Overwatch Patch Notes - April 6, 2020

Shadowlands - Covenant Class and Signature Abilities Preview
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Four ruling powers control the Shadowlands, each of which is in desperate need of aid from the heroes of Azeroth. In exchange for your help, the Covenants are willing to share a piece of their power and access to the rewards and other blessings, boons, or temptations they have to offer.

As you level up on your initial journey through each of their domains, you’ll get to experience the abilities they have to offer firsthand—before you ultimately choose the Covenant you wish to dedicate yourself to.

  • Kyrians: The denizens of Bastion, these angelic beings embrace humility and service to their order.
  • Necrolords: Comprised of liches, warlords, and spies, the Necrolord Covenant calls Maldraxxus home. They make up the army that defends the Shadowlands.
  • Night Fae: Guardians of nature, the Night Fae inhabit Ardenweald and shepherd beings through the cycle of life and death. It was through their aid that the demigod Cenarius was able to make his return to Azeroth during the events of the Cataclysm.
  • Venthyr: Making their home in Revendreth, the vampiric Venthyr are the punishers of the unworthy, seeking to rehabilitate the sinful souls sent to them by the Arbiter.

When the time comes to ally with one of these four, you’ll want to carefully consider the abilities the Covenant will provide you. Each provides two abilities tailored to the theme of the Covenant. The first of these is the Covenant’s signature ability, which is available to all Covenant members regardless of class, race, or specialization. This ability helps you explore and engage with the world in new ways, and gives you a unique tool to help solve the problems you encounter in the Shadowlands. The second of these abilities is specific to your class, and gives you a new spell or power to use in combat.

To give you an idea of what to expect, we’ve put together a list with the Covenant signature abilities and class abilities. Please keep in mind that these are a work in progress and may have additional changes during the course of development and testing, so all abilities shown here are subject to change.

Covenant Signature Abilities

Covenant - Kyrian

Signature Ability - Summon Steward
  • Call your steward to bring you a Phial of Serenity that can be consumed to restore some of your health and remove all Curse, Disease, Poison, and Bleed Effects.
  • Your Steward additionally offers access to a selection of useful amenities, each once per day.

Covenant - Venthyr

Signature Ability - Door of Shadows
  • Wend through the shadows, appearing at the targeted location.

Covenant - Necrolord

Signature Ability - Fleshcraft
  • Form a shield of flesh and bone that prevents damage equal to a portion of your maximum health. Standing near the corpse of a defeated enemy when the ability is cast will create a larger shield.

Covenant - Night Fae

Signature Ability - Soulshape
  • Turn into a Vulpin, increasing movement speed. You may reactivate Soulshape to teleport a short distance forward.
  • Additional cosmetic forms can be earned and collected through a variety of gameplay.
  • While out in the world, this effect has a short duration before it wears off, but lasts indefinitely while in a rest area.

Aligning with a specific Covenant provides access to class abilities that provide additional combat-oriented gameplay options that are tailored to the theme of that Covenant. Every Covenant offers an ability for each class, but note that some Covenant class abilities are still in development and are not currently represented in the chart.

Bastion Covenant abilities shown for: Priest and Warrior.



Covenant Class Abilities

Death Knight
  • Shackle the Unworthy (Kyrian) - Admonish your target for their past transgressions, reducing the damage they deal to you and dealing Arcane damage over time. Shackle the Unworthy's cooldown is reduced when you damage the affected enemy with a Rune-spending attack.
  • Swarming Mist (Venthyr) - A heavy mist surrounds you, increasing your chance to dodge. Deals Shadow damage over time to enemies within range. Every time it deals damage you gain additional Runic Power, up to a maximum amount.
  • Abomination Limb (Necrolord) - Sprout an additional limb for a limited time, dealing Shadow damage to nearby enemies. If an enemy is farther away from you, they are pulled to your location.
  • Death’s Due - (Replaces Death and Decay). Corrupts the targeted ground, causing Shadow damage over a duration of time to targets within the area. Affected enemies deal reduced damage to you (up to a maximum amount) and their power is transferred to you as an equal amount of Strength. While you remain within the area, your Necrotic Strike and Heart Strike will hit additional targets. Scourge Strike and Clawing Shadows will hit all enemies near the target.

Demon Hunter
  • Elysian Decree (Kyrian) - Carve runes into the ground in front of you, which detonate to deal Arcane damage and shatter Lesser Soul Fragments from enemies.
  • Sinful Brand (Venthyr) - Brand an enemy with the mark of the Venthyr, reducing their melee and casting speeds and inflicting Shadow damage over time. Activating Metamorphosis applies Sinful Brand to all nearby enemies.
  • Necrolord - Work in Progress
  • The Hunt (Night Fae) - Charge to an enemy, inflicting Nature damage and rooting them. The target is marked for a period of time, increasing your Fury from Demon's Bite and Shear against them. You may reactivate The Hunt every 30 seconds to teleport behind the marked target and ignoring line of sight.

Druid
  • Kindred Spirits (Kyrian) - Form a bond with an ally. On a cooldown, you may empower the bond for a period of time, granting you an effect based on your partner’s role, and granting them an effect based on your role.
  • Ravenous Frenzy (Venthyr) - For a period of time, Druid spells you cast increase your damage, healing, and haste by a percentage, stacking. If you spend a period of time idle, the Frenzy overcomes you, consuming a percentage of your health per stack, stunning you, and then ending.
  • Adaptive Swarm (Necrolord) - Command a swarm that heals or deals Shadow damage to a target and increases the effectiveness of your periodic effects on them. Upon expiration, travels to a new target within range, alternating between friend and foe up to a set number of times.
  • Convoke the Spirits (Night Fae) - Call upon the Night Fae for an eruption of energy, channeling a rapid flurry of 16 Druid spells and abilities over 4 seconds. You will cast Moonfire, Wrath, Regrowth, Rejuvenation, Thrash, Rake, Shred, and Ironfur on appropriate nearby targets, favoring your current specialization.

Hunter
  • Resonating Arrow (Kyrian) - Fire a resonating arrow to the target location and fill the area with echoing anima. The effect causes your attacks to ignore line of sight to enemies in the area, and you have an increased critical strike chance against them.
  • Flayed Shot (Venthyr) - Fire a shot at your enemy, causing them to bleed Shadow damage over a period of time. Each time Flayed Shot deals damage, you have a chance to gain Flayer's Mark, causing your next Kill Shot to be usable on any target, regardless of their current health.
  • Death Chakram (Necrolord) - Throw a deadly chakram at your current target which will rapidly deal additional Shadow damage. Each time the chakram damages a different target, its damage is increased, and you generate additional Focus.
  • Night Fae - Work in Progress

Mage
  • Radiant Spark (Kyrian) - Conjure a radiant spark that causes Arcane damage instantly and additional damage over time. The target takes a percentage of increased damage from your direct damage spells, stacking each time they are struck. This effect ends after a number of spells.
  • Mirrors of Torment (Venthyr) - Conjure mirrors to torment the enemy for a time. Whenever the target casts a spell or ability, a mirror is consumed to inflict Shadow damage and their movement and cast speed are slowed. The final mirror will instead inflict Shadow damage to the enemy, Rooting and Silencing them for some time.
  • Deathborne (Necrolord) - Transform into a powerful Skeletal Mage for a period of time. While in the form of a Skeletal Mage, your Frostbolt, Fireball, and Arcane Blast are greatly enhanced, and your spell damage is increased.
  • Shifting Power (Night Fae) - Draw from the ground beneath you for a period of time, dealing Nature damage over time to nearby enemies. While channeling, your ability cooldowns are reduced.

Monk
  • Weapons of Order (Kyrian) - For a short duration, your Mastery is increased by a percentage. In addition: Windwalkers’ Rising Sun Kick cooldown is reset instantly, and your Rising Sun Kick reduces the cost of your Chi abilities; Brewmasters’ Keg Smash cooldown is reset, and enemies hit by Keg Smash take increased damage from you (stacks up to a set amount); Mistweavers’ Essence Font cooldown is reset instantly and heals nearby allies on channel start and end.
  • Venthyr - Work in Progress
  • Bonedust Brew (Necrolord) - Hurl a brew created from the bones of your enemies at the ground, coating all targets struck for 10 seconds. Your abilities have an additional 15% chance to affect the target a second time with 25% effectiveness as either Shadow damage or healing.
    • Brewmaster: Tiger Palm and Keg Smash reduces the cooldown of your brews by an additional 1 second when striking enemies affected by Bonedust Brew.
    • Windwalker: Spinning Crane Kick refunds 1 Chi when striking enemies affected by Bonedust Brew.
    • Mistweaver: Gust of Mist provides additional healing to allies affected by Bonedust Brew.
  • Night Fae - Work in Progress

Paladin
  • Divine Toll (Kyrian) - Instantly cast Holy Shock, Avenger's Shield, or Judgment on several targets within range (based on your current specialization).
  • Ashen Hallow (Venthyr) - Hallow the target area, dealing Shadow damage split among enemies and restoring health split among injured allies over time. The land remains filled with anima, causing additional Shadow damage to all enemies. You gain the benefits of Consecration while within the area.
  • Necrolord (Necrolord) - Work in Progress
  • Night Fae - Work in Progress

Priest
  • Boon of the Ascended (Kyrian) - Gain the Boon of the Ascended, granting access to Ascended Nova and Ascended Blast, and increasing your movement speed. Both abilities damage your enemies, heal your allies, and build power that will erupt in a powerful explosion of damage and healing at the end of Boon of the Ascended’s duration.
  • Mindgames (Venthyr) - Assault an enemy's mind, dealing Shadow damage and briefly reversing their perception of reality. For a period of time, the next damage they deal will heal their target, and the next healing they do will damage their target.
  • Unholy Nova (Necrolord) - An explosion of dark energy heals nearby allies and infects nearby enemies with Unholy Transfusion.
    Unholy Transfusion deals Shadow damage over time. Enemies who damage this target receive healing.
  • Night Fae - Work in Progress

Rogue
  • Echoing Reprimand (Kyrian) - Deal Arcane damage to an enemy, extracting their anima to Animacharge a combo point. Damaging finishing moves that consume the same number of your combo points as your Animacharge deal damage as if they consume 7 combo points.
  • Slaughter (Venthyr) - Slaughter the target, causing Physical damage. The target's anima mixes with your lethal poison, coating your weapons for the next 5 minutes. Slaughter Poison deals Shadow damage over time and steals a percentage of healing done to the target. This also awards combo points.
  • Serrated Bone Spike (Necrolord) - Embed a bone spike in the target, dealing Physical damage over time until they die. Attacking with Serrated Bone Spike causes all of your active bone spikes to fracture and strike your current target, increasing initial damage by a percentage per spike.
    Unholy Transfusion deals Shadow damage over time. Enemies who damage this target receive healing.
  • Night Fae - Work in Progress

Shaman
  • Vesper Totem (Kyrian) - Summon a totem at the target location for 30 seconds. Your next 3 damage spells or abilities will cause the totem to radiate Arcane damage to enemies near the totem and your next 3 healing spells will heal up to 6 allies near the totem. Casting this ability again while the totem is active will relocate the totem.
  • Chain Harvest (Venthyr) - Send a wave of anima at the target, which then jumps to additional nearby targets. Deals Shadow damage to enemies and restores health to allies. For each target critically struck, the cooldown of Chain Harvest is reduced.
  • Primordial Wave (Necrolord) - Blast your target with a Primordial Wave, healing an ally or dealing Shadow damage and applying Flame Shock to an enemy.
    • Elemental: Your next Lava Burst will also hit all targets affected by your Flame Shock.
    • Enhancement: Your next Lightning Bolt will also hit all targets affected by your Flame Shock.
    • Restoration: While an ally is targeted, Primordial Wave will cast Riptide. Your next Healing Wave will also hit all targets affected by your Riptide.
  • Night Fae - Work in Progress

Warlock
  • Scouring Tithe (Kyrian) - Deal Arcane damage instantly and additional Arcane damage over time. If the enemy dies while affected by Scouring Tithe, you generate additional Soul Shards. If they survive, Scouring Tithe's cooldown is refreshed.
  • Impending Catastrophe (Venthyr) - Call forth a cloud of chaotic anima that travels to the target enemy, dealing Shadow damage to enemies within their path. When the anima reaches the target it explodes, inflicting a random Curse and dealing Shadow damage to all nearby enemies.
  • Decimating Bolt (Necrolord) - Hurl a bolt of shadow magic at your target, dealing Shadow damage and increasing the damage of your next Incinerates, Drain Souls, or Shadow Bolts. Decimation Bolt's damage, and the bonus to Incinerate, Drain Soul, or Shadow Bolt both increase as your target's health decreases.
  • Soul Rot (Night Fae) - Expend some of your health to wither away all life force from your current target and up to 3 additional targets nearby, causing them to suffer Nature damage over 8 seconds. Additionally, casting Drain Life will also hit any enemy affected by your Soul Rot.

Warrior
  • Spear of Bastion (Kyrian) - Throw a Kyrian spear at the target location, dealing Arcane damage instantly, dealing additional damage over time, and generating Rage. Enemies hit are tethered to Spear of Bastion's location for the duration
  • Condemn (Venthyr) - (Replaces Execute) Condemn a foe to suffer for their sins, causing Shadow damage. Only usable on enemies who are above 80% health or below 20% health. The primary target is weakened, preventing a moderate amount of damage they would deal to you. If your foe survives, a portion of the Rage spent is refunded.
  • Conqueror’s Banner (Necrolord) - Brandish the banner of the Necrolords, increasing your movement speed and causing Mortal Strike, Raging Blow, and Shield Slam to grant you Glory. Killing an enemy grants additional stacks of Glory. Reactivating this ability plants the banner in the ground, granting an increased amount of maximum health and additional attack speed to you and your allies within range of the banner. Lasts additional time per Glory, up to a maximum amount.
  • Night Fae - Work in Progress

We look forward to sharing more information as development continues, and we hope this preview helps you find the Covenant that’s right for you.

Which Covenant is your current choice? Join the discussion on the forums.
This article was originally published in forum thread: Shadowlands - Covenant Class and Signature Abilities Preview started by Lumy View original post
Comments 205 Comments
  1. JestersShadow's Avatar
    Please remove the abilitys and just do cosmetics with tramsmogs or something
  1. MiiiMiii's Avatar
    I wanted to go Kyrian Shaman but the Venthyr ability looks much more fun than the totem...

    "You want a totem that makes some abilites do more dmg? Or a literall combined Chain Heal and Chain Lightning???"
  1. Daedius's Avatar
    Some of them seem only useful for PvP, such as Mindgames for Priest...
  1. Ielenia's Avatar
    Quote Originally Posted by Scrod View Post
    No way. There are other ways to do it.
    Such as...?

    First of all, rent a power starts out feeling crappy because your class is very bland.
    That is basically how it always feels at the beginning of an expansion while you're leveling.

    And all this fear about ability bloat is massively overstated.
    You forget we went through two ability purges already in this game. It's not "massively overstated".

    Classes get reworked all the time, it's ok to remove a few things in order to add others. Rent a power is just doing that on a slower time cycle, where they remove all the old powers instantly, then you SLOWLY get the new ones over time.
    Okay. So what is the difference between "rental powers" and classes getting "reworked each expansion, losing and gaining new powers"?
  1. Kathranis's Avatar
    Some of these are really cool, and some of these are, well, pretty lame. I hope that they go through some revisions before hitting live.


    Quote Originally Posted by longevity View Post
    this game has too much grind for grind's sake instead of grind for the sake of fun progression

    yes this type of extra system design to add more grinds has only come about largely in the last 2 xpacs
    These abilities are unlocked as soon as you choose your Covenant and there is no infinite grind resource planned for SL, only a Valor style currency with a weekly cap that is used to unlock Soulbind talents and other rewards. At least that was the plan in November.
  1. babyback's Avatar
    Quote Originally Posted by longevity View Post
    joy more rental talents instead of permanent progression

    this game has too much grind for grind's sake instead of grind for the sake of fun progression

    yes this type of extra system design to add more grinds has only come about largely in the last 2 xpacs

    There is literally zero grinding to be done to acquire the new abilities.
  1. Lucavian's Avatar
    Quote Originally Posted by Daedius View Post
    Some of them seem only useful for PvP, such as Mindgames for Priest...
    Depends on how it works. Imagine using it on a boss before he does a big ability that you usually have several ppl soak. So now that heals instead?
  1. shade3891's Avatar
    Double post
  1. bloodykiller86's Avatar
    Quote Originally Posted by shade3891 View Post
    To make the game less stale over a longer period of time. But I agree it feels bad to lose stuff.
    replied to the wrong person? lol

    - - - Updated - - -

    Quote Originally Posted by Highjinks View Post
    temporary power gains again... sigh.
    see i hate this comment because its very stupid. you know why? because old system had them redoing classes entirely every expansion lol IT WAS THE SAME EFFING THING! This way it makes shit easier because its essentially a temporary addon and classes that were already good don't need massive reworks. Like Fury is awesome atm the rotation flow beautifully compared to Legion where it was fun, but the down times suckeeeddddd
  1. Darknessvamp's Avatar
    The only way I see these Class Abilities working is if they give access to all the abilities at once but only one can be selected at a time with it separate from the Covenant Pledge system. Sort of like a Boon of the Covenant granted upon completing their associated Zone's Story Quest Line and you can select the one you're using from something functionally similar to the Netherlight Crucible in Oribos with like a small time limit/minor cost to limit how often a Player changes their Covenant Class ability then they could have most of the Signature Covenant Pledge stuff separate whilst making balancing and customisation less of an issue.
  1. bloodykiller86's Avatar
    Quote Originally Posted by Scrod View Post
    The difference is that long period at the start of the expansion where your class feels like shit. When MoP came out it was cool to see all the new abilities/talents pop in. When BFA came out we just lost stuff. The entire new expansion process has a terrible feeling of negative progression. It used to be that you felt like you fighting more powerful enemies and that was why things were harder, and now it just feels like you're getting weaker because the same adds you crushed at 111 are much harder at 119.

    - - - Updated - - -



    Proof of this? I would be shocked if it were true. The whole game is about grinding for carrots now.
    ahh yes....you get weaker for what is like a week of leveling....oh idk the same exact thing you felt as you were leveling in any expansion prior to this type of system lol we can't be gods starting in a new expansion, that's just stupid.
  1. shade3891's Avatar
    Quote Originally Posted by Jasper Kazai View Post
    I don't get why they're so fixated on giving us temporary abilities each expansion that go away at the end. What's the point? It makes it all feel ultimately pointless.
    To make the game less stale over a longer period of time. But I agree it feels bad to lose stuff.
  1. Kithelle's Avatar
    Quote Originally Posted by Wheeler View Post
    You'll be singing a different tune when you roll up to groups in the "Wrong" covenant and get removed. Or when you can't clear much of Torghast because Blizzard decided to nerf your covenant into the dirt.

    Getting these right is good for ALL of us. Not just good for the people that do WQ's and pet battles and call it a week.

    We as a community need to REALLY test these things out and do everything we can to help them succeed with these, because if we don't - They'll screw it up and SL will be another monumental failure. If it goes well - Everyone's happy.
    Even if they were well balanced you'll probably have assholes that will act just like this...because don't you know every player is a mythic record chaser
  1. Hyeonh's Avatar
    Big question is if the Devs will actually listen to feedback, past few years they have been stubbornly ignoring our feedback in Alphas, beta and ptr runs until it gets added to live and it turned out as much as a bad idea as feedback from testors have suggested.
  1. meowfurion's Avatar
    *YAAaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaawwwwwn*

    This is worth an entire expansion...?
  1. Ielenia's Avatar
    Quote Originally Posted by Scrod View Post
    The difference is that long period at the start of the expansion where your class feels like shit. When MoP came out it was cool to see all the new abilities/talents pop in. When BFA came out we just lost stuff.
    BfA gave you "early tier set bonuses" in the form of Azerite Gear. Not the same thing, and a bit underwhelming, I agree, but we don't know how the progression will be in Shadowlands.

    The entire new expansion process has a terrible feeling of negative progression. It used to be that you felt like you fighting more powerful enemies and that was why things were harder, and now it just feels like you're getting weaker because the same adds you crushed at 111 are much harder at 119.
    It's called "level scaling" and it allows us to pick and choose our own leveling path instead of following a fixed path every single time. And this "we fought more powerful enemies" reasoning falls apart when you consider, for example, that before "level scaling" was a thing, the giant rock mobs you'd fight at the upper left corner of Hellfire Peninsula are less powerful than a simple blood elf in Netherstorm. At least by your reasoning. Because it's all a gameplay illusion. They're not "more powerful".
  1. prwraith's Avatar
    I don't recall feeling this meh about an expansion in ages.
  1. skynet1990's Avatar
    Funny like Hell breaks loose after the first Alpha notes where like 30 percent of the Abilities are missing. People net to step down a little. Before Legion no Class hat an answer to everything even if some got pretty close. It is okay that the Covenant Abilites for all diverse. They all have their place and its your job to maximize the effect.
    The Class specific ones could be ok too depending if Content will be reworked too. Some issues are there are (Only DPS wise) some better for AoE and some better for single Target. We have to wait if it will really matter.
  1. Daedius's Avatar
    Quote Originally Posted by Lucavian View Post
    Depends on how it works. Imagine using it on a boss before he does a big ability that you usually have several ppl soak. So now that heals instead?
    No doubt there'll be a cap.
  1. Gurg's Avatar
    Quote Originally Posted by javierdsv View Post
    Oh, so chosing a covenant will not be based on what you like, but what you sim best for your spec.

    This is going to suck, unless you can pursue a different covenant allegiance after you're done or advanced with your first.

    They NEED to let you go for all covenants and let you switch between them if they want this to be appealing.
    And even so, it will be very non alt friendly... but we are already used to this right?

    My suggestion to them would be to: Make the class specific abilities an unlockable TALENT in the same row if you complete all that covenant content, and let you unlock them all. So when you finish the content of all 4 covenants you have 4 talents to choose on the same row.
    Well, Blizzard preaches that choice of covenant is up to players, but sadly we all know thats not how this game works.
    So yes, by the looks of it - Covenant choice sadly depends on your main spec.

    For instance, like i mentioned earlier, look at DKs "Swarming Mist" Covenant ability and then look rest of them. Swarming Mist looks like obvious choice in all cases. Or warriors "Conqueror’s Banner" ability for group play or "Condemn" for soloing. Conqueror’s Banner looks far too good for most cases again due to sheer utility.

    They did say that you can switch Covenants, and progress with new one keeping the progress on old. However it will not be easy, nor cheap, as its not intended for us to swap Covenants frequently.
    In addition, all covenant cosmetics are covenant locked so you wont be able to use covenant transmog that you earned if you are not specced into that covenant.

    Honestly, Covenants should be scrapped in their current form.
    My idea was that we should get another talent row with unlockable talents as we cap covenant progression - with 4th Covenant being class wide ability.
    Picking and sticking a covenant would provide boost to talent that you unlocked via that covenant, with minor boots to other talents as well. mostly passive.
    This way you would experience all zones and covenants, but also have a goal for your progression. In addition, not having "optimal" covenant wouldn't hurt as much as it is in current iteration.

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