wow Warcraft Movie Premiere and Analysis!

6 posts in this topic


The US premiere of the Warcraft movie was last weekend and I was given the opportunity to attend! Check out my full breakdown of the movie and the story, as well as highlights of the event!

The movie has now been released in most major countries, so I felt it was time to finally give a full analysis and breakdown of the film. I'm going to start this off by saying:


If you haven't seen the movie and want to preserve the story for yourself, this might not be for you. I won't hold back on any of the information that I give. If you would prefer a spoiler free review, I would recommend checking out the video that Panser released over on her channel, TradeChat:

My Review


Personally, I have now seen the movie 5 times. The more I see it, the more I love it. One of the main criticisms is that the film doesn't explain things properly, but if you manage to pay attention when the characters are speaking, you can actually piece things together for the parts that matter. 

In regards to either 2D or 3D, it's personal preference really. As some of you know, last week I was invited to join a group of other news sites and streamers to attend the Warcraft premiere over in LA. It was my first experience in 3D and I enjoyed it a great deal, but there were moments when the battle scenes were incredibly overwhelming. Personally, I preferred the 2D version for the more intense scenes.

I loved the performance of certain actors, but I didn't quite understand the choice of accents. Lothar, for example, changes his accent about 3 times during filming. The dwarves are another example, where they even sounded English at points. This is a minor problem, but still something that was definitely noticed - especially when Lothar speaks to his son, before Blackhand grabs him and throws him aside in the forest fight. It's a very strange combination of accents.

Visually, the CGI is on-point. The orcs look incredible, the magic is done spectacularly and it just feels... amazing. I can't describe it any other way. This was definitely the high-point of the movie.

All-in-all, I liked it the first time, I loved it the next few times and I really want to go see it again. There are moments in the movie that just feel so epic. Watching Lothar leap off his gryphon into the final battle is simply incredible, especially since it's that Leeroy-esque action of jumping headfirst into a battle you can't win, yet he still walks away.

My first viewing was probably a 8/10, but after a few more viewings, it's up to a 9/10 at least. I absolutely love this movie.

The Premiere


On the whole, it was a hugely enjoyable affair. We left our hotel for a mixer, where we were greeted by everyone's favourite things: food and drink! I managed to meet some serious legends in the Warcraft universe, including Leeroy Jenkins (just saying, incredibly nice guy) and the boys from Songhammer (rock on!). 

When we moved on to the red carpet, we stumbled across some truly fantastic cosplayers. We saw a female Deathwing, a Lich Queen and so many more! You can check out the photos from our tweets below:


Once the sun start going down, the stars started appearing! Jaime Lee Curtis strolled past us in her perfect cosplay, accompanied by her son! Shortly afterwards, Clancy Brown strolled past and gave the cosplayer Varian a small figure of King Llane!

We were also introduced to the wonderful wife of Daniel Wu, who plays Gul'dan. When he initially was auditioning for the role, his wife, who is a huge fan of the game, was so overjoyed. In her words, "her BattleTag will forever be GDogsWife". 

As the night went on, the various Blizzard executives and high-profile actors strolled the red carpet, being interviewed and having their photos snapped. One person that stood out in the crowd was Mr. Ion "Watcher" Hazzikostas, who was wearing a beautiful Hugo Boss suit (yes, this was asked during a developer interview). We know all the important questions to ask!

We were ushered into the theater to get to our seats and prepared for something epic. There were a few shouts of "For the Horde" and "For the Alliance" from the back, but everything went fairly silent when Duncan Jones walked in. Let's talk about him!

The Director


Behind every great movie is a great director and behind Warcraft is the fantastic Duncan Jones. I'll start off by saying that I am a huge fan of his previous work, so when he was given the job of director, I was overjoyed. Throughout his time on the project, he has always provided the voice of a "gamer" in the interviews, ensuring us that he is there to do this huge franchise justice. 

During the LA premiere, Duncan actually came into our theatre and addressed us fans, thanking us all for being there. He said that the game and movie could never have progressed and come to fruition without the dedicated support of a fantastic fanbase. It was really fantastic to see him come in and speak to us, especially given that he simply didn't need to.

In one of his interviews, Duncan discusses the possibility of a Director's Cut of the movie. Given the problems that many people are having with the film, I really think the 40 or so minutes of deleted footage will fill in those character development gaps. Given the reception in China especially, one would hope the movie does well enough to bring about a viewing of the full, extended movie. Without that, I don't feel we can truly see the movie in Duncan's vision and appreciate how great this movie is/could be.

The Cast


The movie definitely had a talented set of actors and actresses prepared, so it was surprising when some of those characters fell slightly flat. 

We can immediately exclude the orcs from this, given that they are a) done with CGI and b) were simply incredible. I'm addressing my concerns more towards some of the human actors. 

I am a huge fan of Dominic Cooper, but I think his performance as King Llane was just strange. It wasn't bad, it just left you feeling unsatisfied. Whether this was due to the way which Llane was portrayed as a character or the actor himself, I wasn't a fan. 

I thought Travis Fimmel played Lothar well, but his accents leaping around were a distraction when watching him for sure. 

I thought Paula Patton was put in the same boat as Dominic Cooper; her character was forced to push a romance that didn't really fit at points. Don't get me wrong, I have no issue with the romance itself, just the way in which it was dealt with. 

The Music


Ramin Djawadi has worked on some truly incredible pieces of music, including those featured on Game of Thrones, and the movie is no different. Feel free to listen to the OST below and marvel at just how amazing it is. Every time that opening piece comes on, goosebumps arrive.


The Story

Now this is where things get interesting. There are going to be a LOT of spoilers coming from here, so look away if you haven't seen the movie. I'm going to be discussing and throwing in critiques of the story, as well as comparing it to game lore. Enjoy!

What is fel and where is the Legion?


For me, this is the first point to address. Throughout the movie, we see constant references to this concept of fel magic. Gul'dan is very obviously controlling a potent force of fel magic, but he is definitely not the sole wielder as he believes. He used the fel magic to corrupt the orcs and then construct the portal, with the help of Medivh. 

One of the first differences between the movie and game lore is the origin of the power that corrupts the orcs. The movie seems to point time and time again towards Gul'dan being the origin of the orcs power, since he decides  who receives the fel and who doesn't. In the game, we see a different approach that is focused on the blood of Mannoroth. The orcs drink his blood and are then granted the demonic power contained within. 

In the movie, the focus of power is very strongly on the side of Gul'dan here. One would expect that they wanted to make Daniel Wu's character "the" villain, rather than tainting his image with that of a higher power, such as Mannoroth or the Burning Legion.

Once the movie actually  moves forward, we see that Gul'dan simply cannot sustain the portal without the aid of Medivh. While the focus of power definitely shifts to Medivh, it moves quickly back to Gul'dan once we see Medivh die.

I'm interested to see if we might encounter the Legion at a later date, now that Medivh is dead. Perhaps the Legion will appear to reinforce the hold Gul'dan has over the Horde, now that they are beginning to rebel.

Another change that happened around fel is the price that has to be paid. Gul'dan describes the price of fel as a price paid in lives taken. This is a slightly different take on what happened in the game lore. When drinking the blood of Mannoroth, the orcs gave up their freedom to the demons, essentially becoming slaves. As soon as they tried to pull away from the bond, they struggled to deal with the loss; this is heavily referenced when Thrall starts to break the orcs free from internment camps in Lord of the Clans. They still survive this and they have managed to combat their fatigue eventually. When Mannoroth is eventually killed, the orcs are freed from their bonds.

In the movie, it seems like the bond is absolute, but not to a demon, nor Gul'dan. While Gul'dan might control the fel within them, one would assume that killing Gul'dan won't stop the bond. Given that they are bound to the actual magic, rather than the blood of a living being, it will be interesting to see what happens when Gul'dan dies.

What's up with Medivh?


OK, so. Let's look past the initial meeting with Medivh where he looks like an unemployed artist and instead take a look at what's going on in his head. In the game lore, Medivh's mother was an incredibly powerful Guardian. She managed to defeat an Avatar of Sargeras, but the spirit of Sargeras managed to make its way into her body. It waited patiently until the time of Medivh's birth, merging into the child's body.

The wrongdoings of Medivh in the game lore are essentially due to Sargeras' influence, however this isn't really present in the movie. We are told by Alodi and Medivh himself that he simply cannot control the fel energy pulsing through his body. It forces him to do things he doesn't want to, but we're not told if there is a bigger picture being painted here. 

When Medivh transforms into a demon in the game lore, he very explicitly states that it is indeed Sargeras working his magic. In the movie, we aren't even told Sargeras exists, so one would assume that Medivh was simply consumed by fel. Perhaps, when exposed to a huge amount of fel, that is what humans turn into?

In the game lore, we know that his mother eventually resurrects him, then he just sort of disappears. Is there a mother to do so in the movie? The lack of Aegwynn seems interesting, especially given that Alodi is female (I'll go into this more later). Could we even see Khadgar be the one to do it?

For Medivh's first death, the people involved are the same, but under different circumstances. In the book, we see Khadgar and Lothar battling Medivh, who is at that point fully under the influence of Sargeras. Medivh uses a spell to drain the youth and power from Khadgar, aging him incredibly (does not happen in the movie). After this, Khadgar grabs a sword and stabs Medivh. As he is about to die, Medivh begins to transform into a fully-fledged demon, as he does in the movie. Lothar stops this by decapitating him.

The freshly dinged mage, Khadgar!


That's right. You probably heard about this elsewhere. Pretty much everyone on the bus back from the premiere was saying that same thing:


Unfortunately, we don't see him level up in game, but we do see a few differences. One of the first things I want to lay down is to do with his name. When Khadgar first goes to help Medivh, he is told that his name actually means "Trust". I was disappointed that this wasn't included in the movie, because it really gave us an indication of which Medivh was talking to Khadgar. He would often address him in a fond tone, calling him "Young Trust". 

It's important to note that, in the game lore, Khadgar never left the Kirin Tor; they actually sent him to study under and keep an eye on Medivh, hoping to find out some of his secrets. Khadgar studies under Medivh for a time, sorting through his library, before he eventually has to confront the reality of what Medivh actually is. While he goes on to become one of the most powerful mages in history, he is undoubtedly still just a young man in the presence of an idol when he meets Medivh. This awe is present when you see Khadgar's eyes light up in the movie whenever Medivh praises him at the start. He begins to doubt Medivh much earlier than in the books, as well as immediately attributing it to the fel in the movie, rather than madness as he does in the books.

The curse from Medivh that is mentioned above wasn't included in the movie, but Khadgar essentially had the power and youth sucked out of him. He is described as being old and frail, with a long white beard, after Medivh is done with him.

Garona - Human or Draenei?


This one is interesting. In the movie, Garona is half-human. In the games, she is half-Draenei. So which one is it?

In the movies, Garona's mother is meant to have been burnt alive by Gul'dan when she gave birth to her. This means that the mother is removed from the equation and instead there is a human father that, one assumes, is still alive. Garona was already born before the orcs found the humans, so it  had to be a character that managed to travel to the "ends of the world" and beyond. Sound familiar?

Medivh and Garona discuss a number of things, including a mate that he finds on his travels. He abandoned her and returned to his world, which fits in perfectly with Garona's story. If you want more elaboration on her human heritage, check out TradeChat's video on Garona below:

In the book and game lore, we are told that Gul'dan knew exactly what her true parentage was, but lied to her, telling her she was a human. This meant that she could gain the trust of the Alliance more easily and therefore set up his disastrous plans more fluidly. She was actually half-Draenei, with Maraad (yeah, that Maraad) being named as her uncle.

Other changes within the movie include the removal of the relationship between Garona and Medivh. Given that they are trying (we think) to push Medivh as her father, a romantic relationship can no longer exist. Instead, the relationship has been forged with Anduin Lothar. 

In the game lore, she has a child with Medivh, who she names Med'an. He goes on to become a favourite for fans to hate and ended up essentially being ignored and retconned out of the game.

Anduin Lothar - The Lion of Azeroth


Anduin was one of the more heavily altered characters for the movies. We see an energetic young man, ready and eager for battle. In the game lore, Lothar is old. He is well into his fifties and actually missed much of the first war.

In the movie, Lothar is present for much of the war, preparing forces, leading bands of soldiers and ensuring he is there to help his king whenever he can. In the game lore, Lothar actually misses a large portion of the First War during to being captured. When he hears about a sacred tome being stolen from Northshire by ogres, he goes to retrieve it from their hideout in Westfall. He ends up being captured and missing 20 months of the war, before being rescued by Alliance forces.

Upon returning from his capture, Lothar gathered forces including Garona and Khadgar, then went to Karazhan to face Medivh. Together, they ended up killing Medivh and freeing him from Sargeras' grasp. In these scenes, we see a very different dynamic between Khadgar and Lothar. Given that, in the movie, they are much closer together in age, there is a comical, friendly relationship forged between the two. In the books, the relationship is very similar to that of a father and a son. Perhaps we didn't see this as much due to the existence of Callan in the movie. There are scenes later in the movie, like when Lothar tells Khadgar he is proud of him, that we see this father-son relationship develop slightly more. This, of course, happens once Callan is dead, so maybe this will further progress in later movies.

Outside of this, there was a lot of story invention around Lothar's family in the movie. The queen was meant to be Lothar's sister, while in the game he simply doesn't have a sister. His child, Callan, was also invented for the movie story. The romance with Garona never happened, given that she had a romance with Medivh in the books instead.

In the final scene of the movie, the duel with Blackhand simply didn't happen. We never saw a great battle in the game lore for Lothar to charge into like that, so their Mak'gora never existed. 

King Llane I


For King Llane, we never saw an explicit mention of a wife prior to the movie, so we can assume she was invented as a character specifically to try forge a stronger relationship between Lothar and Llane.

The only huge difference between movie and game-lore Llane is the nature of his death. In the movies, he requests for Garona to kill him, allowing her to earn her right to exist among the orcs. This is a better fate than both of them dying.

In the book and game lore, Llane is actually assassinated by Garona. This links into the nature of Garona's existence among the orcs, given that she was essentially "forged" by Gul'dan. His power over her was so immense that he forced her to assassinate the king during the siege of Stormwind (will mention later). She removed his heart and took it to Gul'dan and the Shadow Council.

It was after this that Lothar stepped up, as he does in the movies, to rule until Varian comes of age.

Why is Stormwind still standing?


That's right, I couldn't believe it either. This could have been one of the most visually intense scenes in the whole movie, but it didn't happen.

After Llane is assassinated in the game, Stormwind was put under siege by the orcs and sacked. The humans fled north to the other kingdoms in hopes of regrouping and gathering their forces, led by the newly appointed Regent Anduin Lothar. They fled to Lordaeron, where they asked for the help of King Terenas II and began to prepare for the future wars.

Durotan and Draka


I felt I should include a part about these two specifically. Their deaths in the movie were much more "heroic" than in the books. Draka dies fighting while protecting her child, Durotan dies to serve as a martyr against Gul'dan.

In the books, things weren't quite as pretty. After the whole Frostwolf clan was exiled (refused to drink the blood of Mannoroth), Durotan and Draka met with Orgrim to discuss the potential atrocities that Gul'dan had planned for the orcs. Orgrim agreed to help Durotan, sending him home with an escort of trusted soldiers. 

Little did he know that these trusted soldiers were the ones to bring about the end of Durotan. One of the soldiers was a spy for Gul'dan, who summoned assassins from the shadows. They slaughted Draka and the guards, leaving Durotan to bleed out. Rather than ending his life quickly, they sliced off his arms and left him to die slowly, leaving his child (Thrall) to be killed by wolves in front of him. 

This is a much more primitive, savage death for the chieftain and wife; I actually feel like this would have fit the movie more, given that Gul'dan was made such an inherently evil character in the movie. Don't get me wrong, he is evil everywhere, but Daniel Wu turned that character into this menacing construct of pure, untouched evil. I do wonder if you could include something like that without raising the "age rating", given how graphic the scene would most likely be.

It's also worth mentioning that Thrall/Go'el is found by a human commander, Aedelas Blackmoore, which then begins his life as a human-raised orc. I assume that the final scene of the movie hints at this being present in the next movie.

Orgrim - The Blackrock/Frostwolf/Thunderlord


There's only two major alterations for Orgrim and they actually had pretty large impacts on "removed" parts of the story behind this character. The first is his clan affiliation, given that Orgrim was made a Frostwolf for the movie. One would assume that this was simply an easier way to foster a relationship between Orgrim and Durotan, rather than going through the game lore.

Orgrim was originally a Blackrock orc, serving as the "second" to Blackhand after Orgrim's father died. He met Durotan at a festival for the orcs hosted in Nagrand. They ended up becoming best friends, running off together and eventually encountering an ogre. Together, with the help of a band of Draenei, the ogre was defeated and they spent time with the Draenei, namely Velen.

It's evidently much easier to just say that Orgrim was a Frostwolf rather than having to go through this story explaining why the two are such good friends.

The other major difference was that Orgrim killed Blackhand, not Lothar. I'll discuss this in Blackhand's section below.

Blackhand - The Warchief


There's only a few minor differences here, given that we didn't hear much about his backstory in the movie. 

Blackhand arrived on Azeroth having already taken the blood of Mannoroth, so his persistent refusal in the movie is new. He took it willingly, rather than having it forced upon him by Gul'dan. 

His death in the movie was brought about by Lothar, allowing for the "Lion of Azeroth" to avenge his son that Blackhand had killed. In the game lore, Orgrim killed Blackhand. When Gul'dan fell into a coma (will mention later), Orgrim saw his opportunity and ended up decapitating Blackhand and claiming the title of Warchief.

Gul'dan - The Perfect Villain


Gul'dan's differences were more heavily associated with the differences between the movie fel and his powers in-game. Given that his powers are heavily associated with "fel" in the movie, there isn't really the link to the demons. Garona mentions it briefly when talking to Medivh, but that's it.

The link is instead made with Medivh, that he is the "commander" of Gul'dan. While this is definitely still relevant in the game lore, it's definitely not exclusively Medivh influencing Gul'dan.

Throughout the movie, we see no mention at all of Cho'gall, Gul'dan's apprentice and close helper. Throughout the first war in the game lore, Cho'gall was instrumental in Gul'dan's plans. He goes on to become increasingly important, aiding Gul'dan further in the later wars. I do hope to see him introduced soon, since he is a huge part of the warlock's plans.

Towards the end of the first war, Gul'dan actually falls into a coma. He attempts to search the mind of Medivh at the time of Medivh's death, which affects Gul'dan through the mind link. It's at this point when Blackhand is killed and Orgrim becomes Warchief.

Why is Alodi female?


The questions on many people's lips are often referring to the mother of Medivh, Aegwynn, and the female Alodi. 

In the initial lore, Alodi was very different. He was a male, half-elven mage that served as the first Guardian of Tirisfal. He was incredibly powerful and was the first person to suggest and implement the introduction of the link between the Council of Tirisfal and the Guardian. This meant the Guardian could wield the power of the Council, while they stayed out of the battles.

In the movie, Alodi was made female, as well as being considered an "unkown" entity, rather than the first Guardian. The question now is, are Alodi and Aegwynn the same person for the movie?

We see no mention of Medivh's mother and it seems too coincidental that Alodi was just made female. If this is the truth, perhaps Alodi will be the one to resurrect Medivh in future movies?

Given that Aegwynn should do it by game lore, it would make sense for them to combine the characters. They also skip the need to explain all of the lore behind Aegwynn, what she did and how she gave her powers to Medivh.

Dalaran looks... different?


At this point in the history of the game, Dalaran is still a city on land. Many people have sought to find an explanation for the choice to make Dalaran float in the movie, but there's only one that stands out: it looks better.

If you look at how Dalaran was portrayed and described, it was, in Khadgar's words, "the floating city" containing "the most powerful mages in the land". They were essentially trying to push the idea of Dalaran being a purely magical city, so having it float really reinforces this image.

Deadwind Pass and the Crater


This one is slightly confusing, not due to the differences, but because you have to wrap your head around Medivh's explanation of time to understand it.

In the movie, the fel explosion decimates Deadwind Pass and turns it into what we now know it to be. Things are slightly different in-game. Rather than having to explain it myself, I'd suggest reading this passage from The Last Guardian by Jeff Grubb:

"I am just saying that there are places of power, which for one reason or another, become the seats of great power. One such location is here, in the Redridge Mountains. Once long ago something powerful exploded here, carving out the valley and weakening the reality around it."

"And that's why you sought it out," prompted Khadgar.

Medivh shook his head, but instead said, "That's one theory."

"You said there was an explosion long ago that created this place, and it made it a place of magical power. You then came..."

"Yes," said Medivh. "That's all true, if you look at it in a linear fashion. But what happens if the explosion occurred because I would eventually come here and the place needed to be ready for me?"

Khadgar's face knitted. "But things don't happen like that."

"In the the normal world, no, they do not," said Medivh. "But magic is the art of circumventing the normal. That's why the philosophical debates in the halls of the Kirin Tor are so much buffle and blow. They seek to place rationality upon the world and regulate its motions. The stars march in order across the sky, the seasons fall one after the other with lockstepped regularity, and men and women live and die. If that does not happen, it's magic, the first warping of the universe, a few floorboards that are bent out of shape, waiting for industrious hands to pry them up."

"But for that to happen to the area to be prepared for you..." started Khagdar.

"The world would have to be very different than it seems," answered Medivh, "which it truly is, after all. How does time work?"

Khadgar was not thrown as much by Medivh's apparent change of topic. "Time?"

"We use it, trust it, measure by it, but what is it?" Medivh was smiling over the top of his cup.

"Time is a regular progression of instants. Like sands through an hourglass," said Khadgar.

"Excellent analogy," said Medivh. "One I was going to use myself, and then compare the hourglass with the mechanical clock. You see the difference between the two?"

Khadgar shook his head slowly as Medivh sipped on his wine.

Eventually, the mage spoke, "No, you're not daft, boy. It's a hard concept to wrap your brain around. The clock is a mechanical simulation of time, each beat controlled by a turning of the gears. You can look at a clock and know that everything advances by one tic of the wheel, one slip of the gears. You know what is coming next, because the original clockmaker built it that way."

"All right," said Khadgar. "Time is a clock."

"Ah, but time is also an hourglass," said the older Mage, reaching for one planted on the mantel and flipping it over. Khadgar looked at the timepiece, and tried to remember if it was there before he had brought up the wine, or even before Medivh reached for it.

"The hourglass measures time, true?" said Medivh. "yet here you never know which particle of sand will move from the upper half to the lower half at any instant. Were you to number the sands, the order would be slightly different each time. But the end result is always the same - all the sand has moved from the top to the bottom. What order it happens in does not matter." The old man's eyes brightened for a moment. "So?" he asked.

"So," said Khadgar. "You're saying that it may not matter if you set up your tower here because an explosion created this valley and warped the nature of reality around it, or that the explosion occurred because you would eventually come here, and the nature of the universe needed to give you the tools you wanted to say."

"Close enough," said Medivh.

The Draenei


This portion ties in to a few others, namely Gul'dan and the fel. In the movie, we see Draenei souls being used to feed the fel powers of Gul'dan, therefore enabling him to open the dark portal. This is meant to be a grim fate, their life force being sucked out of their bodies, but I think they actually managed to receive a less gruesome death than in the game lore.

In the lore, there is something called the Path of Glory. Prior to the opening of the dark portal, the demon-infused orcs went on a rampage slaying every Draenei they could find. The Path of Glory is a long road running through Hellfire Peninsula, made up entirely of the bones of every Draenei slaughtered. The orcs were savage brutes at this point, their veins filled with the blood thirst of the demons. 

For a proper look at the period of war, you can watch the 5th part of the Lords of War, where Maraad describes it. 


Predictions for the future?


There will (hopefully) be another movie on its way in the future, so let's take a look at some of the possible things we might be seeing in the second movie:

  • Stormwind will most likely be sieged and destroyed.
  • The remaining Alliance forces will move North.
  • We will see Terenas and Arthas introduced, most likely to build upon the 3rd movie's lore about Arthas.
  • We will most likely follow Thrall as he grows up under Blackmoore's control.
  • Khadgar will most likely become the Guardian, perhaps the choice will be influenced by Alodi.
  • Gul'dan will most likely die, I assume at the hands of Orgrim, who will then take control of the Horde.
  • We will most likely see more of the story behind Azeroth through Khadgar, given that he will have more access to Kirin Tor and Medivh's libraries.
  • Lothar will probably die, as he does in the lore, in the second war.
  • I would hope to see Medivh ressurected by either Alodi or Khadgar.
  • Khadgar might ding again, who knows? Did anyone keep track of what level he is?


That's it from me! Let me know what you think, questions you might have or corrections anywhere in the post. I'm always open to discussion! If you haven't seen the movie, grab a ticket and go watch it! It's worth it!


Share this post

Link to post
Share on other sites
11 hours ago, Xzigraz said:

Great analysis. I truly hope there will be a Warcraft 2 movie.

Thanks! Me too, I'll be there watching multiple times again :p

Share this post

Link to post
Share on other sites

  Fantastic post love the game and the movie, do hope a second film is made. I also believe the film should not follow exactly the game lore as if you need that much lore than the game should be played. The movie should entertain both players and all others just out for a good fantasy film. 

Share this post

Link to post
Share on other sites
On 6/15/2016 at 8:54 PM, Stormbringer999 said:

  Fantastic post love the game and the movie, do hope a second film is made. I also believe the film should not follow exactly the game lore as if you need that much lore than the game should be played. The movie should entertain both players and all others just out for a good fantasy film. 

Thanks for the kind words :) I agree, I think you have to change some things or the movie just won't work. Of course, it's nice to see hints at game lore, but I doubt many movie-goers would want to sit through a 5 hour film discussing every bit of game lore from WC1.

Share this post

Link to post
Share on other sites

To connect to the uttered hopes of a second Warcraft movie I want to say that based on logic and simple hints at the end of the movie I'm certain that another movie will come but it will take time. They need at least 18 months considering all the CGI work unless they were already working on the sequel while they finished the first movie.

The analysis is great though there are still lots of unanswered questions mainly due to the fact that they try to rebuild the Warcraft lore. It's always difficult to compact a whole universe into a few movies without making the movies extremely long (looking at you Lord of the Rings extended version :) ) so I don't think the lore changes are a problem. I mean nobody knew back then that they needed to create a lore that would fit perfectly into a couple of movies.

Now, without the ingame and written lore in mind I'd like to know why Medivh opened the portal to Stormwind. In the movie they made it seem like the fel inside him was gone because of Khadgars cleansing spell but because of that and the huge golem on him he was going to die. So with his last breath he tried to save everyone by creating a quick route home to the entrance of Stormwind. Isn't that a huge risk? The orcs might simply slaughter the Alliance soldiers and take the portal to invade the city. Without any guardian on site (because Khadgar was right next to him while he uttered the words to open the portal to SW) Gul'dan alone could kill a lot of citizens and claim Stormwind without any siege needed. The only reason why Medivh did what he did is because he saw exactly what was going on and knew the position of the Alliance soldiers and the possibility that they might claim the portal (like they did in the movie) but to me that seems like a lot of crap. He was way too weak for this and barely managed to open the portal for a minute so I doubt that he foresaw that. Is there another explanation for the Stormwind portal or did he actually do it to let the orcs in even though the movie makes it seem like he does his last good deed before dying?

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Babblet
      Location: Horde – US Connected Realms: The Venture Co - Maelstrom - Lightninghoof
      About us:
      Converge has been around since WoW Vanilla and has been raiding together since Molten Core; most of our members have been playing together for years. In its older days, when most of us where young, we were more raid focused and demanded a lot from our members. Over the years we had to adjust our playtime and priorities with a growing list of RL responsibilities and are now, for all intents and purposes, a semi-casual raiding guild.
      At this point in time we are trying to round out our roster and eventually attempt Mythic raids once we feel comfortable with our raid composition.
      Raid Times: 8:00 PM – 12:00 AM Eastern Time – Monday/Tuesday.
      Recruitment: Currently we are only accepting Ranged DPS / Heals
      Legion Progression:
      [EN]    7/7 Normal - 7/7 Heroic
      [ToV]  3/3 Normal - 3/3 Heroic
      [NH] 10/10 Normal - 2/10 Heroic
    • By Stan
      Today's round-up covers a new build deploy to test realms, update on PvP Season 1 rewards, Prestige 0 changes in 7.2 and old Elite PvP sets from previous expansions.
      PTR Build Deploy (January 24)
      PTRs will be going offline and a new 7.2 will be deployed soon. No ETA for the push yet.
      Greetings friends,
      PTR will be coming down for a bit today in order to deploy a new 7.2.0 build. No ETA for the push, but I'll ping this thread if things look like they're going to take longer than usual after realms go offline. 

      Leaving this thread open for general discussion so long as posts remain civil and adhere to forum guidelines. 

      Thanks all!
      Legion PvP Season 1 Rewards
      Delays and so many issues even after distribution. Blizzard is still having issues with PvP Season 1 rewards. Alliance players received rewards based on Horde leaderboards.
      Shortly after last week’s re-distribution of PvP rewards, we discovered a bug that had caused Alliance players’ rewards to be re-distributed based on the Horde ladders. While many players still ended up with the correct reward, some received rewards at a higher or lower tier than they had earned.

      In the Americas, Australia, and New Zealand, this bug resulted in too few rewards being distributed for Alliance players. We’ll be applying a hotfix with the next weekly maintenance that will correct this. Alliance players can expect to receive either the same reward they had already received, or one at a higher tier.

      To help provide clarity, here are the final rating cutoffs that were necessary to earn the Gladiator, Vindictive Gladiator, or Hero of the Alliance/Horde titles on these realms in Legion Season 1:

      Gladiator: 2563
      Vindictive Gladiator: 2852
      Hero of the Horde: 2432

      Gladiator: 2437
      Vindictive Gladiator: 2704
      Hero of the Alliance: 2297

      Thank you again for your patience as we work to ensure that players are rewarded fairly for their efforts in Legion Season 1.
      Prestige 0 Changes in 7.2
      The amount of Honor required to prestige up for the first time (Prestige 0) will be halved.
      In 7.2, we're reducing the amount of honor it requires to go from Honor Level 1 to 50 before prestiging the first time (aka Prestige 0). It will take roughly half the amount of honor as it does now. Prestige ranks 1 and higher will remain the same. 

      Hopefully, this helps everyone gain access to their honor talents faster.
      Rogue Outlaw Feedback
      Buffs to Slice and Dice are coming soon.
      So I like the concept of guaranteeing a good roll with AR. However, I don't think the current iteration (single use of AR grants a single two-buff) will ever end up making a difference really. 

      You already RTB prior to the pull and if you get a decent set of buffs, you're not going to reroll it just because you get a free two-fer. This ability needs to be a bit stronger or more flexible. It should allow for ALL rolls during AR to be two-buffs, or guarantee a single three-buff (I'd personally prefer a free 3-buff as this would feel extremely significant and beneficial). 

      As it is now, it's going to be extremely marginal in everyday play and will frequently just not get used. If you're mid-fight and AR comes up, you just aren't rolling away from what you have because of the proc. Good concept for consistency but this isn't as juicy as it sounds if you really think about how rarely you'd end up benefiting from it. It basically just adds a soft floor for the DPS, not any kind of top-end gain. It should be a DPS gain even for players who are optimizing well, because you will lose fewer Combo Points to rerolling Roll the Bones (and thereby gain Run Through damage).

      We will monitor the tuning as always, but it seems likely that a guaranteed triple buff would be a lot stronger than it initially appears. If you know that a particular roll is going to be a triple, then you can make sure to set up a 54 second duration on it. And given the frequency of Adrenaline Rush, that would be a very high uptime on a guaranteed triple buff. True Bearing uptime would go way up due to this, which adds many Adrenaline Rushes to the rotation on average. That positive feedback loop on Outlaw is rather powerful, and we have to watch for it when setting up this trait, but will continue to keep an eye on how it's borne out when testing begins.   Does it do anything for Slice and Dice?
      If not, it makes the talent obsolete, you don't want a golden trait to be useless. The plan is to buff Slice and Dice somehow. As with existing traits, as the 7.2 traits progress along we will look at how they have to interact with replacement talents.
      (Source) Old Elite PvP Sets & Illusions
      At first, the team thought that a rating requirement and Marks of Honor would be a reasonable gating behind bringing Elite PvP Sets back, but unfortunately this isn't happening. As for illusions, they don't work on Artifacts and forcing players to transmog other weapons isn't something they want. Rest assured, they're taking the community impression into consideration.
      I'd like to clarify one point: we totally hear that you'd like a rating restricted tabard and illusion back. We're adding a new tabard for Season 3 that will have a rating requirement. We're debating whether to add a new illusion however. Illusions do not work on artifact weapons and offering a reward that requires you to transmog your weapon feels problematic. But, we get that you really like the illusion. We may settle back on that idea or try to develop something else.

      As for the elite sets, our motivation for doing this isn't to replace other reward systems. We've received a lot of requests to re-add these sets to the game somehow. We thought current rating and a marks of honor cost would be a reasonable gating mechanism for purchase. But the community's impression on prestige items like this is important. We appreciate all of your feedback on the idea. But we wanted to make it clear that adding these sets does not mean we won't be adding other rating rewards as well.
    • By Stan
      Nighthold opens this week and with it the Suramar campaign continues. Wrath Timewalking and the world boss Humongris are up.
      Nighthold Opens
      The third Legion raid is now open and this week it's available on Normal/Heroic difficulty. The first wing of LFR and Mythic difficulty will unlock next week. More information can be found in our detailed Nighthold Survival Guide. World Boss Humongris
      Humongris is up this week. Search for the Pocket Wizard world quest in Val'sharah. If you've been killing Legion World Bosses since Legion launch, you should have already unlocked the Artifact appearance via Unleashed Monstrosities. The base appearance can finally be unlocked (Improving on History) now that Nighthold is open.
      World Boss Loot Tables
      Coerced Wizard's Cloak Mantle of the Aspiring Spellgiant Padawsen's Squished Pauldrons Padawsen's Unlucky Charm Sea Giant Toothpick Fragment Shoulderguards of Unimaginative Magic Shoulderplates of Oversized Sorcery Wrath Timewalking Dungeon Event (January 17 - 24)
      Don't forget to pick the quest A Burning Path Through Time from Archmage Timear or from within the Adventure Journal. Completing five Timewalking dungeons rewards Accolade of Victory Cache of Nightborne Treasures 1 Seal of Broken Fate During Wrath Timewalking, you can get items like Reins of the Blue Proto-Drake. Reins of the Infinite Timereaver is personal loot and the mount has a chance to drop off of any boss in Timewalking dungeons. You can start saving your Timewarped Badges for Pandaria Timewalking to get The mount Yu'lei, Daughter of Jade Pets - Infinite Hatchling, Paradox Spirit and other vanity items such as Portable Yak Wash or Shado-Pan Dragon Gun. Stranglethorn Fishing Extravaganza
      Is back and available as a world quest every Sunday at 2 p.m. PST. More on what has changed can be read here. Lunar Festival (January 21 - February 4)
      Our detailed guide can be found here. Call of the Scarab (January 21 - 23)
      To commemorate the first banging of the Scarab Gong, this is the first micro-holiday to hit live servers. More information can be found in our preview. Insurrection Story
      The last quest Lord of the Shadow Council can be complete now that Nighthold is open. All you need to do is defeat Gul'dan . The quest reward is Headpiece of the Shadow Council. After defeating Gul'dan there will be an additional quest called "Fate of the Nightborne" (it isn't in the database yet) that will give you the Arcanist's Manasaber mount. Mythic+ Affixes (US)
      Sanguine // Overflowing // Tyrannical
      Mythic+ Affixes (EU)
      Bolstering // Overflowing // Tyrannical
    • By Stan
      Mythic Nighthold opens along with the first wing of LFR today and the world first race starts! Lunar Festival is celebrated until February 4. Earn extra honor with the Battleground Bonus Event and don't forget to kill The Soultakers for loot!
      Mythic Nighthold & LFR Wing 1 Open
      The first wing of LFR and Mythic difficulty opens this week. Mythic race for world firsts begins today and we'll bring you separate updates on the progress. Tier 19 Mythic sets look better than sets dropping on lower difficulties. We've previewed them here. The weekly Nighthold quest is The Nighthold: Wailing In The Night. More information about Nighthold can be found in our detailed Nighthold Survival Guide. World Boss The Soultakers
      Captain Hring, Soultrapper Mevra & Reaver Jdorn are up this week. Search for the The Soultakers world quest in Stormheim. If you've been killing Legion World Bosses since Legion launch, you should have already unlocked the Artifact appearance via Unleashed Monstrosities. The base appearance can finally be unlocked (Improving on History) now that Nighthold is open.
      World Boss Loot Tables
      Barnacled Mistcaller Orb Cord of Kept Souls Hel-Cursed Belt Helchain Waistguard Sea-Reaver's Girdle Soultrapper's Pendant Thrice-Accursed Compass Battleground Bonus Event (January 24 - 31)
      Sign of Battle increases Honor gains from battleground objectives and wins by 50%. Don't forget to pick the quest A Call to Battle from Archmage Timear or from within the Adventure Journal. Winning four battleground matches rewards Badge of Honor 5 Mark of Honor Glory of the Melee Stranglethorn Fishing Extravaganza
      Is back and available as a world quest every Sunday at 2 p.m. PST. More on what has changed can be read here. Lunar Festival (January 21 - February 4)
      Our detailed guide can be found here. Mythic+ Affixes (US)
      Teeming // Skittish // Fortified
      Mythic+ Affixes (EU)
      Bolstering // Overflowing // Tyrannical (TBA on Jan 25)
    • By Stan
      Official Patch Notes for Patch 7.1.5.
      Patch 7.1.5 goes live tomorrow and here are the full patch notes including all class changes and features of the patch.
      Blizzard Entertainment
      Table of Contents (with links):
      New Bonus Event - MoP Timewalking
      Brawler's Guild Returns!
      New Micro-Holidays
      Artifact Knowledge and Class Hall Updates
      Find Premade Groups from the Quest Tracker
      Legion Companion App
      New Legendary Items

      Class Changes:
      Death Knight
      Demon Hunter

      Legendary Item Adjustments
      PvP Class Adjustments
      New Features
       New Bonus Event - Mists of Pandaria Timewalking
      For players at level 91 and higher, a new Bonus Event every few weeks.
      Temple of the Jade Serpent Stormstout Brewery Shado-Pan Monastery Mogu’shan Palace Siege of Niuzao Temple Gate of the Setting Sun New Timewalking Vendor on Timeless Isle, offering:
      Reins of the Heavenly Jade Cloud Serpent (Yu'lei, Daughter of Jade mount) 2 new pets—Infinite Hatchling (dragonkin) and Paradox Spirit (aquatic) Reputation Tokens for all major Pandaria factions and friendship items 2 new Toys—Adopted Puppy Crate and Portable Yak Wash Chilled Satchel of Vegetables, to help chefs who've missed out on Pandaren cuisine Updated equipment selections from Pandaria factions  Brawler’s Guild Returns!
      After a quick break to mend some wounds and broken bones, everyone’s favorite fighting series is back. A new set of challenging encounters are coming to town, and it’s up to you to muscle your way past them for glory and prizes.
      New solo boss fights:
      Ogrewatch Master Paku Ash’katzuum a Seagull Ray D. Tear Johnny Awesome Burnstachio Stitches And many more! Rewards:
      The Brawler's Burly Basilisk mount Pugilist's Powerful Punching Ring // Pugilist's Powerful Punching Ring (transports you to Brawl’gar or Bizmo’s) New shirts and Achievements Tylarr Gronnden (new battle pet) Invites to the Brawler’s Guild have been reset. Please look for a Blood-Soaked Invitation when opening emissary bags or completing dungeons. If you just can’t wait to get your invitation, you might want to fight the elite vrykul of Shield’s Rest in Stormheim, who know a thing or two about brawling.
       New Micro-Holidays
      Many special days of the year are coming to Azeroth. Prepare to join everyone as, for one to three days, players celebrate unique occurrences such as the Hatching of the Hippogryphs, Spring Balloon Festival, and the Thousand Boat Bash.
      Updated Features
       Artifact Knowledge and Class Hall Updates
      New Bind-on-Account items are available from the Artifact Researcher in your Class Order Hall. These items can be sent to alternate characters to immediately get them to higher Artifact Knowledge levels.
      For new players just reaching 110, there is a new set of repeatable quests that will allow you to immediately exchange Order Hall Resources for Artifact Knowledge up to Artifact Knowledge level 15.
      The time it takes to complete Class Hall research has been reduced. A shorter time to complete Class Hall research for Tiers 3, 4, 5, and 6 will make it easier to upgrade your Class Halls on alts and new characters.
       Find Premade Groups from the Quest Tracker
      When you’re looking for players that are doing the same World Quest, you can now easily search for groups in the Quest Tracker. For group quests, a small button will appear next to the quest name. For all other quests, right click the quest name and then click “Find Group.” This will automatically launch a search for groups of players who are doing that quest. If none are found, you can start a group with one click – all the details will be filled in for you.
      More Group Finder updates:
      A new option allows you to make groups only visible to friends and guildmates of people in the group. When searching for groups, groups who need your role (based on your active specialization) are sorted to the top of the list. You will receive a more descriptive message when you are declined when attempting to join a group that is full.  Legion Companion App
      The Legion Companion App has been updated to support World of Warcraft Patch 7.1.5, including bug fixes and functionality improvements.
       New Legendary Items
      Many new and wondrous Legendary items are now to be found in the Broken Isles. The hunt is on for new Legendaries for every class!
      You can found more details in our Legendary Item Preview that covers both new Legendary items as well as changes to existing ones.
      Many 3-star recipes have had their drop rates increased. Alchemy
      The recipe to create Potion of Prolonged Power now creates 10 potions (was 20). Enchanting
      Four new neck enchants have been added. All four enchants have 3 ranks: Rank 1 recipes can be purchased from a vendor in the Farondis Hub. Rank 2 recipes are found on creatures in specific Broken Isles zones (except Suramar), as long as you know the rank 1 recipe. Rank 3 recipes are found in emissary chests for those zones, at a 20% chance.  The rank 3 recipe requires knowledge of the rank 1 or 2 recipe. Mark of the Ancient Priestess now heals for 400% of spell power. Mark of the Claw now gives 1000 haste and Critical Strike (was 550 at level 110). Mark of the Trained Soldier gives 600 Mastery (was 300). Mark of the Hidden Satyr damage is now 200% spell power or 250% attack power, whichever is higher. Engineering
      A new quest has been added which rewards and unlocks a new shoulder enchant for Engineers: Boon of the Builder. Boon of the Builder can be purchased from Hobart Grapplehammer after this quest is completed. Boon of the Builder rewardsSprocket Containers from kills in the world, about once an hour.  These can contain guns/gun parts, engineering consumables, new goggle recipes, and a special new reagent called Hardened Felglass, used for goggles (see below). Added a new quest at level 110 for that rewards the recipe for a Rechargeable Reaves Battery.  This item can be used once every 30 minutes and does not have charges. Four new goggles have been added, with a base item level of 880. Damage from the click effect for all Legion goggles is now similar to the damage from Gunpowder Charge, with a shared cooldown. The damage for Head Shot has been increased substantially.  Inscription
      All Vantus Runes have had their benefit increased from 1000 Versatility to 1500 Versatility. The material cost of all Vantus Rune recipes has been reduced by half. Jewelcrafting
      There are six new world quests in Dalaran titled “Gemcutter Needed”. That means you, probably. Changes
       Death Knight
      Blood Blood Tap recharge time reduction perBone Shield charge consumed increased to 2 seconds (was 1 second). Bloodworms’ healing per bloodworm increased to 15% of max HP (was 5%). Blooddrinker total health leech increased by 130%. Bonestorm heal increased to 2% (was 1%). Gorefiend's Grasp cooldown now 2 minutes (was 3 minutes). Heartbreaker bonus Runic Power per target hit reduced to 2 (was 3). March of the Damned duration bonus increased to 100% (was 50%). Mark of Blood heal increased to 3% (was 2%). Purgatory cooldown now 4 minutes (was 3 minutes). This cooldown resets on death. Purgatory now always lasts 3 seconds after it activates, even if you briefly go into positive health. Rapid Decomposition now causes Death and Decay to deal damage 15% more often (was 50%), and Runic Power generation changed to 1 per second (was 15% more). Rune Tap damage reduction increased to 40% (was 25%). Tightening Grasp cooldown reduction to Gorefiend's Grasp is now 30 seconds (was 60 seconds). Tombstone consumes a maximum of 5 stacks of Bone Shield, and now provides 6 Runic Power and absorb damage equal to 6% of your maximum health (was 3 Runic Power and 3% of health). Vampiric Blood now increases incoming absorbs as well as heals. Will of the Necropolis damage reduction increased to 35% (was 20%). Frost Abomination's Might chance increased to 20% (was 10%). Breath of Sindragosa damage increased by 64%. Freezing Fog damage bonus increased to 30% (was 25%). Gathering Storm damage increased per stack increased to 15% (was 10%). Horn of Winter runic power gain increased to 20 (was 10). Hungering Rune Weapon duration increased to 15 seconds (was 12 seconds). Murderous Efficiency chance increased to 65% (was 50%). Volatile Shielding damage school changed from Arcane to Shadow. White Walker damage reduction increased to 30% (was 20%), and slow efffect increased to 70% (was 50%). Unholy The damage done by many Unholy spells has been increased by 6%. All Will Serve damage increased by 15%. Army of the Dead and Apocalypse ghouls damage has been increased. Blighted Rune Weapon number of auto attacks affected increased to 5 (was 4). Clawing Shadows damage increased by 20%. Dark Arbiter cooldown reduced to 2 minutes (was 3 minutes). Defile damage increased by 20%, and Mastery per stack increased to 300 (was 200). Ebon Fever now also causes Virulent Plague to deal 20% more damage over time. Necrosis damage bonus increased to 40% (was 35%). Pestilent Pustules triggers every 8 runes (was 6). Portal to the Underworld damage increased by 33%. Runic Corruption now has a 1% chance to proc per Runic Power spent (was a 1.25% chance). Unholy Frenzy duration increased to 2.5 seconds (was 2 seconds), and the cap on extending it increased to 25 seconds (was 10 seconds). Buff now cancels on encounter start.  Demon Hunter
      Havoc The damage done by most Havoc spells has been increased by 10%. Annihilation and Chaos Strike damage have been slightly increased. Blind Fury now restores 35 Fury per second while channeling Eye Beam, in addition to increasing the duration. Chaos Cleave now hits all nearby enemies, including the original target, for 10% of the damage it inflicts. Demon Blades proc chance reduced to 60% (was 75%). Demonic Appetite now has a 25% chance to create a Lesser Soul Fragment with no cooldown (was a 50% chance, 15 second cooldown). Consuming a Soul Fragment generates 35 Fury (was 30). Lesser Soul Fragments now spawn to the left or right of the Demon Hunter. Demonic now lasts 8 seconds (was 5 seconds). Desperate Instincts no longer replaces Blur, and now increases the damage reduction effect by an additional 15%. Fel Barrage damage increased by 20%. Fel Eruption damage increased by 30%, cooldown reduced to 30 seconds (was 35 seconds), and the Fury cost has been reduced to 10 (was 20). Felblade's cooldown resets 50% more often from Demon's Bite. First Blood bonus damage increased to 300% (was 200%). Mastery: Demonic Presence adds 1.4% damage/point (was 1%). Nemesis damage bonus increased to 25%. Netherwalk no longer replaces Blur. Cooldown increased to 2 minutes (was 1.5 minutes). Soul Rending leech reduced to 70% (was 100%). Vengeance The damage done by most Vengeance spells has been increased by 9%. Abyssal Strike now reduces the cooldown of Infernal Strike by 8 seconds (was 5 seconds). Agonizing Flames increases the damage of Immolation Aura by 20% (was 30%). Blade Turning increases the Pain generation of Shear and Severby 70% (was 50%). Burning Alive’s Fiery Brand will now continue spreading from any target that has it, even if the initial primary target dies. Demon Spikes now reduces physical damage by 10% (was 20%). Demonic Wards now increases Stamina by 55% (was 45%). Demonic Wards now reduces all damage taken by 10% (was only magic damage). Fel Devastation has moved to the level 110 talent row. Fracture now costs 20 Pain (was 40 Pain). Last Resort cooldown now 8 minutes (was 3 minutes). This cooldown resets on death. Metamorphosis now also increases armor by 100%. Metamorphosis overrides Shear with Sever, which deals 20% more damage than Shear and always creates a Lesser Soul Fragment. Nether Bond has been removed. New talent at level 108: Demonic Infusion Draw from the power of the Twisting Nether to instantly activate and then refill your charges of Demon Spikes. Generates 60 Pain. Instant cast, with a 2 minute cooldown. Razor Spikes increases your Physical damage by 30% while Demon Spikes is active (was 20%). Sigil of Chains cooldown now 90 seconds (was 60 seconds). Soul Barrier now: Costs 10 Pain (was 30 Pain). 30 second cooldown (was 20 seconds). Base absorb (before fragments) and minimum absorb both increased by 50%. Spirit Bomb now deals Fire damage (was Shadow). Spirit Bomb’s Frailty now lasts 20 seconds (was 15 seconds), and heals the Demon Hunter for 20% of damage they deal to the target (was 15%).  Druid
      Displacer Beast speed increase duration now 2 seconds (was 4 seconds). Mass Entanglement duration now 30 seconds (was 20 seconds). Renewal cooldown reduced to 90 seconds (was 120 seconds). Balance The damage done by most Balance spells has been increased by 4%. Echoing Stars (Artifact Trait) damage increased by 20%. Rapid Innervation now gives 10% haste (was 20%). Stellar Drift  increases Starfall damage by 60% (was 20%). Feral The damage done by most Feral abilities has been increased by 8%. Infected Wounds now reduces movement speed by 30% (was 50%). Maim damage increased by 75%. Moment of Clarity now increases damage of affected spells by 15%. Moment of Clarity now only affects Shred, Thrash, and Swipe. Razor Fangs now increase the damage dealt by Rip by 4% per point (was 7%). Guardian The damage done by several Guardian spells has been increased by 4%. Bear Form auto-attacks now generate 7 Rage (was 7.875 Rage). Ironfur now provides an 80% increase in armor (was 100%). Galactic Guardian now generates 8 Rage (was 10). Gory Fur now reduces Rage cost by 25% (was 50%). Mangle now generates 5 Rage (was 6). Pulverize now deals 850% physical damage (was 567%). Pulverize now reduces damage taken by 9% (was 8%). New talent for Guardian at level 30, replacing Displacer Beast: Intimidating Roar. Replaces Incapacitating Roar with a version that now fears rather than incapacitates. Restoration Moment of Clarity no longer increases maximum Energy. Moment of Clarity now increases healing of affected spells by 15%. Power of the Archdruid radius increased to 20 yards (was 15 yards).  Hunter
      Barrage no longer requires a target, and no longer deals extra damage to one target. Beast Mastery The damage of several Beast Mastery spells has been increased by 9%. Aspect of the Beast ferocity damage increased by 100% and tenacity damage reduction increased from 15% to 30%. Barrage damage increased by 80% for Beast Mastery only. Big Game Hunter critical strike chance bonus increased to 60% (was 50%). Blink Strikes damage bonus increased to 100% (was 50%). Chimaera Shot damage increased by 60%. Dire Frenzy cooldown reduced to 12 seconds (was 15 seconds). Farstrider chance increased to 15% (was 10%). Hati base movement speed increased by 14% in all forms. One with the Pack chance bonus increased to 30% (was 15%). Stampede damage increased by 15%. Volley damage increased by 50% for Beast Mastery only. Way of the Cobra damage bonus increased to 10% (was 8%). Marksmanship Aimed Shot now damages for 275% of weapon damage (was 204%). Aimed Shot now deals 100% increased damage against targets you have not yet attacked. Arcane Shot now damages for 200% of weapon damage (was 130%). Bursting Shot damage increased by 50%. Explosive Shot now costs 20 Focus (was 0). Marked Shot damage increased to 550% (was 250%) Multi-Shot damage increased to 100% (was 66%). Patient Sniper now causes the bonus provided by your Vulnerable to increase by 10% every 1 second. Piercing Shot damage decreased to 500% (was 675%). Piercing Shot is now affected by Vulnerable. Sentinel now has a 60 second cooldown, spawns a Sentinel that marks all targets immediately and every 6 seconds for 18 seconds. Sidewinders now generates 35 Focus (was 50). Vulnerable no longer affects Marked Shot. Vulnerable now has a 7 second duration, provides a 100% bonus to damage, and does not stack. Survival The damage done by many Survival spells has been increased by 12%. New passive ability at level 44: Waylay. After 2 seconds, your Traps become fully armed, making them especially devastating. Freezing Trap will not break due to damage for the first 4 seconds. Tar Trap reduces enemies' movement speed by 70% for the first 4 seconds. Explosive Trap staggers the target, causing them to miss their next melee attack. Steel Trap deals 500% increased damage if triggered by an enemy that is not in combat. Improved Traps replaced with Guerrilla Tactics, increasing Explosive Trap damage by 50% and additionally improving Waylay's bonuses to: Freezing Trap will not break due to damage for the first 6 seconds. Tar Trap reduces enemies' movement speed by 90% for the first 4 seconds. Explosive Trap causes the target to miss their next two melee attacks. Butchery damage increased to 620% (was 518%) and recharge is now 12 seconds (was 15 seconds). Caltrops damage increased to 50% (was 25%). Farstrider talent replaced with Disengage. Lacerate no longer has a cooldown. Serpent Sting damage increased to 115% (was 87%). Snake Hunter cooldown is now 120 seconds (was 90 seconds) Spitting Cobra damage increased to 100% (was 20%). Sticky Bomb cooldown is now 25 seconds (was 30 seconds) and delay 2 seconds (was 3 seconds)  Mage
      Rune of Power damage bonus is now 40% (was 50%). Arcane The damage done by many Arcane spells has been increased by 12%. Mage Armor removed. Mana Shield trait renamed Force Barrier: Increases Prismatic Barrier size by 20/40/60%. Overpowered now increases Arcane Power's damage bonus and mana reduction to 70%. Presence of Mind is now available at level 30, and is no longer a talent. Unstable Magic activate chance is now 20% (was 15%). New talent at level 15: Amplification Arcane Charges increase the damage of Arcane Missiles by an additional 15%. New spell at level 26, replacing Ice Barrier: Prismatic Barrier Shields you for 1 minute, absorbing damage, reducing magical damage taken, and reducing the duration of all harmful Magic effects against you. New talent at level 30: Mana Shield. Prismatic Barrier has no cooldown, but drains your mana for 50% of the damage it absorbs. New talent at level 30: Slipstream. Arcane Missiles and Evocation can be channeled while moving. New talent at level 75: Chrono Shift Arcane Barrage slows enemies by 50%, increases your speed by 50%, and has a duration of 5 seconds. New talent at level 100, replacing Quickening: Temporal Flux Arcane Blast’s cast time is reduced by 5% for each Arcane Charge. Fire The damage done by most Fire spells has been increased by 27%. Aftershocks damage increased to 39% (was 34.5%). Cauterize cooldown is now 5 minutes (was 2 minutes). This cooldown resets on death. Cauterize is now available at level 52. Controlled Burn chance is now 20% (was 10%). Critical Mass now learned at level 10 and gives a +15% chance to critically strike with spells. At level 65, also increases Critical Strike rating from gear by 10%. Firestarter now causes both Fireball and Pyroblast to deal a critical strike when the target is above 90% health (was 85%). Flame On is now passive, reduces Fire Blast recharge by 2 seconds, and increases its maximum charges by 1. Flame On reduces Fire Blast recharge by 2 seconds (was 3 seconds). Molten Armor removed. New spell for Fire Mage at level 26: Blazing Barrier Absorbs the next 700% of spell power damage you take. Melee attacks against you deal 50% of spell power damage to the attacker. 30 second cooldown. Molten Skin trait now causes Blazing Barrier to reduce physical damage taken by 5/10/15%. New talent available at level 30: Blazing Soul Dealing Fire damage to targets within 8 yards of you refills your Blazing Barrier for 40% of the damage dealt. Pyretic Incantation increases damage by 2%/stack (was 5%). Frost The damage done by many Frost spells has been increased by 12%. New talent available at level 30: Glacial Insulation. Ice Barrier increases your armor by 100% while active, and Ice Block applies Ice Barrier to you when it fades. Cold Snap is now learned at level 52, and has been redesigned: Finishes the cooldown of your Frost Nova, Cone of Cold, Ice Barrier, and Ice Block, with a 5-minute cooldown. New talent available at level 75: Frigid Winds. Your chilling effects snare enemies by an additional 15%. At level 63, Blizzard (Rank 2) now causes the cooldown of Frozen Orb to be reduced by 0.5 seconds each time Blizzard does damage. Blizzard no longer activates Fingers of Frost. Chain Reaction now increases the damage of Ice Lance by 10%/stack (was 20%). Frost Armor has been removed. Frozen Touch is now passive, and increases Fingers of Frost proc chance by 40%. Ice Barrier causes melee attacks against you to snare the attacker by 50%. Ice Barrier is now learned by Frost Mage only at level 50. Ice Block’s cooldown is now 4 minutes (was 5 minutes). Ice Floes is now available at level 30. Shield of Alodi trait increases Ice Barrier size by 20/40/60% (was 33/66/100%).  Monk
      Dampen Harm now reduces all damage you take by 20% to 50% for 10 seconds, based on the size of the attack, with a 2 minute cooldown. Ring of Peace now forms a Ring of Peace at the target location for 8 seconds. Enemies that enter will be ejected from the ring. Brewmaster The damage done by most Brewmaster abilities has been increased by 9%. Breath of Fire range and width have been increased. Gift of the Mists’ maximum bonus is now 75% (was 60%). New talent: Mystic Vitality Stagger is now 40% more effective against magical attacks. Elusive Dance now grants up to 20% dodge and damage (was 15%). Crackling Jade Lightning damage increased by 100%. Mistweaver Mistweaver Mastery: Gust of Mists increased to 13 of spell power per point of Mastery (was 10%). Gust of Mists healing increased by 30%. Rising Sun Kick mana cost is now 2% of base mana (was 2.25%). Song of Chi-Ji cooldown reduced to 15 seconds (was 30 seconds). Diffuse Magic cooldown is now 90 seconds (was 120 seconds). Zen Pulse damage and healing increased to 220% of spell power (was 200%). Mistwalk healing increased to 420% of spell power (was 350%). Windwalker The damage done by several Windwalker abilities has been increased by 8%. Rushing Jade Wind now applies Mark of the Crane to up to 5 targets. At level 60, Dizzying Kicks has been replaced with Summon Black Ox Statue. Crackling Jade Lightning damage increased by 100%. Fixed several bugs affecting Storm, Earth, and Fire. Clones now channel faster, move faster, and target more reliably. Clones now inherit and benefit from your stacks of Transfer the Power and Hit Combo when summoned, and are more survivable.  Paladin 
      Holy Beacon of Faith no longer has a cooldown. Beacon of Light no longer has a cooldown. Beacon of Virtue now costs 10% of base mana (was 15%). Holy Shock now damages for 280% of spell power (was 350%). Retribution The damage done by most Retribution abilities has been increased by 12%. Greater Blessing of Might removed. Greater Blessing of Wisdom/Greater Blessing of Kings can be cast in combat. Greater Blessing of Wisdom restores 0.2% health/mana every 2 seconds (was 3 seconds). Greater Blessing of Kings absorbs 270% of spellpower (was 180%). Fist of Justice now reduces the remaining cooldown of Hammer of Justice by 2.5 seconds per Holy Power spent. Divine Intervention now reduces the cooldown of Divine Shield by 20% (was 50%). Seal of Light replaced with Judgment of Light.  Priest
      Shining Force cooldown is now 45 seconds (was 60 seconds). Discipline Shadow Covenant has been updated: Now increases healing by 450% (was 550%). Is now instant (was a 1.5 second cast) No longer replaces Power Word: Radiance. Burst of Light trait no longer affects Shadow Covenant. Holy New talent at Holy Priest level 30: Perseverance: When you cast Renew on yourself, it additionally reduces all damage taken by 10%. Holy Priest now learns Desperate Prayer at level 52. Benediction’s chance to activate has been reduced to 40% (was 50%). Piety now additionally reduces the cooldown of Prayer of Mending by 2 seconds. Prayer of Healing healing increased to 250% (was 200%). Prayer of Healing now heals the target and the 4 nearest allies (was 5 random injured targets). Symbol of Hope duration is now 12 seconds (was 10 seconds). Shadow Lingering Insanity is now a talent, replacing Void Lord. Lingering Insanity now causes Voidform’s haste increase to fade by 2% every second when Voidform ends. The damage done by most Shadow spells has been increased by 25%. Auspicious Spirits now generates 3 Insanity (was 4). Mania now increases movement speed by 1% per 3 Insanity (was 1% per 5 Insanity). Masochism now additionally reduces damage taken by 10% for the duration of the Heal-over-Time. Legacy of the Void requires 65 Insanity (was 70), and also increases Voidform’s Shadow damage bonus by 5%. Mind Blast now generates 15 Insanity (was 12). Mind Flay now generates 3 Insanity per tick (was 2). Mind Flay now deals damage to nearby targets and generates additional Insanity, if the target has Shadow Word: Pain. Mind Sear has been removed. Mind Spike removed. New talent at level 90: Misery Vampiric Touch also applies Shadow Word: Pain to the target. Shadow Crash moved to level 100. Shadow Word: Death generates 15 Insanity untalented (was 10). Shadow Word: Pain now generates 4 Insanity (was 3). Shadow Word: Pain (Shadow) duration now 18 seconds (was 14 seconds) Shadow Word: Void now recharges in 20 seconds (was 30 seconds). Surrender to Madness now increases Insanity gain by 100% (was 150%). Vampiric Touch generates 6 Insanity when cast (was 4). Vampiric Touch duration is now 24 seconds (was 18 seconds). Void Bolt now extends the durations of all of your active Damage over Time spells (within 8 yards) by 3 seconds. Void Eruption puts Void Bolt on cooldown for 1.5 seconds (was 3 seconds). Void Lord has been removed. Voidform now increases Shadow damage by 20% (was 30%).  Rogue
      Cheat Death cannot trigger more often than once per 6 minutes (was 2 minutes). This cooldown resets on death. Shroud of Concealment is now available to all Rogues at level 68. Feint now costs 35 energy (was 20). Pick Pocket range increased to 10 yards (was 5 yards). Assassination The damage done by most Assassination spells has been increased by 7%. Agonizing Poison proc chance increased to 30% (was 20%). Alacrity haste per stack increased to 2% (was 1%). Maximum stacks reduced to 10 (was 20). Anticipation maximum combo points increased to 10 (was 8). Blind is now learned at level 24. Crippling Poison is now learned at level 38 (was 24). Death from Above increased AOE damage is now 440% of attack power (was 366% of attack power). Deeper Stratagem damage bonus to finishing moves reduced to 5% (was 10%). Elaborate Planning damage bonus granted from finishing moves reduced to 12% (was 15%). Internal Bleeding total bleed damage increased to 144% attack power per combo point (was 124% attack power). Marked for Death now grants 6 combo points with Deeper Stratagem. Prey on the Weak damage bonus increased to 15% (was 10%). Rupture has been updated: The damage of the spell no longer scales up based on combo points spent. Now, combo points spent scale up its duration. Shadow Focus energy cost reduction for abilities while Stealthis active increased to 75% (was 50%). Subterfuge damage bonus to Garrote increased to 125% (was 100%). Outlaw The damage done by most Outlaw spells has been increased by 16%. Alacrity haste per stack increased to 2% (was 1%), and maximum stacks reduced to 10 (was 20). Anticipation maximum combo points increased to 10 (was 8). Between the Eyes no longer gains its 4x critical strike multiplier until Rank 2 (Between the Eyes), learned at level 42. Blade Flurry damage to secondary targets reduced to 30% (was 35%). Deeper Stratagem damage bonus to finishing moves reduced to 5% (was 10%). Fatebringer now reduces energy cost by 2/4/6 (was 3/6/9). Fate's Thirst now provides a bonus of 4/8/12% (was 6/12/18%). Marked for Death now grants 6 combo points with Deeper Stratagem. Pistol Shot now reduces movement speed by 30% (was 50%). Slice and Dice now also grants 15% increased energy regeneration. True Bearing no longer reduces the cooldown of Blind, Cloak of Shadows, or Riposte. Subtlety The damage done by most Subtlety spells has been increased by 9%. Akaari's Soul (artifact trait) delay reduced to 2 seconds (was 4 seconds). Alacrity haste per stack increased to 2% (was 1%), and maximum stacks reduced to 10 (was 20). Anticipation maximum combo points increased to 10 (was 8). Marked for Death now grants 6 combo points with Deeper Stratagem.. Master of Shadows energy gain for entering Stealth/Shadow Dance reduced to 25 (was 30). Master of Subtlety duration reduced to 5 seconds (was 6 seconds). Night Terrors now reduces movement speed by 30% (was 50%). Shadow Focus energy cost reduction for abilities while Stealth is active increased to 25% (was 20%). Shadow Nova (artifact trait) now always activates when using Shadowstrike or Cheap Shot or Shuriken Storm while Shadow Dance is active, with a 5 second internal cooldown.  Shaman
      Lava Burst damage increased to 275% (was 220%). Ancestral Swiftness haste is now 6% (was 10%). Elemental Earth Elemental has been updated: Now has 400% of the caster's armor (was 200%). Now has 25% the caster's spell power as attack power (was 5%), and 45% for Primal version. Creates a great deal of threat to nearby enemies. Now has a duration of 1 minute (was 15 seconds) and a cooldown of 5 minutes (was 2 minutes). Aftershock now refunds 30% of Maelstrom (was 25%). Earthen Rage damage is now 55% of spell power (was 50%). Earthgrab Totem now roots for 8 seconds (was 5 seconds). Earthquake duration is now 6 seconds (was 10 seconds) and damage per tick is now 50% (was 30%). Elemental Blast damage is now 680% (was 525%). Elemental Blast now provides a bonus of 2400 to a stat (was 1200). Icefury damage is now 900% (was 180%). Liquid Magma Totem damage is now 110% (was 80%). Path of Flame bonus to Lava Burst is now 10% (was 5%). Storm Elemental cooldown is now 2.5 minutes (was 5 minutes) and duration is now 30 seconds (was 60 seconds). Storm Elemental Wind Gust damage is now 48% (was 42%) and Call Lightning damage is now 96% (was 84%). Enhancement The damage done by most Enhancement spells has been increased by 16%. Boulderfist no longer increases your critical strike chance by 5%. Earthen Spike no longer costs Maelstrom. Earthen Spike damage is now 1100% of attack power (was 800%). Empowered Stormlash bonus is now 50% (was 35%). Fury of Air damage is now 40% of attack power (was 30%), and costs 3 Maelstrom/second (was 5). Hailstorm damage is now 21% of weapon damage (was 35%). Lava Lash damage is now 625% of weapon damage (was 505%). Lightning Bolt damage increased by 50%. Lightning Shield damage is now 150% attack power (was 100%). Overcharge costs 40 Maelstrom (was 45), and has a 12 second cooldown (was 9). Overcharge’s cooldown is now 12 seconds (was 9 seconds). Rainfall healing increased to 100% (was 50%). Rockbiter now generates 20 Maelstrom. Windsong cooldown is now 40 seconds (was 45 seconds). Restoration Chain Heal healing is now 380% (was 400%). Healing Stream Totem healing increased to 82% (was 70%). Queen's Decree healing increased to 24% (was 20%). Unleash Life healing increased to 350% (was 325%). Wellspring healing increased to 450% (was 375%).  Warlock
      Demonic Circle duration increased to 15 minutes (was 6 minutes). Imp, Succubus, Voidwalker, Felhunter, and Felguard damage increased by 20%. Mortal Coil healing is now 20% of maximum health (was 11%). Mortal Coil now always heals you, regardless of whether the target is affected by the Horror. Soul Harvest base duration is now 15 seconds and maximum duration is 35 seconds (was 10 seconds and 30 seconds). Affliction Drain Soul is now learned at level 13. New Affliction talent at level 15: Malefic Grasp. While channeling Drain Soul, your damage-over-time spells deal 80% increased damage to the target. Contagion bonus is now 18% (was 12%). New talent at level 30: Empowered Life Tap Life Tap increases your damage dealt by 10% for 20 seconds. Grimoire of Synergy bonus is now 25% (was 35%). Haunt cooldown is now 30 seconds (was 15 seconds) and Haunt now also increases damage by 30%. Seed of Corruption damage is now 215% (was 138%). Seed of Corruption now costs 1 Soul Shard (was 4.5% mana). Sow the Seeds adds 2 targets (was 4) and no longer adds a Soul Shard cost. Demonology Demonbolt damage bonus is now 18% (was 20%). Grimoire of Synergy bonus damage is now 35% (was 40%). Impending Doom now additionally reduces Doom's duration by 3 seconds. Thal'kiel's Discord (Artifact Trait) is now triggered by Demonwrath. Power Trip now has a 65% chance to activate (was 50%). Destruction The damage done by many Destruction spells has been increased by 4% . Backdraft now reduces the cast time of your next two Incinerates or Chaos Bolts by 30%. This stacks up to 4 charges. Channel Demonfire damage is now 64% (was 46%). Channel Demonfire now splashes 50% of its damage to nearby targets, and is no longer affected by Havoc. Doom Guard’s Doom Bolt damage is now 275% of spell power (was 210%). Grimoire of Sacrifice damage is now 75% of spell power (was 100%). Grimoire of Supremacy now reduces Doom Guard’s Doom Bolt damage by 20%. New talent at level 30: Empowered Life Tap Life Tap increases your damage dealt by 10% for 20 seconds. Shadowburn now replaces Conflagrate, and now generates a Shard, plus an additional Shard on kill. The Cataclysm and Eradication talents have swapped places in the talent tree. Conflagration of Chaos trait now also affects Shadowburn.  Warrior
      Shockwave now stuns for 3 seconds (was 4 seconds). Arms The damage done by most Arms abilities has been increased by 5%. Charge now reduces the movement speed of the target by 50% for 6 seconds. Charge now roots the target for 1 second (was 1.5 seconds). Fervor of Battle increases Whirlwind’s damage to the primary target by 45% (was 30%). Hamstring now deals 105% weapon damage (was 5%). In For The Kill refunds 30 Rage (was 20). Ravager damage increased by 25%. Rend costs 10 Rage (was 15), now deals 10% more periodic damage, and now deals upfront Bleed damage. Sweeping Strikes makes Mortal Strike and Execute hit 2 additional nearby targets (was 1). Titanic Might no longer reduces the effectiveness of Colossus Smash. Trauma causes Slam and Whirlwind to deal 25% damage as a DoT (was 20%). Fury The damage done by most Fury abilities has been increased by 5%. Dragon Roar increases your damage done by 16% (was 20%). Fresh Meat increases Bloodthirst’s critical strike chance by 60% (was 40%). Frothing Berserker increases damage done by 15% (was 10%). Outburst now also reduces the cooldown of Berserker Rage by 15 seconds (previously did not reduce the cooldown). Reckless Abandon now also increases the duration of Battle Cry by 2 seconds (previously did not increase the duration). War Machine lasts 15 seconds (was 10 seconds). Wrecking Ball increases the damage of your next Whirlwind by 250% (was 200%). Protection Anger Management also reduces the cooldown of Demoralizing Shout. Best Served Cold has been moved to Level 45: Revenge deals 5% more damage per target hit, up to five. Booming Voice generates 60 Rage (was 50 Rage), and increases damage you deal to affected enemies by 25% (was 20%). Crackling Thunder increases Thunder Clap’s radius by 50% (was 100%). New Talent: Devastator Passive. Replaces Devastate. Your auto-attacks deal additional damage, generate 5 Rage, and have a 30% chance to reset the cooldown of Shield Slam. Focused Rage has been removed. Heavy Repercussions extends Shield Block by 1.0 seconds (was 1.5 seconds) Intercept now gives 15 Rage (was 10). Never Surrender ignores up to 100% more damage (was 75%). Ravager increases your Parry chance by 35% (was 30%). Revenge damage increased by 29%. Revenge now has a 3 second cooldown, and costs 30 Rage. Dodge/Parry makes your next Revenge free. Safeguard now transfers 30% of damage (was 20%). Shield Block now costs 15 Rage. Thunder Clap now generates 5 Rage, and its damage has been increased. Ultimatum has been removed. Vengeance now affects Revenge  (was Focused Rage). Warbringer now stuns for 2.5 seconds (was 1.5 seconds). Warlord's Challenge also reduces the cooldown of Berserker Rage by 15 seconds. Class Halls
      The Sunblossom Pollen from the Druid Class Hall evergreen plant plots now provides +10% damage reduction for 1 hour (was +travel form speed). Items
       Legendary item adjustments:
      Aggramar's Stride: Now grants movement speed based on Haste or Crit, whichever is higher. Additionally, the movement speed bonus now stacks with other movement speed bonuses. Cinidaria, the Symbiote: Your attacks cause an additional 30% damage as Physical to enemies above 90% health and heal you for 100% of the damage done. Norgannon's Foresight: Standing still for 8 seconds grants you Foresight, allowing you to cast while moving for 5 seconds. This duration begins when you start moving. Prydaz, Xavaric's Magnum Opus: Every 30 seconds, gain an absorb shield for 15% (25% for non-tanks) of your maximum health for 30 seconds. Now has Critical Strike, Haste, and Mastery as secondary stats. Roots of Shaladrassil: Standing still causes you to send deep roots into the ground healing you for 3% of your maximum health every 1 second (was 4% every 3 seconds). Sephuz's Secret: Successfully applying a loss of control effect to an enemy, interrupting an enemy, or dispelling any target grants you 70% increased movement speed and 25% Haste (was 15%) for 10 seconds. This effect may occur once every 30 seconds. Demon Hunter (Vengeance) Runemaster's Pauldrons: Metamorphosis resets the remaining cooldown on all your Sigils and Empower Wards, and grants 1 charge of Demon Spikes. Now procs when Last Resort (talent) procs. (Havoc) Anger of the Half-Giants: Demon's Bite generates an additional 1 to 14 Fury (was 1 to 20). Demon Blades generates an additional 1 to 8 Fury (was 1 to 12). (Havoc) Loramus Thalipedes' Sacrifice: Damage increase per subsequent target increased to 10% (was 5%). Death Knight (Blood) Service of Gorefiend: Now activates an additional time (two additional times with Mouth of Hell artifact trait) while Dancing Rune Weapon is active. (Frost) Seal of Necrofantasia: Cooldown reduction for Empower Rune weapon increased to 10% (was 5%). (Unholy) The Instructor's Fourth Lesson: Scourge Strike now has a chance to burst an additional 1-3 Festering Wounds (was 1-5). (Frost) Perseverance of the Ebon Martyr: Now also applies to enemies recently damaged by Remorseless Winter. Druid Ekowraith, Creator of Worlds: Increases the effect of Astral Influence, Feline Swiftness, Thick Hide, and Ysera's Gift by 75% (was 50%). (Balance) Impeccable Fel Essence: Cooldown reduction is now 1 second per 12 Astral Power spent (was 8). (Balance) Promise of Elune, the Moon Goddess: Stacks gained now also reduce the global cooldown of Regrowth. (Balance) The Emerald Dreamcatcher: Astral Power cost reduction of Starsurges reduced to 7 per stack (was 10 per stack). (Feral) The Wildshaper's Clutch: Critical damage from your Bleeds have a 30% (was 40%) chance to trigger Primal Fury. Hunter (Beast Mastery) Roar of the Seven Lions: Bestial Wrath reduces the Focus cost of all your abilities by 15% (was 20%). (Beast Mastery) The Apex Predator's Claw: Your pet gains the passive abilities of all pet specializations and deals 5% (was 10%) increased damage. (Beast Mastery/Survival) Call of the Wild: Reduces the cooldown of all Aspects by 35% (was 50%). (Marksmanship) Ullr's Feather Snowshoes: The remaining cooldown on Trueshot is reduced by 0.8 seconds (was 1.0 second) each time you cast a damaging Shot. (Survival) Frizzo's Fingertrap: Now spreads Lacerate at full duration. (Survival) Nesingwary's Trapping Treads: Focus gained increased to 25 per trap (was 15). Mage (Arcane) Mystic Kilt of the Rune Master: Arcane Barrage grants you 3% (was 4%) of your maximum mana per Arcane Charge spent. (Arcane) Rhonin's Assaulting Armwraps: Arcane Missiles has a 18% (was 25%) chance to make your next Arcane Blast cast within 6 seconds cost no mana. (Fire) Marquee Bindings of the Sun King: After consuming Hot Streak, there is a 15% (was 20%) chance that your next non-instant Pyroblast cast within 15 seconds deals 300% additional damage. (Fire) Koralon's Burning Touch: Scorch deals 350% increased damage and is now a guaranteed Critical Strike against enemies below 30% health. Monk (Brewmaster) Fundamental Observation: Zen Meditation is no longer cancelled when you move or when you are hit by a melee attack, and reduces the cooldown of Zen Meditation by 50%. (Brewmaster) Firestone Walkers: Now reduces Fortifying Brew’s cooldown by 2 seconds (was 1 second) per enemy hit, up to a maximum of 6 seconds (was 4 seconds). (Mistweaver) Ei'thas, Lunar Glides of Eramas: Rising Sun Kick causes your target's next melee attack to extend your heal over time effects by 5 seconds (was 2 seconds). (Windwalker) Hidden Master's Forbidden Touch: Duration during which you can recast Touch of Death increased to 5 seconds (was 3 seconds). (Windwalker) Cenedril, Reflector of Hatred: Now causes Touch of Karma to deal 150% increased damage, and no longer increases absorb. Paladin Chain of Thrayn: Avenging Wrath increases healing done by an additional 25% for Holy and 50% for Protection/Retribution and increases damage done by an additional 20%. Uther's Guard: Your Blessing of Freedom, Blessing of Sacrifice, and Blessing of Protection have 50% increased duration and heal the target for 15% of maximum health. (Retribution) Justice Gaze: Hammer of Justice deals 600% (was 350%) weapon damage and has 75% reduced cooldown when used against an enemy above 75% health. (Retribution) Liadrin's Fury Unleashed: While Avenging Wrath is active, you gain 1 Holy Power every 4 seconds (was 2.5 seconds). (Retribution) Whisper of the Nathrezim: Templar’s Verdict and Divine Storm increase the damage of your next Templar’s Verdict or Divine Storm within 4 seconds by 15% (was 25%). Priest Phyrix's Embrace: Now increases Guardian Spirit's duration and healing bonus by 50% and Guardian Spirit no longer terminates its healing bonus effect when sacrificing itself. (Shadow) Anund's Seared Shackles: Each time Shadow Word: Pain and Vampiric Touch deal damage, your next Void Bolt gains 4% (was 2%) increased damage, stacking up to 50 times. (Shadow) Mother Shahraz's Seduction: You gain 5 stacks of Voidform when you enter Voidform. (Shadow) Mangaza's Madness: Increases the maximum number of charges of Mind Blast by 1 (was 2). (Shadow) The Twins' Painful Touch: Your first Mind Flay (was Mind Sear) cast after entering Voidform spreads Shadow Word: Pain and Vampiric Touch to 3 enemies within 10 yards of your target. Rogue Insignia of Ravenholdt: Additional damage decreased, and no longer damages enemies under the effects of breakable crowd-control. (Assassination) Zoldyck Family Training Shackles: Your Poisons and Bleeds deal 30% (was 40%) increased damage to targets below 30% health. (Outlaw) Greenskin's Waterlogged Wristcuffs: Between the Eyes has a 20% chance per Combo Point to increase the damage of your next Pistol Shot by 300% (was 400%). (Subtlety) Shadow Satyr's Walk: Shadowstrike restores 3 (was 10) Energy plus an additional 1 Energy for every 3 yards (was 2) between you and your target. Shaman (Elemental/Enhancement) Eye of the Twisting Nether: Damaging enemies with your Fire, Frost, or Nature abilities increases all damage you deal by 1.5% (was 2%) for 8 seconds. Each element adds a separate application. (Elemental) The Deceiver's Blood Pact: Earth Shock has a 20% (was 30%) chance to refund all of the Maelstrom spent. (Enhancement) Spiritual Journey: Feral Spirits now cools down 500% faster (was 300%) while in Spirit Wolf form. (Restoration) Focuser of Jonat, the Elder: Healing Wave and Healing Surge increase the healing of your next Chain Heal by 10% (was 15%), stacking up to 5 times. Warrior Ayala's Stone Heart: Procs per minute reduced. (Arms) Archavon's Heavy Hand: Mortal Strike refunds 8 Rage (was 15). (Fury) Ceann-Ar Charger: Gain 8 Rage (was 10 Rage) whenever you Enrage. (Fury) Kazzalax, Fujieda's Fury: Bloodthirst increases all damage you deal and all healing you take by 1% for 10 seconds, stacking up to 4 times (was 5 times). (Protection) Kakushan's Stormscale Gauntlets: Affected spells changed (was Shield Slam and Revenge) to Shield Slam and Thunderclap. (Protection) Destiny Driver: Absorb amount increased to 50% (was 15%). Warlock (Affliction) Hood of Eternal Disdain: Agony deals its full damage 10% (was 20%) faster. (Destruction) Alythess's Pyrogenics: Enemies affected by your Rain of Fire take 10% (was 7%) increased damage from your Fire spells. (Destruction) Feretory of Souls: Casting a damaging Fire spell has a 10% (was 15%) chance to generate a Soul Shard. (Destruction) Magistrike Restraints: Chaos Bolt has a 20% chance (was 30%) to strike an additional enemy within 30 yards. (Demonology) Sin'dorei Spite: For 25 seconds after casting Summon Doomguard or Summon Infernal, you and your minions deal 15% (was 30%) increased damage.  Player versus Player
      Dampening now begins immediately in 2v2 Skirmish and 2v2 Arenas. Blade’s Edge Arena has received a visual update. Prestige level 9 has been added. Artifact traits at 35 points and above are now enabled in PvP. Damage caused by Soul Rip, Shadow Nova, On the Trail, and Shadowy Apparition should no longer break control effects such as Polymorph or Freezing Trap. Honor talents that replace taunt effects for each Tank specialization will now cause their original taunt effect to be applied to non-player targets.  Class Adjustments
      Death Knight Blood Blood Death Knights now deal 10% reduced damage in PvP (was 15%). Blooddrinker now deals 40% reduced damage in PvP (was 100%). Demon Hunter Havoc Unending Hatred now grants 10 Fury (was 5). Eye of Leotheras now deals 6% of the target’s total health in damage (was 4%). Rushing Vault and Pinning Glare have been removed. New talent: Demonic Origins The cooldown of Metamorphosis is reduced by 2 minutes, and now lasts 15 seconds. While not in Metamorphosis, your damage is increased by 10%. New talent: Mana Rift You manifest a 6-yard-wide mana rift under the feet of your target. After 2 seconds, the rift erupts, dealing 8% of enemies’ total health in Chaos damage, and destroying 8% of enemies’ total mana (if present). Mana Break now deals 15% of the target’s total health in Chaos damage. Total health in damage is increased by 1% per 2% of the target’s total missing mana, up to 30%. Vengeance Vengeance Demon Hunters now deal 10% reduced damage in PvP (was 15%). Illidan's Grasp cooldown reduced to 60 seconds (was 90). Druid Balance Celestial Downpour now increases the duration of Starfall by 100%, but you can only have one active at a time. Celestial Guardian magical damage reduction reduced to 20% (was 30%). Guardian Maul now deals 400% damage in PvP (was 100%). Guardian Druids now take 10% increased damage from players (was 25%). Guardian Druids now deal normal damage in PvP. Shapemender has been removed. Hibernating Growth has been removed. Enraged Mangle has been removed. Sharpened Claws now increases Swipe and Thrash damage by 100%. Overrun no longer shares a cooldown with Feral Charge. Den Mother now increases you and your allies’ maxiumum health by 15% within 15 yards. Demoralizing Roar cooldown is now 30 seconds (was 60 seconds). Toughnessis now a level 34 talent (was level 37), replacing Softened Blows. New Talent: Roaring Speed Reduces the cooldown of your Stampeding Roar by 90 seconds. New Talent: Master Shapeshifter Your Feral, Balance, or Restoration Affinity is amplified, granting an additional effect: (Balance) After you enter Moonkin Form, you gain 30% spell haste for 10 seconds. (Feral) While in Cat Form, your damage is increased by 30%. (Restoration) After you Swiftmend, the cast time and healing of your Healing Touch is increased by 30% for 8 seconds. New Talent: Malorne's Swiftness Your Travel Form movement speed while within a Battleground or Arena is increased by 20% and you always move at 100% movement speed while in Travel Form. New Talent: Raging Frenzy Your Frenzied Regeneration also generates 60 Rage over 3 seconds. Restoration Focused Growth now also reduces the mana cost of Lifebloom by 50%. Hunter Viper Sting now has a 30 second cooldown, down from 45. Scorpid Sting now has a 24 second cooldown, down from 30. Scorpid Sting now has an 8 second duration, up from 6. Spider Sting now has a 45 second cooldown, down from 60. Spider Sting's initial debuff duration is 4 seconds, down from 5.  Silence duration unchanged. Marksmanship Sniper Shot no longer has a cooldown (was 6 seconds). Survival Steel Trap's out of combat Waylay bonus deals 150% additional damage in PvP situations (was 500%). Mage Frost Burst of Cold increases Cond of Cold damage by 250% (was 600%). Monk Brewmaster Microbrew reduces the cooldown of Fortifying Brew by 50%, and no longer reduces its duration. Incendiary Breath is now renamed Incendiary Breath, is now passive, and increases the cooldown of Breath of Fire by 100%. Hot Trub now deals 50% of purified Stagger damage to nearby targets (was 25%). Guard no longer provides an absorb, instead it allows the Monk to Stagger 30% of damage received by allies within 15 yards. Eerie Fermentation now provides 5% magic damage reduction and 10% movement speed for each level of Stagger active. Mistweaver Counteract Magic increases Renewing Mists heal for 135% (was 125%). Healing Sphere now has a 15 second charge recovery cooldown (was 45 seconds). Surge of Mist  now causes Enveloping Mist to have a seven second cooldown (was 8 seconds). Way of the Crane now also makes you immune to stun effects. Refreshing Breeze now increases the healing of Vivify by 20% (was 25%). Windwalker Spinning Fire Blossom now always triggers Mastery: Combo Strikes. Disabling Reach now increases Disable’s range to 10 yards (was 12 yards). Zen Moment now costs 3 Chi (was 5 Chi). Control the Mists now occurs every 10 seconds (was 20 seconds). Paladin Cleansing Light is a new honor talent replacing Pure of Heart for Protection and Retribution. Cleansing Light removes all Disease and Poison effects within 15 yards of the Paladin. Luminescence now only activates on heals cast by targets other than the Paladin. Holy Holy Paladin's template secondary stat distribution has changed: 50% Mastery 125% Haste 75% Versatility 150% Critical Strike Avenging Crusader now has a (35% of base mana) cost (was no mana cost). Ultimate Sacrifice no longer cancels based on the Paladin’s health. Ultimate Sacrifice’s damage transfer periodic is now 4 seconds (was 12 seconds). Protection Protection Paladin's template secondary stat distribution has changed: 25% Mastery 200% Haste 50% Versatility 125% Critical Strike Guarded by the Light now stacks up to 2 times (was 3). Guarded by the Light no longer reduces the mana cost of Flash of Light. Hallowed Ground now suppresses movement speed reductions while allies are standing in your Consecration. Steed of Glory increases the duration of Divine Steed by 2 seconds (was 4). Retribution Retribution Paladin's template Strength is now 80%, down from 85%. Retribution Paladin's template secondary stat distribution has changed: 25% Mastery 160% Haste 50% Versatility 165% Critical Strike Priest Discipline Solemn Prayers removed. Renewed Hope removed. Strength of Soul now also heals targets to which you apply Power Word: Shield. New talent: Trinity The duration of your Atonement is increased to 30 seconds and the healing transferred through Atonement is increased by 20%. Atonement can now only affect a maximum of 3 targets and can only be applied through Plea. Dome of Light now increases Power Word: Barrier’s damage reduction effect by 45% (was 25%). Power Word: Fortitude now increases maximum health by 20% (was 10%). New Talent: Ultimate Radiance Your Power Word: Radiance is now instant cast and the healing is increased by 250%, with a 6 second cooldown. Holy Heal now heals for 200% in PvP. Prayer of Mending now heals for 150% in PvP. Delivered from Evil re-designed: Now reduces the cooldown of Leap of Faith by 45 seconds, but no longer creates an absorption shield on the target. Holy Ward’s cooldown reduced to 30 seconds (was 45 seconds). New Talent: Miracle Worker: Holy Word: Serenity now has 2 charges. Rapid Mending now also increases the radius of Prayer of Mending by 20 yards. Divine Attendant re-designed: Now reduces the cooldown of Guardian Spirit by 2 minutes. Ray of Hope’s cooldown reduced from to 45 seconds (was 60 seconds). Greater Heal re-designed: Heal increases the targets total health by 10% for 15 seconds. Stacks up to 2. Rogue All Rogues template Stamina is now 100% (was 90%). Assassination Flying Daggers now also increases the radius of Fan of Knives by 100%. Shaman Enhancement Thundercharge now increases the cooldown of all recovery abilities by 70% (was 30%). Restoration Calming Waters moved to level 34, replacing Inner Renewal. Earth Shield now has a 5 second cooldown. Earth Shield now provides 15% damage reduction (was 20%). Earth Shield now triggers at 8% health loss (was 6%). Earth Shield's mana cost has been increased to 15% base mana (was 12.6%). Earth Shield is no longer dispellable. Electrocute damage increased 20% Spirit Link mana cost reduced, and no longer has a cooldown. Targets linked now receive 100% increased healing from your Chain Heal and Riptide. Healing Wave now heals for 200% more in PvP (was 135%). Rippling Waters healing increased by 20%. Rippling Waters now also grants Riptide 1 additional charge. New Talent: Tidebringer Every 8 seconds, the cast time of your next Chain Heal is reduced by 50% within 15 seconds. Maximum of 2 charges. Warrior New Talent: Disarm Disarm the enemy’s weapons and shield for 8 seconds. Disarmed creatures deal significantly reduced damage. Arms Arms Warrior's template Strength reduced to 105% (was 110%). Blood Hunt removed. Ready for Battle removed. Sharpen Blade now has a 25 second cooldown (was 45 seconds). New Talent: Storm of Destruction Reduces the cooldown of Bladestorm by 33%, and Bladestorm now also applies Mortal Wound to all targets you hit. Pain Train is now a level 8 honor talent (was 43). Shadow of the Colossus has moved from being a level 25 to level 28 honor talent. Shadow of the Colossus now also increases the Rage you gain when you charge by 25. Wrecking Crew removed. New Talent: Duel You challenge the target to a duel. While challenged, all damage you and the target deal to all targets other than each other is reduced by 50%. Lasts 8 seconds. New Talent: War Banner You throw down a banner at your feet, rallying your allies and increasing movement speed by 30%, and reducing the duration of all incoming crowd control effects by 50% within 30 yards. Lasts 15 seconds. Fury Fury Warrior's template secondary stats have been adjusted: 75% Mastery 150% Haste 100% Versatility 75% Critical Strike Enrage reduces damage taken in PvP situations by 10% (was 20%). Warpaint further reduces this to 5% (was 15%). Blood Hunt removed. Death Wish now has a 15 second cooldown, and stacks up to 15 times (was 5). Protection Protection Warrior's template secondary stats have been adjusted: 25% Mastery 175% Haste 50% Versatility 150% Critical Strike Protection Warriors now deal 10% reduced damage in PvP (was 15%). Protection Warriors now take 15% increased damage from players (was 25%). Tenderizer removed.  Quests
      Fixed bugs preventing Kirin Tor emissary World Quests from always providing a minimum of four available quests. All World Quests will be re-generated with this patch. You will retain your existing slate of Emissaries, but any current World Quests may disappear or have a different reward after the patch. (Source)