1. #1

    I know how much you like to read new stuff

    WOW

    Overall: Life is now greatly increased, no one dies in a global anymore. Burst damage has been decreased, sustain damage has been increased.

    Players now have 20% more health while fightning in a 2v2 rated arena.
    Players now have 30% more health while fightning in a 3v3 rated arena.
    Players now have 60% more health while fightning in a rated battleground.

    Players fighting in rated arenas can only face other players / teams who's personal rating range are at maximum of 1000 from their own. So a player with 3000 personal rating can never fight a player / team with a personal rating below 2000 personal rating this season.

    Death Knight

    PvP Talent: Hell grip: Harnesses the energy that surrounds and binds all matter, drawing the target toward you, holding it for 1 second, time in which the target cannot act and then throw your target in the direction you are facing up to 30 yd range damaging it for 100% attack power shadow damage and reducing its movement speed by 90% for 1 second, while affected by hell grip the target cannot be targeted by his/her friendly players, 30 yd range, 1 charge, 25 sec recharge, replaces Death grip

    Blood:

    Frost:

    Unholy:

    PvP Talent: Reap & Harvest: Death grip all enemies within 60 yd range, stun & silence them for 1 sec, and deal 222% attack power shadow damage instantly and another 333% attack power shadow damage over 10 sec to all of them, healing you for 100% of damage done, targets struck by reap & harvest have their healing received reduced by 100% for 1 sec, 2 charges, 3 min recharge (60 yd range in arenas, only 10 yd range in battlegrounds), whenever an enemy player dies within 100 yd of you regain a charge

    Demon Hunter

    Havoc:

    Baseline: maximum fury is now 100 instead of 120.

    Baseline: Chaos strike (annihilation) now costs 30 fury and has a 10% chance to strike an additional time when it deals damage. (instead of 40 fury & has 40% chance to restore 20 fury)

    Baseline: Demon blades: Your autoattacks generate between 10 to 20 fury, and have a 10% chance to become chaos damage. (original talent replaced)

    Baseline: Blade dance (death sweep) no longer costs fury and generates 10 fury per target hit, autoattacks reduce its cd by 1 sec

    Baseline: First Blood: Blade dance (death sweep) deals triple damage when it first damages a new target, and double damage at all time to its primary target (first blood talent is now baseline and original talent replaced)

    Talent: Infernal twin slash: Blade dance (death sweep) increases the damage of your next chaos strike (annihilation) within 2 sec by 10% each time it deals damage, and causes that chaos strike (annihilation) to summon a demon soul of yourself that does a chaotic blade dance (death sweep) which deals chaos damage. ( replaces essence break)

    Vengeance:

    Druid

    Baseline: Cat form renamed Feral form: you can now become a ( cat, lion, tiger, jaguar, leopard, wolf, raptor, etc), Bear form renamed Guardian form: you can now become a ( bear, gorilla, rhinoceros, hippopotamus, bull, giant turtle, etc), Travel form: you can now become a (cheetah, deer, rabbit, etc)

    Baseline: you will be able to casts specific spells only if you have that specialization affinity talent, the affinity is much more emphasized and contains more spells while baseline specializations are less hybrid ( for example only balance affinity has cyclone etc. only resto affinity has any healing spells, roots etc)

    Baseline: Master Shapeshifter: Whenever you shapeshift you heal yourself for 1% of your maximum health.

    Balance:

    Baseline: Balance is now 100% more balanced.

    Feral:

    Baseline: Devour: Ferocious bite heals you for 1% of your maximum health per combo point consumed plus an additional 1% for each of your bleeds on the target and gaining 10% leech for each bleed.

    Baseline: Frenzy: Right after you Devour your prey you gain Frenzy for 1 sec per combo point consumed. Your critical damage is increased by 10% for each of your bleeds on the target and Shred triggers 1 tick of all bleeds.

    PvP Talent: Gore: When you apply a bleed to a target you also gore the target dealing 100% attack power bleed damage over 10 sec. Your special attacks deal 10% more damage for each of your bleeds on the target.

    PvP Talent: Lick your wounds: Instantly heals you for 1% of your maximum health for each periodic damage effect affecting you and remove one periodic damage effect every second until you remove all of them from you. Heal yourself for 1% of your maximum health / dot every sec. channeled, taking direct damage will cancel this effect. 1 min cd

    Guardian:

    Restoration:

    Hunter

    Beast Mastery:

    Baseline: You can now summon up to 10 critters and battle pets as permanent pets but they won't attack anyone.

    Marksmanship:

    Baseline: Precision & Accuracy: Your aimed shot critical hits against the same target increase aimed shot critical damage against that target 10 sec, exponentially stacking up to 3 times. (10% after 1st crit, 10+20=30% after 2nd crit within 10 sec, 10+20+30=60% after 3rd crit within 10 sec)

    Baseline: True Aim: Delivering 2 consecutive aimed shots to the same target enables you to attack that target regardless of line of sight for 8 sec. this effect cannot occur more often than once every 24 sec

    Baseline: Windburst: Focuses the power of wind, dealing 272% physical damage to your target, and leaving behind a trail of wind for 5 sec that increases the movement speed of allies by 50%. The trail of wind left by Windburst deals 63% of attack power damage every 1 sec to enemies within, and reduces their movement speed by 50%. 1.5 sec cast, 20 focus, 40 yd range, 20 sec cd

    Survival:

    Baseline: Mongoose bite now summons a mongoose that attacks that target for 10 sec. All your mongooses gain 10% more damage for each of your active mongoose.

    Mage

    Arcane:

    Baseline: Evanesce: Fade into the nether, avoiding all damage against you for 3 sec. Castable while another spell is in progress and unaffected by global cooldown. 45 sec cd (ice block only lasts 3 sec & has 6 min cd)

    Baseline: Disintegrate: Fires a hyper beam of pure energy dealing 1% spell power arcane damage every 0.1 sec plus an additional 1% every 0.1 sec over 6 sec, (totaling 1830% over the full duration). requires and consumes (arcane power, 4 arcane charges, 3 charges of arcane missiles, presence of mind and rune of power or incanter's flow). 60 yd range (note the high spell power coefficient because it does not benefit from other damage increasing buffs since it requires and consume them all, and dealing almost no dmage at begining ramping up to the end)

    Talents choose one from: Phaseshift, Unstable Anomaly, Warp.

    Talent: Phaseshift: When you blink you also teleport all allies within 10 yards of yourself of your blinking point with you, and all enemies within 10 yards of yourself of your blinked point are teleported back to the original blink location, blink gains an increased 10 seconds cd for each ally or enemy teleported in this way, in addition enemies teleported this way are suspended in time for 1 second being unable to perform any action

    Talent: Unstable Anomaly: Concentrate the time and matter around you instantly teleporting all friendly and enemy players within 0 yd range to you and then randomly teleport them as further away as one from another up to 0 yd. Cast time between 0 to 6 sec gaining 1 yd range each 0.1 sec casted, the spell will take effect when cast ends or reaches full duration. 1 min cd

    Talent: Warp: Warp all friendly and enemy players within 10 yd radius of yourself freezing them in time for 8 sec. Reactivating Warp again teleports all those players in the exact position as they were to the new location wherever you are now up to 100 yd from the original Warp point. 1min cd

    Fire:

    Baseline: Fire orbs: You can have up to 3 orbs. Each time you deal direct critical fire damage you gain a fire orb. Fireball deals 10% more damage and critical damage for each fire orb. Pyroblast deals 33.3% more damage and critical damage for each fire orb and has 33.3% reduced casting time for each fire orb. While combustion is active you gain 1 fire orb each second.

    Baseline: Ashes of the Phoenix: When you sustain fatal damage you heal to full health but your maximum health is reduced to only 66%, when you sustain fatal damage again you heal to full health but your maximum health is reduced to only 33%, when you sustain fatal damage again you die.(ice block only lasts 3 sec and has 6 min cd, cauterize removed)

    Baseline: Dragon Bolt: Hurls a massive blazing bolt of extreme heat dealing 654% spell power fire damage and cause all fire spells to become critical on this target for 6 sec, 6 sec casting time, 40 yd range, 1 min cd, fireball and pyroblast reduce its cd by 1 sec (greater pyroblast has been removed)

    PvP Talent: Armageddon: Fireball has a 10% chance and full-time casted pyroblasts have 100% chance to cast a meteor at the target location, this effect cannoot occur more often than once every 10 sec

    Frost:

    Baseline: Icicles: You can have up to 5 icicles. Casting frostbolt grants you an Icicle. Ice lance now requires and consumes an icicle, flurry consumes all icicles. Frostbolt deals 5% more damage and critical damage for each icicle. Ice lance deals 100% more damage for each icicle against frozen targets. Flurry cast time is reduced by 20% for each icicle and caused the target to become frozen for 1 sec per icicle consumed.

    Baseline: Ice block: You become encased in a block of ice, protecting you from all physical attacks and spells for 10 sec, but during that time you cannot attack, move or cast spells. Also causes Hypothermia, preventing you from recasting Ice Block for 30 sec. While ice block is active frigid ice growns in strength every sec advancing by 5 yd / sec within you, freezing any enemy it touches for an equal amount of seconds you have been in ice block. (ice block has 2 charges & has 3 min cd)

    Baseline: Arctic Bolt: Hurls a freezing ice blast of extreme cold dealing 321% spell power frost damage and freezing it for 6 sec and all nearby targets within 10 yd of it for 3 sec, the main target is considered frozen for 6 sec regardless if the freeze effect will be removed. generates 5 icicles, 3 sec casting time, 40 yd range, 1 min cd, frostbolt reduce arctic bolt cd by 1 sec, and frostbolt on frozen targets reduce arctic bolt cd by 3 sec.

    Baseline: Avalance: Frostbolts against frozen targets cause 1 additional frostbolt to be cast on them after 1 sec.

    PvP Talent: Ice age: Frostbolt has a 10% chance and Arctic Bolt has 100% chance to cast comet storm at the target location, while being struck by the comets targets have their movement speed reduced by 90% and are considered frozen, this effect cannot occur more often than once every 10 sec

    PvP Talent: Deep freeze: Instantly deal 111% spell power frost damage and stuns the target for 4 sec.Only useable against frozen targets. 35 yd range, 30 sec cd

    Monk

    Brewmaster:

    Mistweaver:

    Windwalker:

    Baseline: Somersault: Jumps into the air both vertical & horizontal, controling the direction. When you land deal 100% attack power physical damage to all targets within 10 yd and slow their movement speed by 90% for 1sec. consume 2 roll charges

    PvP Talent: Rising dragon claw fist, falling dragon talon kick: Strikes your target with the power of a fire dragon dealing 234% attack power fire damage rising & sending your enemy in the air for 1 sec time in which the target cannot act, then strike it again for 345% attack power fire damage falling & slaming your target down to the ground knocking it for 1 sec. Since the begining of the attack the target is also burned for 123% attack power fire damage over 10 sec. 1min cd, all your other attacks reduce the cd of this ability by 1sec

    Paladin

    Holy:

    Protection:

    Retribution:

    Baseline: Wake the Ashes grants Avenging Wrath for 6 sec.

    PvP Talent: Joust: Mount your divine steed and charge your target up to 60 yd range and dealing 100% attack power plus 100% spell power holy damage to it and knocks it on the ground slowing its movement speed by 90% for 1 sec, then you continue to charge until you reach joust's maximum range or hit an obstacle. You may joust the same target again within 2 sec, if you do not then joust gains a 1min cd , joust is always a critical hit if you are 30 yd or further away from the target.

    Priest

    Baseline: Hope & Despair: Create a shield on a friendly target that absorbs 100% of your maximum health. Lasts 10 sec. After the effect expires any remaining absorption will damage the target over 10 sec. 1 min & 40 sec cd (100 sec)

    Discipline:

    PvP Talent: Power word Glory: Grant all your glory to a friendly player increasing his/her damage & healing & maximum health by an additional 10% every sec for 6 sec (60% at maximum effect), must maintain channeling to have effect, channeled, while channeling and for 4 sec after, all healing effects on you are reduced by 100%, 1min cd

    Holy:

    Shadow:

    Baseline: Oblivion: Mind blast deals additional exponential 10% more damage for each of your periodic damage (shadow word pain, vampiric touch, devouring plague) on the target (10% / 1 dot, 10+20=30% / 2 dot, 10+20+30=60% / 3 dot) and cause each of them to trigger an additional tick, mind blast reduces the target's movement speed by 90% for 1 sec and if critically hits it also stuns and silences the target for 1 sec.

    PvP Talent: Lich: While in Voidform you gain 100% leech, distributing all the leeched healing from damage equally to all party members.

    PvP Talent: Shadow Fusion: Transfer 10% of your current health to a friendly target healing them for 10% of their maxium health and 10% of that friendly target's current health to you healing you for 10% of your maxium health, every second, plus heal both of you for 100% spell power every second for 5 sec, channeled, 40 yd range, 1min cd

    PvP Talent: Blood bolt: Sacrifice your own blood to deal massive shadow damage. Cast and focus 1% of your maximum health every 0.1 sec up to 6 sec to deal the same ammount of damage as shadow over the same ammount time as the casting time, healing you for 100% of damage done, while channeling all damage received is critical. 40 yd range, 0 to 6 sec casting time, 1 min cd

    Rogue

    Baseline: Combat potency: Your autoattacks generate between 1 to 10 energy each of which out of 10 attacks cannot generate the same amount.

    Baseline: Slice & Dice: Increases your attack speed by 100% for 1 sec / combo points consumed, the rest of the duration remains only 50%

    Baseline: Crimson Ritual: Consume all combo points and instantly heals you for 1% of your maximum health per combo point. 10 energy cost

    Assassination:

    Baseline: Bane: Injects the target with your deadliest poison dealing 100% attack power poison damage over 10 seconds. Each time you deal direct or periodic poison damage to the baned target increases bane damage by 10%, bane also reduces the healing effectiveness on the target by 100% decreased by 10% every second and each time the target is healed, 60 energy cost, 100 seconds cd, cd reduced by 1 second each time you deal poison damage

    Baseline: Blood of the assassinated: Each time rupture deals damage it increases the damage of rupture on that target by 10% stacking up to 10 times then decreases back to 0%, and then the cycle begins anew.

    Talent: Venom Rush: While envenom buff is active your mutilate does poison damage and applies all your active poisons. Anytime you deal poison damage to a bleeding target you regain 1 energy.

    Talent: Exsanguinate: Twist your blades into the target's wounds, causing your bleed effects to trigger and extra tick after 1 second each time they deal damage and mutilate deals bleed damage on this target, last 8 sec, 80 energy cost, 1min cd, cd reduced by 1 sec each time your bleeds deal damage on this target

    Outlaw:

    Baseline: Twin Strike: Instantly strikes your target with both weapons dealing 100% main hand attack power plus 100% off hand attack power physical damage and increases the chance to trigger main gauche to 100% for 2 sec, awards 2 combo points, 20 energy cost, 20 sec cd, sinister strike extra attacks reduce the cd of this ability by 1 sec

    Baseline: Killing spree: Teleport to an enemy within 10 yards, attacking with both weapons for a total of 100% attack power * combo points physical damage over 1 sec. Consume all combo points and deals more damage per combo point, 1 min cd, autoattacks reduce its cd by 1sec

    Baseline PvP only: Dispatch increases the damage and chance to trigger additional time of your next sinister strike by 10% per combo point used, in addition each time sinister strike deals damage it gives your dispatch a 1% chance to trigger and extra dispatch stacking up to 100 times and this effect is removed when the extra dispatch triggers.

    PvP Talent: Bravado: Increases your stamina, armor, agility, critical strike chance, haste, versatility, mastery and leech by 10% but you lose the ability to stealth & vanish.

    Subtlety:

    Baseline: Shadowstrike & backstab deal 50% additional damage as shadow against targets with find weakness.

    Baseline: Shadowblades: While stealthed and for 6 sec after breaking stealth all your attacks deal pure shadow damage. (original shadowblades removed)

    Baseline: Nightblade: Each time rupture deals damage it has a 10% chance to cause a shadow of yourself to appear and strike a shadowstrike to that target.

    Baseline: Mastery: Phantom: Your active direct damage special attacks have a (backstab 8%, shadowstrike 16% {100% from stealth}, eviscerate 3% / combo point) plus mastery% chance to cause your own ghost to attack the target dealing 100%(plus mastery%) attack power shadow damage. After your phantom strikes you gain phantom blades for 2 sec, which increases the shadow damage that your abilities deal against targets with find weakness from 50% to 100%. (replaces mastery: executioner)

    PvP Talent: Ghost: Anytime you deal or receive damage equal to 1% of your maxium health reduces the cd of vanish by 1 sec.

    Shaman

    Elemental:

    PvP Talent: Plasma Bolt: Fire a superheated plasma bolt that deals 369% spell power arcane-fire-nature damage and causes the target to become supercharged for 6 sec, casting lightning bolt will also cast a lava burst at the supercharged target, casting lava burst will also cast a lightning bolt at the supercharged target, plasma bolt gains double the benefits and has 33% chance to gain triple the benefits from your (critical strike chance, haste, versatility, mastery), 6 sec casting time, 1 min cd

    PvP Talent: Elemental Ward: Places an elemental ward on you or a friendly player absorbing the next harmful spell against it and heals the target equal to that spell's damage. 30 sec cd

    Enhancement:

    Baseline: Feral spirit: Whenever you deal nature damage you summon a lightning wolf that fights for you for 6 sec, and dealing nature damage again while the wolf is active you extend its duration by 3 sec. Lightning wolf's attacks have a 10% chance to reset the cd of stormstrike and increase your haste by 10% for each active spirit wolf for 3 sec. While lightning wolf is active stormstrike deals nature damage. Whenever you deal fire damage you summon a fire wolf that fights for you for 6 sec, and dealing fire damage again while the wolf is active you extend its duration by 3 sec. Fire wolf's attacks have a 10% chance to reset the cd of lava lash and increase your critical damage by 10% for each active spirit wolf for 3 sec. While fire wolf is active lava lash also hits with your main hand. Whenever you are being a victim of a loss of control you summon a frost wolf that fights for you for 6 sec, and being struck by any control effect again you extend its duration by 3 sec. Frost wolf's attacks have a 10% chance to freeze & stun their target for 1 sec and increase your critical strike chance by 10% for each active spirit wolf. While frost wolf is active all your attacks reduce the target's movement speed by 10% for 3 sec stacking up to 9 times. All spirit wolves gain 10% more damage for each active spirit wolf, and have a 10% chance to generate a stack of maelstrom. Any elemental wolf will fight for you for a maximum of 15 sec and the same elemental wolf cannot be summoned more often than once every 1 min.

    Restoration:

    Warlock

    Baseline: PvP only: Transfusion: Drain life from a friendly target funneling 10% of their current health to heal you for 10% of your maximum health every second for 5 sec, channeled, if you kill your friends with this ability (or they die within 1 sec of using this ability on them) you will increase your maximum health by 100% for 10 sec (does not stack from multiple friends)

    Baseline: PvP only: Demonic shell: Create an absorbtion shield equal to 100% of any life you drain from any target that lats for 10 sec. While the shield persists your maximum health is also increased by the same ammount

    Baseline: PvP only: Cascade: Drain life now drains the life of all enemies within 10 yd range of its target and grants you 33% leech while channeling it.

    PvP balance - whenever you teleport with demonic circle or gate you lose all buffs, 10% health and you cannot be healed for 1 sec

    Affliction:

    Baseline: Drain Soul: Consume all soul shards and drains the target's soul dealing (111% sp 1st sec, 222% sp 2nd sec, 333% sp 3rd sec, 444% sp 4th sec, 555% sp 5th sec) spell power shadow damage each second over 1-5 sec (1665% total), and healing you for (1% 1st sec, 3% 2nd sec, 6% 3rd sec, 10% 4th sec, 15% 5th sec) of your maximum health (total of 35% over 5 sec). While channeling drain soul the target is lifted in the air, stunned, silenced and all damage received is critical. Being the most unstable spell a warlock can cast, this damage is shared between you and the target, don't worry you will still drain something. 1 to 5 soul shards, 1% mana plus 1% / sec, 60 yd range, channeled

    Demonology:

    Destruction:

    PvP Talent: Infernal Chaos: Chaos bolt deals its damage again over 10 sec. Chaos bolt reduce all healing effectiveness by 100% for 1 sec. Chaos bolt heals you for 100% of damage done but it also damages you for 10% of your maximum health when you begin to cast it plus 1% of your maximum health every 0.1 sec you are casting it.

    Warrior

    Baseline: Execute is now useable at targets below 30% health (was 20%, 35% with talent, talent replaced)

    Talent: Massacre: Massacres the target dealing 333% attack power physical damage and another 333% attack power bleed damage over 10 sec. Generates 100 rage over 10 sec. 1 charge, gain 1 charge for every 1000 rage spent (charge or chance to recharge lost if you leave combat)

    PvP Talent: Walhalla: Upon sustaining fatal damage instead reduce you to 1 health and become immune to damage and all effects for 1 sec. You gain 100% leech but you can longer be healed from any other sources except your own healing and friendly players cannot target you anymore. You lose 10% of your maximum health every second. This effect cannot occur more often than once every 6 min.

    Arms:

    Talent: Second wind: It comes after the first wind and before the third wind. Whenever you are struck by any control effect you regenerate 10% of your maximum health over 10 sec. After coming out of a stun you gain leech % equal to your lost life percentage for and equal duration as the stun.

    PvP Talent: Warlord: Increases your maximum health by an equal percentage as your missing health plus an additional 10% for each enemy within 10 yd of yourself up to 10. This bonus life is lost if you are healed or received any beneficial spell or effect by any friendly player. All your attacks deal additional damage equal to 1% of your maximum health.

    Fury:

    Baseline: Frenetic Berserker: You heal all damage taken in the last second equal to damage done.

    Baseline: Furor: Becoming enraged increases the critical damage of your next special attack within 3 sec by 1% for each point of rage you have at the moment you strike with it.

    Baseline: Pulverizing Blows: Raging Blow causes every strike of your next Rampage to deal an additional 10% damage each time it deals damage & each Rampage hit increase the damage of your next Raging Blow by 10%.

    PvP Talent: Death wish: While below 60% health you deal and receive 30% more damage, while below 30% health you deal and receive 60% more damage.

    Protection:

    *

    To be continued...
    Last edited by Nzembwamugumbwalchu; 2021-06-23 at 07:33 PM.

  2. #2
    Immortal Nnyco's Avatar
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    Iunno, my interest in fanfic patchnotes is not that big tbh.
    Originally Posted by Blizzard Entertainment
    Crabs have been removed from the game... because if I see another one I’m just going to totally lose it. *sobbing* I’m sorry, I just can’t right now... I just... OK just give me a minute, I’ll be OK..

  3. #3
    Quote Originally Posted by Nzembwamugumbwalchu View Post
    To be continued...
    Any reason you had to make your wall of text so obnoxious or is that what you were going for?

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    I am Murloc! KOUNTERPARTS's Avatar
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    Boy I sure do love seeing big words in bright colors and all, but wtf else did I just read

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    Immortal Ealyssa's Avatar
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    Internet, where everyone can think they are game designers.
    Quote Originally Posted by primalmatter View Post
    nazi is not the abbreviation of national socialism....
    When googling 4 letters is asking too much fact-checking.

  6. #6
    La la la la~ LemonDemonGirl's Avatar
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    Quote Originally Posted by Nzembwamugumbwalchu View Post

    PvP Talent: Reap & Harvest: Death grip all enemies within 60 yd range, stun & silence them for 1 sec, and deal 222% attack power shadow damage instantly and another 333% attack power shadow damage over 10 sec to all of them, healing you for 100% of damage done, targets struck by reap & harvest have their healing received reduced by 100% for 1 sec, 2 charges, 3 min recharge (60 yd range in arenas, only 10 yd range in battlegrounds), whenever an enemy player dies within 100 yd of you regain a charge
    So, a pvp version of Gorefiend's Grasp?


    Druid

    Baseline: Cat form renamed Feral form: you can now become a ( cat, lion, tiger, jaguar, leopard, wolf, raptor, etc), Bear form renamed Guardian form: you can now become a ( bear, gorilla, rhinoceros, hippopotamus, bull, giant turtle, etc), Travel form: you can now become a (cheetah, deer, rabbit, etc)
    Now THIS I like! I that Druids should have acess to most cat/bear models for customization, since they can now just change their form looks in the barbershop

    Balance:

    Baseline: Balance is now 100% more balanced.
    Okay...? Well, they're pretty high on dps charts, so I think this might not be needed

    Discipline:

    PvP Talent: Power word Glory: Increases a friendly player's damage & healing & maximum health by an additional 10% every sec for 6 sec (60% at maximum effect), must maintain channeling to have effect, channeled, while channeling and for 4 sec after, all healing effects on you are reduced by 100%, 1min cd

    Holy:

    Shadow:

    Baseline: Oblivion: Mind blast deals additional exponential 10% more damage for each of your periodic damage (shadow word pain, vampiric touch, devouring plague) on the target (10% / 1 dot, 10+20=30% / 2 dot, 10+20+30=60% / 3 dot) and cause each of them to trigger an additional tick, mind blast reduces the target's movement speed by 90% for 1 sec and if critically hits it also stuns and silences the target for 1 sec.

    PvP Talent: Lich: While in Voidform you gain 100% leech, distributing all the leeched healing from damage equally to all party members.

    PvP Talent: Shadow Fusion: Transfer 10% of your current health to a friendly target healing them for 10% of their maxium health and 10% of that friendly target's current health to you healing you for 10% of your maxium health, every second, plus heal both of you for 100% spell power every second for 5 sec, channeled, 40 yd range, 1min cd

    PvP Talent: Blood bolt: Sacrifice your own blood to deal massive shadow damage. Cast and focus 1% of your maximum health every 0.1 sec up to 6 sec to deal the same ammount of damage as shadow over the same ammount time as the casting time, healing you for 100% of damage done, while channeling all damage received is critical. 40 yd range, 0 to 6 sec casting time, 1 min cd
    Wait, isn't there an existing spell named Power Word: Glory?

    I really like the sound of the last three! They'd really fit a dark cultist theme

    PvP Talent: Ghost: Anytime you deal or receive damage equal to 1% of your maxium health reduces the cd of vanish by 1 sec.

    Elemental:

    PvP Talent: Plasma Bolt: Fire a superheated plasma bolt that deals 369% spell power arcane-fire-nature damage and causes the target to become supercharged for 6 sec, casting lightning bolt will also cast a lava burst at the supercharged target, casting lava burst will also cast a lightning bolt at the supercharged target, plasma bolt gains double the benefits and has 33% chance to gain triple the benefits from your (critical strike chance, haste, versatility, mastery), 6 sec casting time, 1 min cd

    PvP Talent: Elemental Ward: Places an elemental ward on you or a friendly target absorbing the next harmful spell againt it and heals the target equal to that spell's damage. 30 sec cd

    Enhancement:

    Baseline: Feral spirit: Whenever you deal nature damage you summon a lightning wolf that fights for you for 6 sec, and dealing nature damage again while the wolf is active you extend its duration by 3 sec. Lightning wolf's attacks have a 10% chance to reset the cd of stormstrike and increase your haste by 10% for each active spirit wolf for 3 sec. While lightning wolf is active stormstrike deals nature damage. Whenever you deal fire damage you summon a fire wolf that fights for you for 6 sec, and dealing fire damage again while the wolf is active you extend its duration by 3 sec. Fire wolf's attacks have a 10% chance to reset the cd of lava lash and increase your critical damage by 10% for each active spirit wolf for 3 sec. While fire wolf is active lava lash also hits with your main hand. Whenever you are being a victim of a loss of control you summon a frost wolf that fights for you for 6 sec, and being struck by any control effect again you extend its duration by 3 sec. Frost wolf's attacks have a 10% chance to freeze & stun their target for 1 sec and increase your critical strike chance by 10% for each active spirit wolf. While frost wolf is active all your attacks reduce the target's movement speed by 10% for 3 sec stacking up to 9 times. All spirit wolves gain 10% more damage for each active spirit wolf, and have a 10% chance to generate a stack of maelstrom. Any elemental wolf will fight for you for a maximum of 15 sec and the same elemental wolf cannot be summoned more often than once every 1 min.
    Would be cool if this would be effected by the Spirit Raptors Glyph. The other three are great too



    Baseline: PvP only: Transfusion: Drain life from a friendly target funneling 10% of their current health to heal you for 10% of your maximum health every second for 5 sec, channeled, if you kill your friends with this ability (or they die within 1 sec of using this ability on them) you will increase your maximum health by 100% for 10 sec (does not stack from multiple friends)

    Baseline: PvP only: Demonic shell: Create an absorbtion shield equal to 100% of any life you drain from any target that lats for 10 sec. While the shield persists your maximum health is also increase by the same ammount

    Baseline: PvP only: Cascade: Drain life now drains the life of all enemies within 10 yd range of its target and grants you 33% leech while channeling it.

    PvP balance - whenever you teleport with demonic circle or gate you lose all buffs, 10% health and you cannot be healed for 1 sec

    Affliction:

    Baseline: Drain Soul: Consume all soul shards and drains the target's soul dealing (111% sp 1st sec, 222% sp 2nd sec, 333% sp 3rd sec, 444% sp 4th sec, 555% sp 5th sec) spell power shadow damage each second over 1-5 sec (1665% total), and healing you for (1% 1st sec, 3% 2nd sec, 6% 3rd sec, 10% 4th sec, 15% 5th sec) of your maximum health (total of 35% over 5 sec). While channeling drain soul the target is lifted in the air, stunned, silenced and all damage received is critical. 1 to 5 soul shards, 1% mana plus 1% / sec, 60 yd range, channeled
    I like the sound of these, but they sound like they'd be something that'd be nerfed in a few patches lol
    I don't play WoW anymore smh.

  7. #7
    these patch notes can't stop me because i can't read


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