 seconds 4 points: 24 seconds 5 points: 30 seconds 30 Energy. 100 yd range. Instant.
• Slice and Dice (Assassination, Combat) Lasts longer per combo point: 1 point : 12 seconds 2 points: 18 seconds 3 points: 24 seconds 4 points: 30 seconds 5 points: 36 seconds$• Slice and Dice (Subtlety) Lasts longer per combo point: 1 point : 12 seconds 2 points: 18 seconds 3 points: 24 seconds 4 points: 30 seconds 5 points: 36 seconds$
• Sprint Increases your movement speed by 70% for 8 sec. Useable Usable while stealthed. Instant. 60 sec cooldown.
• Stealth (Assassination, Combat) Conceals you in the shadows until cancelled, allowing you to stalk enemies without being seen. Lasts until canceled.
• Stealth (Subtlety) Conceals you in the shadows until cancelled, allowing you to stalk enemies without being seen. Lasts until canceled.

Talents
• Burst of Speed Increases your movement speed by 70% for 4 sec and removes movement slowing effects. Useable Usable while stealthed. Rogue - LvL 60 Talent. 25 Energy. Instant.
• Deadly Throw (Assassination) Finishing move that deals damage, reduces the target's movement speed by 50% for 6 sec, and interrupts spellcasting when used with 3 or more combo pioints: 1 point : [ 1 + 17.8% 20.5% of AP ] damage 2 points: [ 1 + 35.6% 40.9% of AP ] damage 3 points: [ 1 + 53.4% 61.4% of AP ] damage 4 points: [ 1 + 71.2% 81.9% of AP ] damage 5 points: [ 1 + 89% of AP ] damage 102.4% of AP ] damage
• Deadly Throw (Combat, Subtlety) Finishing move that deals damage, reduces the target's movement speed by 50% for 6 sec, and interrupts spellcasting when used with 3 or more combo pioints: 1 point : [ 1 + 22.1% 17.8% of AP ] damage 2 points: [ 1 + 44.1% 35.6% of AP ] damage 3 points: [ 1 + 66.2% 53.4% of AP ] damage 4 points: [ 1 + 88.3% 71.2% of AP ] damage 5 points: [ 1 + 110.4% of AP ] damage 89% of AP ] damage

Assassination
• Assassin's Resolve While wielding daggers, your maximum Energy is increased by 20 and your damage is increased by 20% 15%. Requires Daggers. Rogue - Assassination Spec.
• Dispatch Exploits the vulnerability of foes with less than 35% health, causing (315% of weapon damage) Physical damage to the target. Awards 1 combo points. Your successful Mutilates have a 30% chance to make your next Dispatch free and useable usable on any target. Replaces Sinister Strike. Requires Daggers. Rogue - Assassination Spec. 30 Energy. Melee range. Instant.
• Envenom Assassination: Finishing move that deals instant Nature damage, refreshes the duration of Slice and Dice if it is active, and increases your poison application chance by 30%. Damage and duration increased per combo point. 1 point : [ 45% of AP + 1 ] damage, 2 sec 2 points: [ 90.1% of AP + 2 ] damage, 3 sec 3 points: [ 135.1% of AP + 3 ] damage, 4 sec 4 points: [ 180.2% of AP + 4 ] damage, 5 sec 5 points: [ 225.2% of AP + 5 ] damage, 6 sec Replaces Eviscerate. Combat, Subtlety: Finishing move that deals instant Nature damage, refreshes the duration of Slice and Dice if it is active, and increases your poison application chance by 30%. Damage and duration increased per combo point. 1 point : [ 30.6% of AP + 1 ] damage, 2 sec 2 points: [ 61.2% of AP + 2 ] damage, 3 sec 3 points: [ 91.8% of AP + 3 ] damage, 4 sec 4 points: [ 122.4% of AP + 4 ] damage, 5 sec 5 points: [ 153% of AP + 5 ] damage, 6 sec Replaces Eviscerate. Requires One-Handed Melee Weapon. Rogue - Assassination Spec. 35 Energy. Melee range. Instant.

Combat
• Blade Flurry While active, your attacks also strike up to 4 additional nearby opponents for 40% of normal damage, but your Energy regeneration is reduced by 20%. Lasts until canceled cancelled. Requires One-Handed Melee Weapon. Rogue - Combat Spec. Instant. 10 sec cooldown.
• Killing Spree Step through the shadows to a visible enemy within 10 yards, attacking 7 times over 3 sec for (100% of weapon damage) Physical damage with your main-hand and (0% of weapon damage) Physical damage with your off-hand. While Blade Flurry is active, each Killing Spree attack will teleport to and damage a different nearby enemy target. The Rogue cannot be targeted or disabled while Killing Spree is active. Requires Melee Weapon. Rogue - Combat Spec. 10 yd range. Instant. 2 min cooldown.
• Mastery: Main Gauche Your main-hand attacks have a 16% chance to trigger an attack with your off-hand that deals 150% 225% weapon damage. Rogue - Combat Spec.

Shaman (Forums, Talent Calculator)
• Earthquake An earthquake shakes the target area, dealing 1 Physical damage to enemies every 1 sec You cause the earth at the target location to tremble and break, dealing Nature Spell Power Physical damage over 10 sec to enemies in an 8 yard radius, with a 10% chance of knocking them down. 100 yd range. Instant. down affected targets. 100 yd range. Instant.
• Far Sight Changes the caster's viewpoint to the targeted location. Lasts 60 sec. Only useable usable outdoors. 3.5% of Base Mana. Unlimited range. 60 sec cast (Channeled).
• Healing Rain Healing rains blanket the area targeted by the Shaman, restoring [ 5 + 81.9% of Spell Power ] health to up to 6 allies in the area over 10 sec. Healing effectiveness diminishes for each player beyond 6 within the area. 21.6% of Base Mana. 40 yd range. 2 sec cast. 10 sec cooldown.
• Healing Rain Healing rains blanket the area targeted by the Shaman, restoring [ 5 + 81.9% of Spell Power ] health to up to 6 allies in the area over 10 sec. Healing effectiveness diminishes for each player beyond 6 within the area. 100 yd range. Instant. 100 yd range. Instant.
• Healing Stream Totem Elemental, Enhancement: Summons a Water Totem with 5 health at the feet of the caster that heals the most an injured party or raid member within 40 yards for [ 44.4% of Spell Power ] every 2 sec. Lasts 15 sec. Restoration: Summons a Water Totem with 5 health at the feet of the caster that heals the most injured party or raid member within 40 yards for [ 83.3% [ 25.7% of Spell Power ] every 2 sec. Lasts 15 sec. Water Totem. 8.6% of Base Mana. Instant. 30 sec cooldown.

Talents
• Cloudburst Totem Summons a Water Totem with 5 health at the feet of the caster for 15 sec that collects power from all healing spells and their multistrikes. When the Cloudburst Totem is destroyed, replaced, or expires, the stored power is released, healing all injured allies within 40 yards for a total of 20% of all healing done while it was active, split evenly between them. Shaman - LvL 0 Talent. 8.6% of Base Mana. Instant. 30 sec cooldown.
• Storm Elemental Totem Summons an Air Totem with 6,000 23,620 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 60 sec. Shaman - LvL 0 Talent. 26.9% of Base Mana. Instant. 5 min cooldown.

Elemental & Restoration
• Lava Burst You hurl molten lava at the target, dealing [ 1 + 92.45% 80% of Spell Power ] Fire damage. Lava Burst will always deal a critical strike. If your Flame Shock is on the target, Lava Burst will deal 50% additional damage. Shaman - Elemental & Restoration Spec. 2% of Base Mana. 30 yd range. 2 sec cast. 8 sec cooldown.

Warlock (Forums, Talent Calculator)
• Corruption (Affliction) Corrupts the target, causing [ 21.6% of Spell Power ] Shadow damage over 18 sec Your most recently applied Corruption has a 10% 10.0% chance to generate a Soul Shard each time it deals damage.
• Corruption (Affliction) Corrupts the target, causing [ 21.6% of Spell Power ] Shadow damage over 18 sec Your most recently applied Corruption has a 10% 10.0% chance to generate a Soul Shard each time it deals damage.
• Corruption (Affliction) Corrupts the target, causing [ 21.6% of Spell Power ] Shadow damage over 18 sec Your most recently applied Corruption has a 10% 10.0% chance to generate a Soul Shard each time it deals damage.
• Create Healthstone Creates a Healthstone that can be consumed to restore 20% 15% of your maximum health. 5% of Base Mana. 3 sec cast.
• Crippling Shadows (New) Choose a level 30 talent. Instant.
• Demonic Circle: Teleport Affliction: Teleports you to your Demonic Circle and removes all snare effects. Soulburn: Movement speed increased by 50% and you are immune to snares and roots for 8 sec. Demonology, Destruction: Teleports you to your Demonic Circle and removes all snare effects. 10% of Base Mana. 40 yd range. Instant. 30 sec cooldown.
• Mortal Coil Horrifies an enemy target to flee into fleeing, incapacitating them for 3 sec, and restores 11% of the caster's maximum health. Talent. Instant.
• Seed of Corruption Affliction: Embeds a demon seed in the enemy target, causing [ 15.75% of Spell Power ] Shadow damage over 18 sec. Detonates for [ 68.25% of Spell Power ] Shadow damage to all enemies within 10 yards after the target dies or takes [ 94.5% of Spell Power ] damage from your spells. Soulburn. Your Seed of Corruption detonation effect will afflict Corruption on all enemy targets. Demonology, Destruction: Embeds a demon seed in the enemy target, causing [ 15.75% of Spell Power ] Shadow damage over 18 sec. Detonates for [ 68.25% of Spell Power ] Shadow damage to all enemies within 10 yards after the target dies or takes [ 94.5% of Spell Power ] damage from your spells. 40 yd range. 2 sec cast.
• Seed of Corruption Affliction: Embeds a demon seed in the enemy target, causing [ 15.75% of Spell Power ] Shadow damage over 18 sec. Detonates for [ 68.25% of Spell Power ] Shadow damage to all enemies within 10 yards after the target dies or takes [ 94.5% of Spell Power ] damage from your spells. Soulburn: Your Seed of Corruption detonation effect will afflict Corruption on all enemy targets. Demonology, Destruction: Embeds a demon seed in the enemy target, causing [ 15.75% of Spell Power ] Shadow damage over 18 sec. Detonates for [ 68.25% of Spell Power ] Shadow damage to all enemies within 10 yards after the target dies or takes [ 94.5% of Spell Power ] damage from your spells. Unlimited range. Instant. 60 sec cooldown.
• Seed of Corruption Affliction: Embeds a demon seed in the enemy target, causing [ 15.75% of Spell Power ] Shadow damage over 18 sec. Detonates for [ 68.25% of Spell Power ] Shadow damage to all enemies within 10 yards after the target dies or takes [ 94.5% of Spell Power ] damage from your spells. Soulburn: Your Seed of Corruption detonation effect will afflict Corruption on all enemy targets. Demonology, Destruction: Embeds a demon seed in the enemy target, causing [ 15.75% of Spell Power ] Shadow damage over 18 sec. Detonates for [ 68.25% of Spell Power ] Shadow damage to all enemies within 10 yards after the target dies or takes [ 94.5% of Spell Power ] damage from your spells. 40 yd range. Instant.
• Seed of Corruption Affliction: Embeds a demon seed in the enemy target, causing [ 15.75% of Spell Power ] Shadow damage over 18 sec. Detonates for [ 68.25% of Spell Power ] Shadow damage to all enemies within 10 yards after the target dies or takes [ 94.5% of Spell Power ] damage from your spells. Soulburn: Your Seed of Corruption detonation effect will afflict Corruption on all enemy targets. Demonology, Destruction: Embeds a demon seed in the enemy target, causing [ 15.75% of Spell Power ] Shadow damage over 18 sec. Detonates for [ 68.25% of Spell Power ] Shadow damage to all enemies within 10 yards after the target dies or takes [ 94.5% of Spell Power ] damage from your spells. Unlimited range. Instant.
• Soul Swap (Affliction) Soulburn: Applies Corruption, Unstable Affliction, and Agony without removing them from a target. requiring a previous copy.

Talents
• Dark Bargain Prevents all damage for 8 sec, but when the effect ends, you take 50% of the damage prevented over 8 sec. Useable Usable while suffering from control impairing effects. Warlock - LvL 45 Talent. Instant. 3 min cooldown.
• Mortal Coil Horrifies an enemy target to flee into fleeing, incapacitating them for 3 sec, and restores 11% of the caster's maximum health. Warlock - LvL 30 Talent. 30 yd range. Instant. 45 sec cooldown.
• Sacrificial Pact Sacrifices 20% of your demon's current health to shield you for 400% of the sacrificed health for 20 sec. If you have no demon, your health is sacrificed instead. Useable Usable while suffering from control impairing effects. Warlock - LvL 45 Talent. 100 yd range. Instant. 60 sec cooldown.
• Soulburn: Haunt Grants the Soulburn empowerment to your Haunt spell. Your Haunt spell also increases the damage of your damage over time effects by 15% to all targets by 20% for 30 sec. Warlock - LvL 0 Talent.

Affliction
• Drain Soul Drains the target's soul, causing [ 4 + 60% 76% of Spell Power ] Shadow damage over 4 sec. If the target dies and yields experience or honor, one Soul Shard is energized. When Drain Soul deals damage, it causes all of your other damage over time spells on the target to instantly deal 40% of their normal damage. Warlock - Affliction Spec. 1.5% of Base Mana, plus 1.5% per sec. 40 yd range. 4 sec cast (Channeled).
• Haunt A ghostly soul haunts the target, dealing [ 295.5% [ 1 + 375% of Spell Power ] Shadow damage and increasing damage over time you deal to the target by 35% for 8 sec. Warlock - Affliction Spec. 1 Soul Shard. 40 yd range. 1.5 sec cast.
• Nightfall Your most recently applied Corruption has a 10% 10.0% chance when it deals damage to cause you to regain a Soul Shard. Warlock - Affliction Spec.
• Seed of Corruption Affliction: Embeds a demon seed in the enemy target, causing [ 15.75% of Spell Power ] Shadow damage over 18 sec. Detonates for [ 68.25% of Spell Power ] Shadow damage to all enemies within 10 yards after the target dies or takes [ 94.5% of Spell Power ] damage from your spells. Soulburn: Your Seed of Corruption detonation effect will afflict Corruption on all enemy targets. Demonology, Destruction: Embeds a demon seed in the enemy target, causing [ 15.75% of Spell Power ] Shadow damage over 18 sec. Detonates for [ 68.25% of Spell Power ] Shadow damage to all enemies within 10 yards after the target dies or takes [ 94.5% of Spell Power ] damage from your spells. Warlock - Affliction Spec. 6% of Base Mana. 40 yd range. 2 sec cast.
• Soul Swap (Affliction) Soulburn: Applies Corruption, Unstable Affliction, and Agony without removing them from a target. requiring a previous copy.

Affliction & Demonology
• Drain Life (Affliction, Destruction) Drains life from the target, causing [ 6 + 350.7% 150.3% of Spell Power ] Shadow damage and restoring 9% of the caster's health over 6 sec.
• Drain Life (Demonology) Drains life from the target, causing [ 6 + 350.7% 150.3% of Spell Power ] Shadow damage, restoring 9% of the caster's health and generating 60 Demonic Fury over 6 sec.
• Drain Life 1% of Base Mana, plus 1% per sec. 30 Demonic Fury, plus 30 per sec.

Demonology
• Demonic Fury Damage dealt increased by 8.00%. This effect is disabled while in a Demon Form. Warlock - Demonology Spec. Warlock - Demonology Spec.
• Doom (New) While using Metamorphosis, your Corruption spell transforms into Doom. Warlock - Demonology Spec.
• Mastery: Master Demonologist Increases the damage done by your demon servants by 8.00%. Increases the damage you deal in caster form by 8.00%. Increases the damage you deal while in Metamorphosis form by 24.00%. Warlock - Demonology Spec. Increases all damage done by you and your demon servants by 8%. Further increases the damage of your Touch of Chaos, Chaos Wave, Doom, Immolation Aura, and Soul Fire while in Metamorphosis by 16%. Warlock - Demonology Spec.
• Metamorphosis Transform into a demon, increasing damage dealt by 24.0%, tranforming Turn into a demon, transforming your Corruption, Hand of Gul'dan, Hellfire, and Shadowbolt into alternate improved abilities, and improving functionality of many other abilities. Also increases armor by 250% and reduces the duration of stuns and snares by 35%. Warlock - Demonology Spec. Instant. 10 sec cooldown.

Pets
• Cripple Cripples the target, reducing movment movement speed by 80% for 30 sec (4 sec in PvP). 30 yd range. Instant. 30 sec cooldown. 30 sec cast (Channeled). 30 sec cooldown.
• Shadow Shield Encases the Voidwalker in shadow energy, reducing physical damage taken by 60% for 30 sec. Each time the Voidwalker is struck, a blast of Shadow damage is released, dealing 0 1 Shadow damage and reducing the power of Shadow Shield by 20%. Auto-Cast: Use this ability when being attacked. (Right-Click to toggle) Special Ability. 60 Energy. Instant. 10 sec cooldown.

Minor Glyphs
• Glyph of Felguard Your Felguard will equip a random two-handed axe, mace, sword or polearm from your backpack. Minor Glyph.

Warrior (Forums, Talent Calculator)
• Bloodbath For the next 12 sec, your melee damage abilities and their multistrikes deal 30% additional damage as a bleed over 6 sec. While bleeding, targets move 50% slower. 100 yd range. Instant.
• Concussion Blow (New) Choose a level 60 talent. Instant.
• Hamstring Maims the enemy for (20% of weapon damage) Physical damage, reducing movement speed by 50% for 15 sec. Requires Melee Weapon. 10 Rage. Melee range. Instant.1 sec cooldown.
• Heroic Strike Instantly deals (75% of weapon damage) Physical damage (increased 40% while a one-handed weapon is equipped 105% of weapon damage) Physical damage). This ability is not on the global cooldown. Requires Melee Weapon. 30 Rage. Melee range. Instant. 1.5 sec cooldown.
• Unleashed Rage (New) Choose a level 90 talent. Instant.

Perks
• Improved Recklessness (New) Increases your critical strike chance while Recklessness is active by an additional 15%.
• Improved Heroic Leap The damage radius of Heroic Leap is increased by 2 yards. When you use Heroic Leap, the cooldown of Taunt is reset.

Talents
• Bloodbath For the next 12 sec, your melee damage abilities and their multistrikes deal 30% additional damage as a bleed over 6 sec. While bleeding, targets move 50% slower. Warrior - LvL 90 Talent. Instant. 60 sec cooldown.
• Enraged Regeneration Instantly heals you for 10% of your maximum health, and an additional 20% over 5 sec. Useable Usable while stunned. Warrior - LvL 30 Talent. Instant. 60 sec cooldown.
• Furious Strikes Wild Strike costs 10 15 less Rage. Warrior - LvL 45 Talent.
• Siegebreaker (New) Use your full strength to slam the target with both weapons, dealing (300% of weapon damage) damage, and knocking them back and down for 1 sec. Replaces Intimidating Shout. Requires Melee Weapon. Warrior - LvL 0 Talent. Melee range. Instant. 45 sec cooldown.
• Slam Slam an opponent, causing (150% of weapon damage) Physical damage. Each consecutive use of Slam increases the damage dealt by 50% and the Rage cost by 100%, stacking up to 2 times. Requires Melee Weapon. Requires Battle Stance for 2 sec. Requires Melee Weapon. Warrior - LvL 45 Talent. 10 Rage. Melee range. Instant.
• Sudden Death (Arms) Your autoattack hits have a 10% chance to make your next Execute cost no initial Rage, consume no extra Rage, and be useable usable on any target, regardless of health level.
• Sudden Death (Fury, Protection) Your autoattack hits have a 10% chance to make your next Execute cost no initial Rage and be useable usable on any target, regardless of health level.

Arms
• Execute Attempt to finish off a foe, causing (120% 100% of weapon damage) Physical damage to the target, and consuming up to 30 additional Rage to deal up to (625% 300% of weapon damage) additional damage. Only usable on enemies that have less than 20% health. Requires Melee Weapon. Warrior - Arms Spec. 10 Rage. Melee range. Instant.
• Mortal Strike A vicious strike that deals (360% 215% of weapon damage) Physical damage and reduces the effectiveness of healing on the target for 10 sec. Replaces Heroic Strike. Requires Melee Weapon. Warrior - Arms Spec. 20 Rage. Melee range. Instant. 6 sec cooldown.

Arms & Fury
• Recklessness Grants your special attacks an additional 15% chance to critically strike, and increases your critical strike damage by 10%. Lasts 10 sec. Using this ability in Defensive Stance activates Battle Stance. Requires Battle Stance. Warrior - Arms & Fury Spec. Instant. 3 min cooldown.

Fury
• Bloodthirst Instantly strike the target for (72% of weapon damage) Physical damage, generating 10 Rage, and restoring 1% of your health. Bloodthirst has an additional 30% chance to be a critical strike. Replaces Heroic Strike. Requires Melee Weapon. Warrior - Fury Spec. Melee range. Instant. 4.5 sec cooldown.
• Wild Strike A quick strike with your off-hand weapon that deals (180% 270% of weapon damage) Physical damage and reduces the effectiveness of healing on the target for 10 sec. Bloodthirst has a 20% chance of granting 3 charges of Wild Strike that cost no Rage. Requires Melee Weapon. Warrior - Fury Spec. 30 Rage. Melee range. Instant. 45 Rage. Melee range. Instant.

Fury & Protection
• Enrage (Arms, Protection) Shield Slam and Devasate Devastate critical strikes, critical blocks, and activating Berserker Rage will Enrage you, generating 10 Rage and increasing damage done by 10% for 6 sec.
• Execute (Arms, Protection) Attempt to finish off a wounded foe, causing (252% 150% of weapon damage) Physical damage.
• Execute (Fury) Attempt to finish off a wounded foe, causing (252% 150% of weapon damage) Physical damage with your main-hand and (252% 150% of weapon damage) Physical damage with your off-hand.

Major Glyphs
• Glyph of Die by the Sword While Die by the Sword is active, using Wild Strike increases its duration by 1 sec per use. Major Glyph. 0.25 sec and using Mortal Strike increases its duration by 2 sec. Major Glyph.

Racials
Night Elf
• Quickness Increased Increases your chance to dodge melee and ranged attacks by 2%, and your movement speed by 2%. Night Elf Racial.

Professions
Alchemy

Blacksmithing
• Greater Truesteel Weapon and Shield Enhancer Upgrades item level 640 Blacksmithing weapons and shields to item level 655. Blacksmithing. 3 sec cast.
• Secret of Draenor Blacksmithing (New) Cooldown resets daily. Blacksmithing. 2 sec cast. 1 sec cooldown. Reagents: True Iron Ore (5). Tools: Blacksmith Hammer.
• Truesteel Ingot Cooldown resets daily. May also generate Sorcerous Fire and/or Sorcerous Earth. Blacksmithing. 2 sec cast. 1 sec cooldown. Reagents: True Iron Ore (20), Blackrock Ore (10). Tools: Blacksmith Hammer.
• Truesteel Ingot Can be performed up to three times in a row, but it takes 24 hours to recover 1 use. May also generate Sorcerous Fire and/or Sorcerous Earth. Blacksmithing. 2 sec cast. Reagents: True Iron Ore (20), Blackrock Ore (10). Tools: Blacksmith Hammer.
• Truesteel Weapon and Shield Enhancer Upgrades item level 630 Blacksmithing weapons and shields to item level 640. Blacksmithing. 3 sec cast.

Enchanting
• Exceptional Spirit Permanently enchant a melee weapon to increase Spirit by 22 23. Cannot be applied to items higher than level 600. Enchanting. 1.5 sec cast. Reagents: Dream Shard (4), Infinite Dust (3). Tools: Runed Copper Rod.
• Greater Haste Name Changed from Greater Expertise to Greater Haste
• Greater Haste Name Changed from Greater Expertise to Greater Haste
• Greater Spellpower Permanently enchant a staff to increase spell power by 40 41. Cannot be applied to items higher than level 600. Enchanting. 1.5 sec cast. Reagents: Infinite Dust (40), Dream Shard (6), Abyss Crystal (6). Tools: Runed Copper Rod.
• Haste Name Changed from Expertise to Haste
• Haste Name Changed from Expertise to Haste
• Illusion: Agility Makes a weapon appear as if it were enchanted with Agility. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. 3 sec cast. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
• Illusion: Battlemaster Makes a weapon appear as if it were enchanted with Battlemaster. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. 3 sec cast. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
• Illusion: Berserking Makes a weapon appear as if it were enchanted with Berserking. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. 3 sec cast. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
• Illusion: Blood Draining Makes your weapon appear as if it were enchanted with Blood Draining. 3 sec cast. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
• Illusion: Butterflies Makes a weapon appear as if it were enchanted with Butterflies. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. 3 sec cast. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
• Illusion: Crusader Makes a weapon appear as if it were enchanted with Crusader. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. 3 sec cast. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
• Illusion: Earthliving Makes a weapon appear as if it were enchanted with Earthliving Weapon. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. 3 sec cast. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
• Illusion: Elemental Force Makes a weapon appear as if it were enchanted with Elemental Force. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. 3 sec cast. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
• Illusion: Executioner Makes a weapon appear as if it were enchanted with Executioner. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. 3 sec cast. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
• Illusion: Fiery Weapon Makes a weapon appear as if it were enchanted with Fiery Weapon. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. 3 sec cast. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
• Illusion: Flametongue Makes a Shaman's soulbound weapon appear as if it were enchanted with Flametongue Weapon. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. 3 sec cast. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
• Illusion: Frostbrand Makes a weapon appear as if it were enchanted with Frostbrand Weapon. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. 3 sec cast. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
• Illusion: Hidden Makes a weapon appear as if it were not enchanted. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. 3 sec cast. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
• Illusion: Jade Spirit Makes a weapon appear as if it were enchanted with Jade Spirit. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. 3 sec cast. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
• Illusion: Landslide Makes a weapon appear as if it were enchanted with Landslide. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. 3 sec cast. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
• Illusion: Lifestealing Makes a weapon appear as if it were enchanted with Lifestealing. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. 3 sec cast. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
• Illusion: Mending Makes a weapon appear as if it were enchanted with Mending. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. 3 sec cast. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
• Illusion: Mongoose Makes a weapon appear as if it were enchanted with Mongoose. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. 3 sec cast. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
• Illusion: Poisoned Makes a weapon appear as if it were dripping with Poison. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. 3 sec cast. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
• Illusion: Power Torrent Makes a weapon appear as if it were enchanted with Power Torrent. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. 3 sec cast. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
• Illusion: River's Song Makes a weapon appear as if it were enchanted with River's Song. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. 3 sec cast. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
• Illusion: Rockbiter Makes a weapon appear as if it were enchanted with Rockbiter Weapon. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. 3 sec cast. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
• Illusion: Spellsurge Makes a weapon appear as if it were enchanted with Spellsurge. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. 3 sec cast. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
• Illusion: Striking Makes a weapon appear as if it were enchanted with Striking. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. 3 sec cast. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
• Illusion: Unholy Makes a weapon appear as if it were enchanted with Unholy. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. 3 sec cast. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
• Illusion: Windfury Makes a weapon appear as if it were enchanted with Windfury Weapon. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. 3 sec cast. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
• Mighty Stamina Permanently enchant a cloak to increase Stamina by 12 13. Cannot be applied to items higher than level 600. Enchanting. 1.5 sec cast. Reagents: Infinite Dust (15), Greater Cosmic Essence (2). Tools: Runed Copper Rod.
• Peerless Stats Permanently enchant chest armor to increase all stats by 4. Cannot be applied to items higher than level 600. Enchanting. 1.5 sec cast Instant. Reagents: Heavenly Shard (3), Maelstrom Crystal (3). Tools: Runed Copper Rod.
• Spellpower Permanently enchant a staff to increase spell power by 34 35. Cannot be applied to items higher than level 600. Enchanting. 1.5 sec cast. Reagents: Infinite Dust (12), Greater Cosmic Essence. Tools: Runed Copper Rod.
• Superior Haste Name Changed from Superior Expertise to Superior Haste

Engineering
• Grounded Plasma Shield Permanently attaches grounded plasma generators to your belt, allowing you to activate a powerful shield that absorbs 3,240 to 3,960 0 to 0 damage. (5 Min Cooldown) Engineering. 5 sec cast. Reagents: Tinker's Kit. Tools: Arclight Spanner.
• Mechanical Scorpid (New) Engineering. 1.5 sec cast. Reagents: Bottled Elements (10), Gearspring Parts (10). Tools: Arclight Spanner, Gyromatic Micro-Adjustor.

Inscription
• Laughing Tarot (New) Inscription. 3 sec cast. Reagents: Light Parchment, Warbinder's Ink (9). Tools: Virtuoso Inking Set.
• Ocean Tarot (New) Inscription. 3 sec cast. Reagents: Light Parchment, Warbinder's Ink (9). Tools: Virtuoso Inking Set.
• Savage Tarot (New) Inscription. 3 sec cast. Reagents: Light Parchment, Warbinder's Ink (9). Tools: Virtuoso Inking Set.

Jewelcrafting
• Secrets of Draenor Jewelcrafting (New) Cooldown resets daily. Jewelcrafting. 1.5 sec cast. 1 sec cooldown. Reagents: Blackrock Ore (5). Tools: Jeweler's Kit.
• Taladite Crystal Cooldown resets daily. May also generate Sorcerous Earth and/or Sorcerous Air Jewelcrafting. 1.5 sec cast. 1 sec cooldown. Reagents: Blackrock Ore (20), True Iron Ore (10). Tools: Jeweler's Kit.
• Taladite Crystal Can be performed up to three times in a row, but it takes 24 hours to recover 1 use. May also generate Sorcerous Earth and/or Sorcerous Air Jewelcrafting. 1.5 sec cast. Reagents: Blackrock Ore (20), True Iron Ore (10). Tools: Jeweler's Kit.

Leatherworking

Tailoring
• Cloth Scavenging Name Changed from Northern Cloth Scavenging to Cloth Scavenging. You sometimes find additional cloth from Northrend humanoids. Tailoring. humanoids. Tailoring.
• Fearsome Battle Standard (New) Tailoring. 2 sec cast. Reagents: Sumptuous Fur (5).
• Fearsome Battle Standard (New) Tailoring. 2 sec cast. Reagents: Sumptuous Fur (5).
• Hexweave Cloth Cooldown resets daily. May also generate Sorcerous Fire and/or Sorcerous Air. Tailoring. 2 sec cast. 1 sec cooldown. Reagents: Sumptuous Fur (20), Gorgrond Flytrap (10).
• Hexweave Cloth Can be performed up to three times in a row, but it takes 24 hours to recover 1 use. May also generate Sorcerous Fire and/or Sorcerous Air. Tailoring. 2 sec cast. Reagents: Sumptuous Fur (20), Gorgrond Flytrap (10).
• Inspiring Battle Standard (New) Tailoring. 2 sec cast. Reagents: Sumptuous Fur (5).
• Inspiring Battle Standard (New) Tailoring. 2 sec cast. Reagents: Sumptuous Fur (5).
• Secrets of Draenor Tailoring (New) Cooldown resets daily. Tailoring. 2 sec cast. 1 sec cooldown. Reagents: Sumptuous Fur (5).
• Sumptuous Cowl Name Changed from Hand Spun Hat to Sumptuous Cowl
• Sumptuous Leggings Name Changed from Hand Spun Pants to Sumptuous Leggings
• Sumptuous Robes Name Changed from Hand Spun Frock to Sumptuous Robes
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### Dev Interviews, Stormwind / Orgrimmar Transmog Sets, Blue Tweets, War of the Ancients

by Published on 2014-08-18 01:10 AM

John Hight Interview at Gamescom, Blue Posts Round-Up, Seasons Preview, UEE Stream VOD

Naxxramas Heroic Deck Guides, Weekly News Recap: News, Popular Ladder Decks, Community Videos; Zombie Ciao!

Warlords of Draenor - Developer Interviews
Blizzplanet had the opportunity to interview Tom Chilton at Gamescom last week. The highlights of the interview are below.

New Races
• "I am 100% sure we will do some new races at some point, in some other expansion that is coming up." (Source)

Garrisons
• Originally the team wanted to have all of the buildings affect your garrison's missions, but as they playtested it became clear that the buildings should have more of an impact on your gameplay out in the world. The garrison also was tied into the storyline more than originally planned.
• The team originally intended for you to learn how to use your garrison while leveling, and then offer more choices once you have reached maximum level. They realized that players wanted the flexibility earlier, so the experience has more choices early on now.
• Garrisons are getting closer to being done now, with the next beta build increasing the functionality of some of the buildings.
• The Gladiator's Sanctum is one building getting some new functionality.
• Players can do quests to earn rewards, such as collecting broken bones by defeating enemy players.
• Players will be able to target a specific race as their nemesis.
• There is also a free for all event that grants access to special armor that you can't get any other way.

Zones
• Players may not go to Farahlon during this expansion, it depends on if the content is relevant to the expansion.
• Bladespire and Karabor were giant spaces and there weren't enough to put into them to make them cities. For example, players would have had to run long distances between the bank and the auction house, which isn't a great gameplay experience. They had cool looking art, but that doesn't translate into usable cities.

Warlords of Draenor - Stormwind and Orgrimmar Transmog Sets
The Dwarven Bunker / War Mill building in your garrison has a vendor that sells Cosmetic transmog sets, including a nice Stormwind / Orgrimmar set. The set is sold for different Iron Horde scraps that drop from Iron Horde mobs in the world and dungeons.

Blue Posts
Originally Posted by Blizzard Entertainment
Why Would Horde Orcs Fight the Iron Horde?
I just don't understand the motive for Orcs to fight literally their own flesh and blood. If I was in WoW with my Orc lock I would not fight against the Iron Horde.
Some orcs have stood by Garrosh's side. You've seen and fought them in Siege of Orgrimmar; however, a majority of the orcs stood with the Horde and against Garrosh's vision of a "pure" Horde, one that is made entirely of, or at least entirely led by, orcs and orcs alone.

Why do humans fight against humans, or those within a nation against their neighbors? There are complexities that go beyond nation, or species, or race. I think it's a valid question: why would someone want to fight against their neighbor, or even their own family, and yet it happens every day.

In this case the Iron Horde threatens all of Azeroth. Anyone who stands with the Horde is the enemy. Wanting to break off from the Horde and side with the Iron Horde is... sure, a valid way to maybe RP your character (also certainly the desire of some of the characters in the game) and you can maybe even find some fun ways to explore that story line for your character, but it's not the story arc the game is intentionally telling for you or your character.

[i]Multiverse. The moment Garrosh went back an alternative timeline skewed off. Nothing in this alternate Draenor affects our timeline, except that Garrosh has opened a portal back to our universe to bring the Iron Horde through and murder us.

Is this still actually a confusion point? (Blue Tracker / Official Forums)

Garrison Follower Quality
We're clearly not communicating this well, but if you continue to level an uncommon follower beyond 100 they eventually become rare, and a rare eventually becomes epic.

Also, legendary followers aren't supposed to exist yet, is a bug that they were showing up in the inn. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
how many people are involved before a change is made to a class/spec please?
Depends upon the change. I'd say the average is 3-5. Only one person being involved is limited to tiny things that we know... (Celestalon)
...each other well enough to know we'd agree with. We are very collaborative. (Celestalon)

Not meant to be a loaded question, but the number of people disgusted by downtime added to their specs surely rings alarm bells?
The related thing is that people have trouble distinguishing two stacked changes. PTR characters have less haste, thus slower. (Celestalon)
And then, when people test out any change that affects speed, mentally, feeling-wise, they compare it to what they're used to. (Celestalon)
So, 20% less haste, plus 10% slower rotation = feels 30% slower than they're used to = EXCRUCIATING. (Celestalon)

Interesting psychological phenomenon:Build 1: This feels great.OK, now I'll slow it down by... 10%.Build 2: OMG EXCRUCIATINGLY SLOW!!! (Celestalon)
this confuses me. If something feels great, why slow it down?
In order to prevent scaling and rotational problems down the line, when they have more haste. (Celestalon)
Making specs un-fun to play compared to live, just to solve future numerical issues feels completely wrong.
Resetting power levels with each expansion is definitely something that feels bad to a lot of people. Wish we... (Celestalon)
...had a way to provide the scaling fun gameplay, without having power resets. (Celestalon)

What's your plan for perks? Seems like you rolled the troughput ones into the spells baseline.
Yes. We're switching to perks every *other* level, instead of every level. Most of the unused perks were 'baked in'. (Celestalon)
90+ perks every other level now, versus every level? Any insight on reasoning?
.Many of the perks we had were not turning out to be as exciting as had been hoped, and some were problematic designs. Changing... (Celestalon)

hey uhh is Unholy Might just like gone now? it is no longer in the Unholy DK spellbook.
Just hidden. (Celestalon)
all for simplifying spell books but stat alterations are probably something that should be listed somewhere.
The argument for hiding it is that it never matters to any decision you make. (Celestalon)
Information is never a bad thing to have though. Even if things like that are put into a separate tab.
That's actually deceptively false. Information *absolutely* is a bad thing when it hides more useful information. (Celestalon)
Can you datamine this info? Might not be useful in a spellbook, but the dedicated would be interested.
Yes. (Celestalon)

Monk (Forums / Skills / WoD Talent Calculator)
Hey, not to be bothersome but I was wondering if there was any way that Healing Spheres the ability could return?
No, it was simply too awkward and yet overpowered. The Mastery-based orbs, combined with Detonate Chi, should work well. (Celestalon)
I play as a windwalker actually and I just won't find much use out of Afterlife orbs
Ah, for a Windwalker, Surging Mist will fulfill the same role, but better. (Celestalon)

Paladin (Forums / Skills / WoD Talent Calculator)
new anim for seal of insight. can we expect new ones for blessings and other seals also??? they all feel really outdated
No further plans currently. The new Seal of Insight visual was sort of a happy accident; made for something else that we scrapped. (Celestalon)

Priest (Forums / Skills / WoD Talent Calculator)
Anything you can say about the removed Psychic Horror perk? Any compensation?
We felt it was an unnecessary change and we removed it. (holinka)
Agree it was too long but completly removing it? Priest CC is not very good. Talent options break too fast, MC is bad.
Shadow CC is quite good. Silence, Psychic Horror and a talent. (holinka)

Warrior (Forums / Skills / WoD Talent Calculator)
Any thoughts on having Slam baseline for Arms, but have the stacking feature a talent?
Don't plan to do that; prefer to keep baseline more simple, and give you more power to add depth via the talents. (Celestalon)

Character / Items
With the Dwarven Bunker selling Stormwind guard transmog-gear, any chance for guard gear of other factions to be included?
Adding tons of cosmetic gear right now might overload your bags in a bad way, trying not to go overboard quite yet (Muffinus)
On one hand, understandable. On the other, we want more. I hope in time the other races get their guard-gear.
Oh for sure, it's high on our list of features to get to ASAP. (Muffinus)

Proving Grounds
I haven't seen anything about the new proving grounds? R u using the old ones or they just not in yet?
Proving Grounds plan: Will still be in the Tiger Temple for now, but with new achievements for level 100. (Celestalon)
this is a real shame, was really looking forward to new PG's for WoD with many improved features
We're still planning improvements to it in the future. Some improvements will make 6.0: Scaling by gear. (Celestalon)

PvE
Will the mobs in LFR Molten Core be immune to fire? It's just not the same if it's not pointlessly difficult <3
Elemental immunities/resistances are one of the only things we "nerfed" in the name of playability. (WatcherDev)

Do your internal testers take turns being "that guy" in LFR, pulling everything in sight?
Reducing Golemagg's aggro radius is one of the other concessions I had to make. (WatcherDev)

.so is it for sure that WoD raids can be run by up to 30 people?
Very little is "for sure" but server performance has seemed fine so far with 30, so it's looking good. (WatcherDev)

PvP
any chance pvp titles and elig to buy classic gear will be acc-wide? Really'd like to use my conqueror on other chars!
No plans to bring that account wide. (holinka)

Any plans to mildly incentivize city raids again? People just aren't interested in the old achieve/mount rewards any more.
We don't have any plans right now. We think Ashran will provide a lot of that experience you might have had with those raids. (holinka)

Can you add legendary pvp weapons with cool effects, that require a lot of time spent in ashran to get and only work in ashran?
We experimented with Ashran only gear or time limited gear, but there were a lot of usability issues. Buffs are just clearer to use (holinka)

Hate to be nay-sayer, but I found Ashran to be a confusing mess. There is nothing explaining what to do or what POI are.
Would love to know more for sure. Did you receive any quests when you entered the zone? Did you complete them? Want to improve. (holinka)
I got a few 'talk to some NPCs', 'collect stuff for potions' and 'explore map' quests. But none of them explain the 'big picture'
Really the big picture is explore the island, kill everything, get rewards. Definitely want to hear feedback about it. (holinka)
We are trying to emulate Timeless Isle where you arrive at the island, get shown around then left to your own devices. (holinka)
it's a risk to not give a lot of explanation so knowing where we lost you helps. (holinka)

any idea where the pvp vendors on live will be? I was thinking maybe ashran hubs.
Conquest vendor will be in Ashran, Honor will likely be in the staging areas. (holinka)

If there isn't already, add a rating requirement for PVP. 2v2, 3v3, 5v5, 10v10 separate of course. Optional of course.
We'll allow players to add that in their description but we don't want to institutionalize requirements like that. (holinka)
Oh alright. I was just wondering because there's the minimal ilvl option. Thought it'd be nice to have one for rating.
Gear that can qualify you for a group can often be obtained on your own. Things like raiding achievements or rating cannot. (holinka)
It's possible that as players use this we see something just keeps coming up. We can iterate on it. (holinka)

Is it possible we can get the old WoW High Warlords gear. If we reach High Warlord in TM Vs SS??
We looked into transmogging you into that gear if you reached max level in the BG but it was a tremendous undertaking.Didn't make it (holinka)

What if the TM vs. SS will be a success? Will that make keeping the BG even after the event is over? We can never have too many BGs
I actually think you can have too many bgs (holinka)

Might have been asked: If popular in TMvSS, is there a chance that old honor system might return for good? Why was it removed?
The old honor system is not coming back. The SSvTM deathmatch has some nostalgic nods to the old system. (holinka)
.In SSvTM players go up in rank as they earn kills. But higher ranked players are worth more points. (holinka)
.Kill a rank 1, your team gets 1 point. Kill a rank 15, your team gets 15 points. (holinka)
Rank 15 = City Protector?
yeah I think we will only go to 14 actually (holinka)
Are people running around with a buff or number over their heads for rank or just get lucky on your kills?
They have a buff and when the die there's float combat text indicated how many points they were worth (holinka)
So, no chance at getting old legacy pvp titles from this?
.There isn't a plan to have anything in this anniversary event unlock the old PvP transmog sets. (holinka)
Will you keep your rank though? As in, when people kill you they see KB: Grand Marshal etc?
You lose one rank when you die. (holinka)

so how much of Hillsbrad will players be able to explore? Between SS and TM, or entire zone?
It's confined to the area between the two towns. We want you fighting, not running away from the fight. (holinka)

is Defense of the Alehouse still a thing?

Setting up VO for Ashran bosses Julianne Tremblade and Volrath as well as King Krong. They sound amazing! (holinka)
Is Ashran conceptually finished? Was hoping there would be some buff towers along the road/More incentive to kill generals.
We're still working on win conditions and rewards. (holinka)

Yeah. Feels like the lane stuff doesnt matter enough (I get that its not supposed to matter too much though)
We don't like that the battle outpaces the lane so often. Considering alternatives. We like the tug of war nature though. (holinka)
Yeah we like the big epci zerg that is happening. We just want all the events associated with tug of war to keep pace. (holinka)
Yeah the zerg is awesome, I think the other extras around the edges aren't getting much/enough/any attention. Not obvious enough?
Well the other thing about beta, is no one needs any gear. Most of the reward mechanisms are in the outside areas. (holinka)

the tug of war in the middle is great (agree sometimes it's too easy to take over, but I assumed this was due to # imbalance)
# imbalance is certainly a problem on beta. We're considering replacing the EotS control zones with AB style capture points. (holinka)
You cap, the fight then moves on to the next spot rather than it staying behind the actual battle. (holinka)
I think that's worth trying: if they can be capped if undefended with on-screen announcements that will draw players back as well
will they be progressive points where you can only cap the next if you cap the one prior?

Accurate. Also, can you elaborate on teh choice to not auto-place into a raid? People tend to not join raids and just go solo.
We want it to feel more like a zone than a battleground. (holinka)

Lore
So the veils in Outland, all absent in WoD, were they all a recent settlement in BC time?
Most of them would have been built after WoD, potentially after Draenor was shattered, by refugees from Arak. (_DonAdams)

Am I the only one who has thought about the lore behind Ashran? If Outland is a scarred Draenor, then why isn´t it in Outland?
We often shape lore to support gameplay. Perhaps Ashran was destroyed in the Shattering...or perhaps something else. (holinka)
I see your point. Though, I find it kind of strange how there is no lore what so ever behind it.
We're hoping to develop the story of the Ashran throughout the expansion. (holinka)

Were the Apexis winged just as the Adherents are in WoD?
Yes, they were not cursed and did not partake in the barbaric practice of throwing each other into the blood (_DonAdams)

Why do all of the Warlords of Draenor have red skin if they didn't end up drinking the blood of Mannoroth? Grom was green in WC3
The concept art may be a little misleading - in game, the warlords have natural orc skin tones of dark brown or grey. (_DonAdams)

What is the current status of the Klaxxi and mantid in Pandaria now that the paragons are dead? An RPer would like to know
A new queen will come to power when she hatches. It's kind of anarchy until then I imagine. (DaveKosak)

Reputation / Questing
Will Bonus objectives in the world have a description? Just having tracker and reward feels strange. Miss the quest text
The intent with Bonus Objectives is to present tasks that don't need explanation. There are still plenty of quests out there! (_DonAdams)
They're not supposed to be obligatory to get out of the zone, are they?
No - we are still tuning XP. Spires is coming up a bit short, it seems. Will adjust! (_DonAdams)

Garrisons
Why a follower limit? It's a blow to those of us who want more then a 20 person army
Exact amount is in discussion, keep sending feedback. We do want a limit to make choosing who to have in your army a thing. (Muffinus)
I don't like kicking followers I've earned through questing and adventures for random legendary ones from the tavern
No followers will be legendary at launch, every follower can eventually become epic through max level+ xp (Muffinus)

Free Copies of Mists of Pandaria
It looks like accounts that didn't have Mists of Pandaria recently had a chance to be awarded a free copy of the expansion, which is now $10. Originally Posted by Blizzard (Blue Tracker) Until this promotion, the people counseling you may have been compromised were absolutely correct. That would have been my first thought as well. There is a recent promotion, certain licenses were upgraded - and you should have received an email at your registered address. Really nothing I can add to this, if your license was selected - Gratz! WoW Machinima: War of the Ancients - The Well of Eternity Keytal finally released a machinima he has been working on for years! If it is blocked in your country, you can watch it here.  Tweet ### Raid Release Schedule, Mists of Pandaria on Sale, UK Subscription Price Increase by Published on 2014-08-15 04:27 PM Update (1:15 PM EST): Added some additional clarifications from Watcher and UK Subscription price changes. Gamescom Interview - Raid Release Schedule Our friends over at Vanion had the chance to talk to Tom Chilton again during Gamescom and came away with some interesting details. The highlights of the interview are below. Raids • Raids will open roughly two and a half weeks after the expansion releases. This will give players time to level and enjoy some dungeons and other content before they move on to raiding. • Normal and Heroic will open first, with Mythic and LFR starting to open the following week. • Blackrock Foundry will open some number of weeks later. (4 weeks for MSV before HoF opened was too short - WatcherDev) • Grommash is really the final boss! When players get to the Grommash fight, they will see that it is a completely different fight from the Garrosh fight in Siege of Orgrimmar. • There will be more than just Orcs in the raids. For example, there will be a heavy Legion influence in the raid that has Grommash Hellscream. Items • The legendary items (other than the ring) will most likely come from defeating really difficult content. • Warlords will have more activated trinkets compared to Mists of Pandaria. • Challenge modes will reward players with transmog weapons for Gold, a mount for Silver, and a title for Bronze. (WatcherDev) • Challenge modes will have a daily quest that can reward Raid Finder quality loot. This will give players a reason to do Challenge modes while they wait for raids to open. (WatcherDev) Garrisons • Depending on what buildings your Garrison has, there will be different relevant content out in the world. • If you build the Inn, you will have a dungeon daily quest in the Inn, similar to the Wrath of the Lich King dungeon daily quests. • There are four tiers of Garrison missions for your followers, giving followers increased item levels and access to better missions each tier. Eventually you will have access to a mission that rewards raid quality loot every couple of weeks. Misc • Armistice Day is on the Tuesday of the release week, which is why they went with Thursday instead of Tuesday for release this time. • The team has talked about doing an updated version of Karazhan, but it was created as a 10 player raid. There isn't space for 30 players. Gamescom Dev Interview Gamona also had an opportunity to talk to Tom Chilton at Gamescom. The highlights of the interview are below. • Patch 6.0 is coming roughly a month before the November 13 release date. • Warlords of Draenor took longer than anticipated to create, by roughly 6 months. Getting the new members of the team up to speed took longer than anticipated and slowed things down. A group is already working on the next expansion though, so hopefully there won't be another long gap next time. • Moving your Garrison is still something that would be nice to do in a content patch. Players will most likely want the ability to move the garrison after they have had it in the same place for a few months. • Rather than armor dyes, the team has made multiple color variations of armor sets and provided different ways for players to earn them. A dye system might cause the team to lose a little bit too much control over the way the world looks. Players coming into the game shouldn't see everyone wearing crazy neon colors or something like that. UK Subscription Price Increase - Secure Your Current Price for Two Years It looks like UK subscribers have a price increase coming, but players can lock in their price for two years if they keep their subscription active. • 30 Days - Increased to £9.99 from £8.99. • 90 Days - Increased to £28.17 from £25.17. • 180 Days - Increased to £52.14 from £46.14. Originally Posted by Blizzard (Blue Tracker / Official Forums) We regularly look at our pricing around the world and from time to time we make changes in light of local and regional market conditions. As such, we want to give everyone a heads-up that we will shortly be adjusting the pound sterling subscription price of World of Warcraft. The new price for recurring subscriptions will be £9.99 for 30 days, £28.17 for 90 days, and £52.14 for 180 days. The suggested retail price of the 60-day prepaid time card will be £20.99. As a thank you for current World of Warcraft subscribers, we guarantee that players with recurring (auto-renewing) subscriptions at the time of the price change will retain their current price for two years, as long as they remain in the same recurring subscription without interruption. This applies to anyone who is already in, or signs up for, a recurring subscription prior to the price change, which is scheduled to take place at the Warlords of Draenor release. We will reach out to relevant players approximately two months prior to the price change with a reminder. World of Warcraft: Mists of Pandaria – Now Only €9.99! The new$9.99 price is not reflected in the US Shop just yet, but will likely appear soon.
Originally Posted by Blizzard (Blue Tracker / Official Forums)

Unlock the mysteries of the lost continent and discover the dark secrets of Pandaria’s past. Explore ancient kingdoms hidden since before the Sundering, plunder vast treasures from the depths of forgotten vaults, and rise to defend Pandaria from the shadow of a long-buried evil—now for only €9.99 or £7.99. What are you waiting for? Download now from the Battle.net Shop.
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### Warlords of Draenor Cinematic and Release Date - November 13, 2014

by Published on 2014-08-14 05:19 PM

Update (8:00 PM EST): The Collector's Edition of Warlords of Draenor is now available for purchase. New Box Art has also been posted!

Update (6:00 PM EST): The final boss of Warlords, legendary items, a transmog revamp, and more were discussed in this Gamescom interview.

Update (5:15 PM EST): Players will have ample time to level from 90 to 100 and experience the anniversary content (Source).

Update (4:25 PM EST): Prepare for Battle: The Pre-Expansion Iron Horde Incursion

Warlords of Draenor Release - November 13, 2014
Warlords of Draenor will be released the Thursday after Blizzcon!

Warlords of Draenor Release - November 13, 2014
An updated features trailer for Warlords of Draenor was also released today.

Lords of War - Animated Miniseries
This is similar to The Burdens of Shaohao miniseries for Mists of Pandaria. You can find a teaser for upcoming episodes here.

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### Explore the Warlords of Draenor Collector’s Edition, Box Art

by Published on 2014-08-14 05:17 PM

Update: The Digital Deluxe edition will also have Hearthstone card backs.

Explore the Warlords of Draenor Collector’s Edition
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Want to level up your Warlords of Draenor experience? Take a look inside the Collector’s Edition, which contains a host of rare and commemorative items to aid your epic struggle against the might of the Iron Horde.

Check with your local retailer for additional details and availability—and if you’re hoping to score a copy, be sure to lock in your preorder soon, because supplies are limited.

The Warlords of Draenor Collector’s Edition includes:

• World of Warcraft: Warlords of Draenor — Get the full version of Warlords of Draenor on DVD-ROM.
• Behind-the-Scenes DVD and Blu-ray Two-Disc Set — Meet the development team behind the creation of Draenor and its savage warlords. This two-disc set includes over an hour of creators’ commentary, insider interviews, and developer roundtables.
• Collector’s Edition Soundtrack — Immerse yourself in the sounds of war with the complete Warlords of Draenor orchestral soundtrack on CD.
• The Art of Warlords of Draenor — Witness the visual evolution of the expansion in this beautifully bound tome of exclusive Warlord of Draenor art. Through 160 pages of concept pieces, finished illustrations, and CG images, you'll delve into the art team’s vision for a Draenor under siege by the apocalyptic threat of the Iron Horde.
• Blackhand Mouse Pad — Arm yourself with a special-edition mouse pad emblazoned with the deadly warlord Blackhand.
• Epic In-Game Content
• World of Warcraft Dread Raven Mount and Dread Hatchling Pet — Descend from the skies on the back of a black-winged Dread Raven mount, a mortal progeny of Anzu. Then devour your prey in your next pet battle with the adorably ferocious Dread Hatchling.
• StarCraft II Portraits — Summon the strength of two deadly Iron Horde war chiefs—Grommash Hellscream and Blackhand—as you take on the Dominion with these two StarCraft II portraits.
• Diablo III Warsong Pennant — Don this battle-worn pennant and channel the rage of the Warsong Clan against the demonic forces of Sanctuary.
• Hearthstone Card Back — Your adventures in Draenor will be the talk of the tavern after outfitting your champion’s deck with this custom card back forged in the fires of Blackrock.

Remember, one character boost to level 90 is included in the Collector’s Edition, retail and digital standard editions, and Digital Deluxe Edition of the Warlords of Draenor expansion. For more information on the content and features, check out our Warlords of Draenor web page.

Warlords of Draenor Collectors Edition on Sale Now
The US version of the Collector's Edition is now being sold for \$90 on Amazon.

Warlords of Draenor Box Art
Amazon also has nice high res versions of the Warlords of Draenor Box Art.

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