Shadowlands - Build 35598

Shadowlands Beta - Additional Priest Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
In the last two builds of the Shadowlands Beta, we’ve made further changes to Shadow to address feedback, and to further refine the core spec changes in Shadowlands. Most of these changes are adjustments to talents and spells to bring them more in line, such as Surrender to Madness, which we feel has been too powerful in too many situations.

Damage and Insanity Tuning
In the previous build, you may have noticed that we changed the damage values of various spells on the Shadow Priest. The goal here is to rebalance the spells among each other. For example, how much more damage should Vampiric Touch deal than Shadow: Word Pain? Players should now see a more healthy spread of how much damage each of their spells contributes.

Specifically tuning the Priest in contrast to the other DPS specs will come in a future build.

Additionally, we’ve modified the Insanity values that are generated from many different spells. We feel that Insanity generation is a bit high, but we’re mindful of players positive feelings of the cadence of the rotation.

Legacy of the Void
We want the Legacy of the Void talent to be available for Priests who are fond of the current live Void Form gameplay, and also a viable choice depending on the situation. We recognize that the talent had issues with the revamp design of Void Form and Void Eruption, and made some changes. It now has the ramping haste mechanic players are familiar with. We’ve also added an interact with Devouring Plague, causing your Void Bolt (while specced into LotV) to add duration to Devouring Plague. This may be too powerful, but let us know what you think.

Void Eruption
We’ve removed the Insanity threshold requirement needed to cast Void Eruption, as it doesn’t make as much sense with the new gameplay.

Some additional thoughts:

Devouring Plague is currently healing for too much, and we’re hotfixing the Beta to put it back to its former tuning of healing the Priest for 50% of the damage done. The Beta hotfix will also restore Vampiric Touch to heal the Priest for 50% of its damage done.

Void Bolt is currently extending the duration of Devouring Plague at a greater duration than intended. We’re working on a Beta hotfix to change the design of Legacy of the Void to refresh the duration of Devouring Plague on the target of Void Form, rather than extending the duration of the DoT on all nearby targets.

The tooltip is incorrect for Searing Nightmare. If the targets have Shadow Word: Pain present, it deals 100% increased damage (not 185%).

Shadowlands Beta - Additional Demon Hunter Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
This week’s build brings a complete set of level rewards for the post-50 Demon Hunter, including the addition of popular spells Furious Gaze and Revel in Pain.

Havoc has also had a few changes to its talent tree to address Nemesis. Nemesis was intended to be a strong single target sustained option, but it hasn’t proven popular among players. We’re reshuffling the tree a bit, bringing a buffed-up version of Fel Barrage down to the level 50 row and adding a new AoE Fury spender, Glaive Tempest, to the level 30 row.

This creates more interesting choices in the rows on the complexity and payoff you want in your damage rotation. Please give them a try and let us know what you think!

Shadowlands Beta - Additional Warrior Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Protection Warriors will see a few updates in this week’s build. First, a number of talents have been moved around in the tree. After seeing how the layout is playing on Beta, and reading your feedback, we think this updated tree will create more competitive choices in multiple rows.

  • 15 – War Machine, Punish, Devastator
  • 25 – Unchanged
  • 30 – Best Served Cold, Booming Voice , Dragon Roar
  • 35 – Unchanged
  • 40 – Never Surrender, Indomitable, Impending Victory
  • 45 – Into the Fray, Unstoppable Force, Ravager
  • 50 – Anger Management, Heavy Repercussions, Bolster

Thunder Clap and Revenge will now begin dealing reduced damage if they strike more than 5 targets, instead of when they strike more than 1 target. The initial changes to these abilities’ damage has had an outsized effect on threat gameplay for Protection, particularly in dungeons. These changes should make the task of gaining threat on a standard pack of enemies feel closer to the live game, while still making fighting large groups of enemies more of a challenge.

There are two accompanying, smaller tuning changes as well. Tuning is ongoing, but these changes were worked in alongside with the talent rearrangement.

  • Devastate’s damage increased by 50%.
  • Dragon Roar generates 20 Rage for Protection (was 10 Rage). It still generates 10 Rage for Fury.

Thanks for your continued playtesting and feedback!

Shadowlands Beta - Additional Death Knight Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
In the latest Beta build, Unholy and Frost have received a few updates to address some common concerns.

  • Frost
    • Might of the Frozen Wastes
      • Rank 1: While Dual-Wielding your Obliterate and Frost Strike will also strike with your off hand and you can engrave each weapon with a Runeforge Enchant
      • Rank 2: Increases your Obliterate damage by 25% and Killing Machine Proc chance when using a two-hand
    • Runic Attenuation
      • The proc rate has been adjusted to bring Dual Wield and Two-Handed closer together and the Runic Power gain has been increased to 5 from 3.
    • Developers’ notes: Our goal here is to bridge the gap of the proc discrepancy between DW and 2H, as well as giving 2-Handed Frost its own passive ability to make up the difference of not having two runeforge enchants.
  • Unholy
    • Soul Reaper
      • Has been reworked and once again has execute functionality.
      • 1 Rune, 8 second Cooldown
      • Strike an enemy for Shadow damage and afflict the enemy with Soul Reaper. After 5 seconds, if the target is below 35% health this effect will explode dealing additional Shadow damage to the target. If an enemy dies while afflicted gain Runic Corruption.
    • Unholy Frenzy
      • Reworked and renamed Unholy Strike.
      • Strike your target with an unholy blow dealing Shadow damage, infecting the target with 4 Festering Wounds, and sending you into a killing frenzy, increasing haste by 15% for 12 seconds.
    • Army of the Dead
      • Rune cost reduced to 1 (was 3).
    • Developers’ notes: These Unholy changes are targeted at helping reduce the start sequence time when paired with specific talents. We hope this will help the overall flow of the spec, without altering too heavily how the spec plays. An additional update (coming soon, that didn’t make it into this build) will also have the Ardenweald ability Death’s Due work with Defile functionality.

Shadowlands Beta - Additional Warlock Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
In this week’s Beta build, we’ve made some changes to Warlock’s baseline abilities to make sure Warlocks have new spells and rank-ups available for most of their levels. Along the way, we made a few changes that affect Warlocks at max level.

Ritual of Doom
  • Learned at level 37. Begins a ritual that sacrifices a random participant to summon a Doomguard. Requires the caster and 4 additional party members to complete the ritual. 1 hour cooldown.
  • This summons a hostile Doomguard that soon becomes automatically subjugated as an additional guardian pet for the Warlock. Currently, the Doomguard lasts up to 15 minutes, but has a small chance to break free from the subjugation at any time and attack your group. We’re still working on the details of this ability, but we’d love to hear your feedback about it.

Fear (Rank 2)
  • Learned at level 52. You no longer suffer spell pushback when casting Fear.
  • This functionality has existed in the past but was never explicitly tool-tipped anywhere. We removed the pushback resistance at first, but decided to bake it in as a rank-up instead.

Curse of Recklessness
  • This spell has been removed.
  • While we liked Warlocks being able to stop enemies from fleeing, we didn’t feel the physical damage increase was working out. Warlocks gave feedback that they felt required to use Curse of Recklessness on as many creatures as possible for the damage gain, and weren’t having fun with the ability. Warlocks still have access to Tongues, Weakness, and Exhaustion in their repertoire of Curses.

Eye of Kilrogg
  • Eye of Kilrogg is once again attackable by enemy players, and is usable in rated PvP.
    • This was partly in support of using the new conduit Kilrogg’s Cunning, but also to provide more uses for Eye of Kilrogg in all areas of the game.

Shadowlands Beta - Additional Rogue Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
In this week’s build, Subtlety Rogue gains a familiar name as a new passive talent, Premeditation.

This talent allows the Rogue to skip a step during their opening onslaught, by providing Slice and Dice when Shadowstrike strikes a target from Stealth.

Outlaw Rogues will also see a familiar friend return in their talent tree. Dreadblades delivers a mighty strike to your enemy, and invokes the memory of the Legion Artifact active by causing combo point generating abilities to fill the Rogue’s combo points while active, but at the similar cost of their health when using these cursed combo points on finishing moves.

Shadowlands Beta - Additional Feral Druid Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
In an upcoming build, Feral will find some new things and some rearranged things around Berserk, Incarnation, Shred, and Rake. The main goal is to put more power and interest into baseline Berserk.

  • Berserk (without requiring a talent) now makes Shred and Rake deal damage as though you were stealthed, and makes finishing moves refund 2 combo points.
  • A new upgrade to Shred makes it generate an extra combo point when used from stealth (and by extension, during Berserk).
  • Incarnation, as always, lasts 30 seconds and grants all benefits of Berserk, plus one additional effect–now, some energy cost reduction. It continues to allow one in-combat restealth.
  • Stealth bonuses to Shred and Rake rebalanced somewhat (Shred higher than live, and Rake lower than live) both to make them more competitive, and to reflect their presence on a baseline cooldown.

Not much more to be said, but Berserk should pay off more as a core cooldown, substantially improving various abilities and amping up the pace of your rotation, without putting you under heavy Energy pressure. Let us know any feedback!
This article was originally published in forum thread: Shadowlands Beta - Additional Class Changes started by Stoy View original post
Comments 59 Comments
  1. javierdsv's Avatar
    <3 Ion is trying to reedem himself with this expansion.
  1. Alcsaar's Avatar
    Can we not just buff LotV to the point that it becomes mandatory?

    How does Blizzard expect to balance a talent that completely changes the spec playstyle like LotV will? I have a strong suspicion it'll either be bad, or so strong that you are forced to play with it anyway.

    Trying to retain that playstyle is a mistake. It's going to be nigh impossible to keep it competitive without it just being inevitably better - and you're basically taking the shadow spec and making two versions of it that each have to be balanced because of how drastic of a change that one talent makes to the specs playstlye.
  1. Kaedis's Avatar
    Quote Originally Posted by Haidaes View Post
    Depends entirely if it's part of the "cooldown reset upon boss despawn" list or not. There isn't really a pattern here.
    Ankh doesn't. I seriously doubt if Ritual of Doom will, for the same reason (ie. to discourage using it on every pull).
  1. Doffen's Avatar
    On to PTR to try the changes!
  1. baseballfan's Avatar
    um idk about the berserk changes.. you desperately want that energy regen baseline.. put that in baseline and it will feel like a good cd. This iteration actually feels worse somehow imo.
  1. valax's Avatar
    Quote Originally Posted by Harbour View Post
    Meanwhile Ret Pallies continue to be ignored with their 3 rows of non-DPS skills and no choice in other 4 rows. Thank you Blizz.
    Yep, I really had hopes of rerolling to ret pally this expansion. They are making it impossible to even consider , on the other hand they are making DK more and more appealing...even though I preferred unholy frenzy as it was
  1. SerratedEdge252's Avatar
    Quote Originally Posted by Unholyground View Post
    As long as they don't take away my BONESTORM!!!! Best Talent ever.

    - - - Updated - - -

    Lmfao! Yeah man, that row is actually fine the way it's been to be honest, all 3 are actually decent and not complete dog shit. My biggest issue is literally all of the above (or below however you wish to view it) tiers of that row. Hardly anything has been changed. Death Pact is a trap CD (although cool to have back again), the new Relish in blood is competing with Ossuary (which for some reason still isn't baseline or at least is slightly nerfed and then made baseline). Few more things but it's still very very lackluster to me.

    I'm still confused as to why they don't make Deathstrike Generate runic power again while costing a rune or at the max 2 (so you can't spam it so many times) and have it where our spender (now that it's back technically) Death coil (or even bring rune strike back but as a spender) that grant's a passive bonus for a minor shield or passive hp increase like it did in WoD or just some other interactive design. It's probably just me but the whole spamming marrowrend and heartstrike to generate runic power playstyle boring as hell the past 4 years.
  1. apelsinjuice's Avatar
    Quote Originally Posted by Harbour View Post
    Meanwhile Ret Pallies continue to be ignored with their 3 rows of non-DPS skills and no choice in other 4 rows. Thank you Blizz.
    blizz dont give a fk about paladins, shamans or monks
  1. Unholyground's Avatar
    Quote Originally Posted by SerratedEdge252 View Post
    Lmfao! Yeah man, that row is actually fine the way it's been to be honest, all 3 are actually decent and not complete dog shit. My biggest issue is literally all of the above (or below however you wish to view it) tiers of that row. Hardly anything has been changed. Death Pact is a trap CD (although cool to have back again), the new Relish in blood is competing with Ossuary (which for some reason still isn't baseline or at least is slightly nerfed and then made baseline). Few more things but it's still very very lackluster to me.

    I'm still confused as to why they don't make Deathstrike Generate runic power again while costing a rune or at the max 2 (so you can't spam it so many times) and have it where our spender (now that it's back technically) Death coil (or even bring rune strike back but as a spender) that grant's a passive bonus for a minor shield or passive hp increase like it did in WoD or just some other interactive design. It's probably just me but the whole spamming marrowrend and heartstrike to generate runic power playstyle boring as hell the past 4 years.
    Oh ya, it is boring as all sin but balanced pretty well. I hope they spice it up eventually.
  1. Donimic's Avatar
    Quote Originally Posted by Aerisot View Post
    FFS, why can't they just give us doomguard again instead of making us summon him again, its just another chore before fighting a boss, everytime you wipe, you have to resummon him as well as your main pet, that is tedious, and makes your raid hate you.

    In addition toe summoning the doomguard, we also have to summon our main pet, soulstone someone, create healthstones, eat buff food, and summon people.

    That's a lot to do before a raid fight.
    if your raid is summoning everyone and waiting 60 minutes for locks to have their doomguard cool-down for each pull you may want to look into another guild

    Quote Originally Posted by Haidaes View Post
    Depends entirely if it's part of the "cooldown reset upon boss despawn" list or not. There isn't really a pattern here.
    only <5min CDs reset, the existing 8, 10, and 30min cooldowns do not reset
  1. Vlaid's Avatar
    Quote Originally Posted by baseballfan View Post
    um idk about the berserk changes.. you desperately want that energy regen baseline.. put that in baseline and it will feel like a good cd. This iteration actually feels worse somehow imo.
    Actually the big energy boost made berserk suck when used with high haste, such as with Bloodlust, so that it didn't even do anything for you under ideal conditions. The berserk changes seem the right direction.
  1. Haidaes's Avatar
    Quote Originally Posted by Donimic View Post
    only <5min CDs reset, the existing 8, 10, and 30min cooldowns do not reset
    BL and AotD reset as well, don't they? Wasn't it the other way around, <2 minute spells don't reset?
  1. Aerisot's Avatar
    Quote Originally Posted by Donimic View Post
    if your raid is summoning everyone and waiting 60 minutes for locks to have their doomguard cool-down for each pull you may want to look into another guild
    Honestly, wasn't paying attention that it was an hour cooldown, that kind of makes it worse imo lol.

    I disagree on the summoning portion, people are always swapping out and bringing a character that is better suited for the fight.
  1. Beefkow's Avatar
    Soul reaper execute as a talent is a bad move.

    Everybody is going to pick soul reaper, i can guarantee that.
  1. Alcsaar's Avatar
    Quote Originally Posted by Sinaa View Post
    I'm afraid that legacy of the void will be strong to the point that I will be (semi)forced to run it. I would be fine with the need to run it depending on gearing choices, but this whole "We want the Legacy of the Void talent to be available for Priests who are fond of the current live Void Form gameplay, and also a viable choice depending on the situation. " stinks. Blizz was fine with many talents not being viable across the years, the new Legacy of the Void should be garbage!
    They need to remove it. There is no way they can balance LotV to be competitive with out also being superior in situations. I don't want to have to play it again on any fight ever.

    They couldn't make it feel good for the past 2 expansions as the shadow priest PRIMARY play style - why on earth would they think they can suddenly make it good while also maintaining an entirely separate shadow priest playstyle?
  1. Krimzin's Avatar
    Just want Feral to be viable.
  1. Kaeth's Avatar
    Quote Originally Posted by blahdiblah View Post
    dude are you actually joking right now?

    Legion guardian was so strong that they removed an entire AM ability from them (in the middle of the expansion!) and it was STILL, by far, the best tank

    if u didnt play then, well too bad, looks like DK is back on the menu
    No, I wasn't joking. Legion was the one time in WoW history Guardian was great, and it was only "the best tank" for one patch. (It was still great for the whole expansion, but its dominance was exaggerated.)

    Guardians were utterly destroyed after Legion. And they're getting nothing but a dmg/threat cooldown (and a few nerfs) in Shadowlands. DKs have been better on average than bears for the majority of the time DKs have existed, so I'm not surprised they're "back on the menu."
  1. mimi22's Avatar
    Hehehe Cool everyone and Play my favorite game Brawl Stars Mod APK and enjoy your life.
  1. blahdiblah's Avatar
    Quote Originally Posted by exochaft View Post
    Bears are a far cry from Legion days. What you have to keep in mind is that bears on par with blood DK's with Mark of Ursol when it came to M+, as their representation was fairly similar when bear was its strongest. Once the ability was removed, bears pretty much disappeared from leaderboards because w/o that ability bears had very little in terms of dealing with unavoidable spike damage mechanics that were magic in nature. Towards the end of the expansion, other tanks were on the level of bears in raids anyways.

    What made Mark of Ursol powerful wasn't because of what the ability did necessarily, it was because it had no CD and could have 100% uptime. Here's the problem with removing the ability: bears were designed around having this ability, and they only held on because Frenzied Regen scaled with damage taken. Fast forward to today, Mark of Ursol is still gone, Frenzied Regen is fixed percentage of health and no longer scales with damage taken, their damage CD was removed because of the Legion artifact yet didn't come back in BfA, only one Legion artifact trait got made baseline because bears couldn't keep up active mitigation w/o it, alongside a bunch of other nerfs or changing of abilities to be weaker.

    Bears just have an identity crisis right now, and Blizz doesn't seem to know what to do with them. Bears used to be the meatshield tank that could survive any burst damage better than the other tanks, they used to be an avoidance tank or the highest HP tank, they used to be a strong self-heal tank, they used to be the best physical mitigation tank... now we're none of those. Most of the changes to bear were made to elevate other tanks for their spec/class identity, leaving bears as a stripped-down version of what they were.

    SL is bringing some of the old abilities back, but it'll put them nowhere near what they once were. Add on top many of the other tanks are getting insanely nice buffs and QoL changes, and it's pretty easy to see why bears are kind of just wondering what the heck is going on with their spec. So I'll loop around to the start to ask the question: what is the identity of a bear tank? What makes a bear tank so special compared to the rest of the tanks? I could answers those questions about the other tank classes, but I can't really give a good answer for bear tanks right now.
    thats a more fair take on the bear situation.. but when someone claimed bears were never good i just had to say something

Site Navigation