Class - Abilities coming off the GCD
I’ve added two spells to the OP:
Druid: Innervate
Monk: Mana Tea
They no longer invoke a GCD in the latest build of the Shadowlands Beta.
- Death Knight - Pillar of Frost, Empower Rune Weapon
- Druid - Berserk, Celestial Alignment, Incarnation: Chosen of Elune, Incarnation: King of the Jungle, Innervate, Ravenous Frenzy
- Hunter - Aspect of the Wild, Coordinated Assault, Trueshot
- Mage - Arcane Power, Icy Veins
- Monk - Mana Tea, Serenity, Storm, Earth, and Fire
- Paladin - Avenging Crusader, Avenging Wrath, Crusade, Holy Avenger
- Priest - Spirit Shell
- Rogue - Adrenaline Rush, Shadow Blades, Vendetta
- Shaman - Ancestral Guidance
- Warlock - Dark Soul: Instability, Dark Soul: Misery
- Warrior - Avatar, Recklessness
I’ve added two spells to the OP:
Druid: Innervate
Monk: Mana Tea
They no longer invoke a GCD in the latest build of the Shadowlands Beta.
Shadowlands Beta - Death Knight Class Changes
We’ve continued to work from feedback that the Unholy opener can take too long to get going. Even with attempts to help alleviate this issue over the last few weeks, it’s still not where we would like it to be.
Unholy has quite a few iconic abilities and they aren’t easily removed. Thus, our goal with this week’s latest build is to reduce the number of cooldowns in the opener, help out Rune economy, and give access to a baseline AoE Runic Spender.
Unholy
Thanks for feedback–in an upcoming build, we are reverting the recent change to Dark Transformation. It will once again be its own ability.
Blood
We have a small update for Blood to address the feedback about the Ossuary talent feeling mandatory.
Thanks for the continued feedback! Please keep it coming once you’ve had a chance to test the new build.
Unholy has quite a few iconic abilities and they aren’t easily removed. Thus, our goal with this week’s latest build is to reduce the number of cooldowns in the opener, help out Rune economy, and give access to a baseline AoE Runic Spender.
Unholy
- Summon Gargoyle is moved back as a level 50 talent.
- Unholy Pact moved to the level 45 talent tier.
- Epidemic is baseline.
- Dark Transformation has been removed, and its functionality has been added to Apocalypse.
- Developers’ notes: Legendaries and Conduits that interact with your ghoul while they have Dark Transformation still function as they did prior to this change.
- Death Coil has updated to reduce the cooldown of Apocalypse by 1.5 seconds.
- Developers’ notes: When you cast Apocalypse, your Dark Transformation is no longer delayed by a missile travel time.
Thanks for feedback–in an upcoming build, we are reverting the recent change to Dark Transformation. It will once again be its own ability.
Blood
We have a small update for Blood to address the feedback about the Ossuary talent feeling mandatory.
- Ossuary is now baseline and learned at level 58.
- Blood Tap is now moved to place Ossuary was in talents.
Thanks for the continued feedback! Please keep it coming once you’ve had a chance to test the new build.
Shadowlands Beta Priest Class Changes
A test spell for Unholy Nova showed up in some data mining. We wanted to clarify that currently Unholy Nova is not being changed. We’ve heard feedback that being forced into melee range to use this spell is restrictive, particularly when using abilities like Shadow Crash which have a minimum range. This is something we’re looking to address, however this prototype version that was data mined is still in development and not something we are looking for feedback on at this time.
Shadowlands Beta - Shaman Class Changes
However, one thing I’ve noticed is that for spells that travel, the “extra” cast is eaten up by the next spell reaching its destination instead of the actual next cast. In other words…
If I cast a Lava Burst, use Echoing Shock and then cast Earth Shock, the Lava Burst will actually eat the Echoing Shock due to travel time, so instead of an extra Earth Shock, which was my “next damaging spell” I get an extra Lava Burst.
Echoing Shock had a bunch of work done in the past week that should resolve these problems. I believe in the build that is being pushed today, regardless of what you did prior to pressing Echoing Shock, it should only actually do something with whatever button you press after activating Echoing Shock. Check it out when the PTR or beta realms are up and reply here if that is not the case.
Some covenant abilities may not fully work with it yet. The core Shaman buttons should be working with it.
Yes, Echoing Shock should once again work with Earthquakes.
There are no plans to change Flame Shock’s duration.
Any plans coming down the pipe for Enhancement level 50 talent row? Ascendance might be in a decent spot but all through BFA the other 2 talents were just not good. Elemental Spirits is far too RNG and Earthen Spike just feels like it lacks any sort of punch.
Feral Spirits are a bit weak right now, and the talented version has some issues where the different elemental wolves don’t interact with some abilities that they should be.
If I cast a Lava Burst, use Echoing Shock and then cast Earth Shock, the Lava Burst will actually eat the Echoing Shock due to travel time, so instead of an extra Earth Shock, which was my “next damaging spell” I get an extra Lava Burst.
Echoing Shock had a bunch of work done in the past week that should resolve these problems. I believe in the build that is being pushed today, regardless of what you did prior to pressing Echoing Shock, it should only actually do something with whatever button you press after activating Echoing Shock. Check it out when the PTR or beta realms are up and reply here if that is not the case.
Some covenant abilities may not fully work with it yet. The core Shaman buttons should be working with it.
Yes, Echoing Shock should once again work with Earthquakes.
There are no plans to change Flame Shock’s duration.
Any plans coming down the pipe for Enhancement level 50 talent row? Ascendance might be in a decent spot but all through BFA the other 2 talents were just not good. Elemental Spirits is far too RNG and Earthen Spike just feels like it lacks any sort of punch.
Feral Spirits are a bit weak right now, and the talented version has some issues where the different elemental wolves don’t interact with some abilities that they should be.
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