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Legendary Bad Luck Clarification

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Legendary Bad Luck

A  blue post has been submitted by Aerythlea with the subject - Legendary Bad Luck Prevention and interesting clarifications.

It's a common misconception in Legion that the amount of type /played affects your chance to get a Legendary item. Two types of players are compared:

  • Player A who spends most of his time idling in Dalaran and doing his World Quests for emissary chests.
  • Player B who is more active in Legendary-eligible content, meaning he's clearing the Emerald Nightmare weekly, doing World Quests, daily Random Heroic Dungeons or Mythic Keystone runs.

What this tells us is that Player B has a much higher chance to obtain a Legendary, because he's doing more Legendary-eligible content than Player A.

BiS (Best-in-Slot) Legendaries Misconception

The second subject handles the type of Legendaries you get. Some are obviously considered better than others. At the end of the day, when you finally receive your first Legendary, it's one of the worst for your spec. Many players thing it's not fair and a reason to hand your raid spot to somebody with better Legendaries.

Again, two types of players are compared.

  • Player A, who gets this awesome Legendary, granting him a raid spot.
  • Player B, who gets a mediocre Legendary, despite engaging more in Legendary-eligible content.

This is false in many ways. Legendary drops aren't the single determiner to secure a raid spot. Player B moreover, will have more experience, it's even likely he will squeeze out more DPS than Player A, because he's actively participating in more Legendary-relevant (even harder) content, such as Mythic+ runs. The second reason why Player B is getting a spot in raid would be helping the guild out, assuming he's running Mythic+ and dungeons with his guild mates.

The whole blue post can be read below.

Blizzard LogoAerythlea

Legendary Bad Luck

Hey all,

I'd just like to clear up a common misconception I've seen come up a lot in of recent discussions regarding Legendaries.

In short:

Your total time /played and average item level has no bearing on your chances of obtaining a Legendary.

To be a little more specific:

Player A and Player B could both have exactly 10 days of /played at level 110 and neither of them have a Legendary yet.

Player A has spent most of that time idling in Dalaran or their Order Hall, simply kicking it by the water cooler in guild chat or trade chat. Beyond doing their daily Emissary Cache and a Mythic Dungeon here or there, they don't really do that much in the way of Legendary-eligible content. Now, Player A could get very lucky with their next Emissary Cache and get a Legendary, but they'd be a statistical outlier in this scenario.

Player B, on the other hand, has spent the majority of their time doing Legendary-eligible content. They do their daily Emissary Cache, clear Emerald Nightmare each week, do a Random Legion Heroic Dungeon regularly and participate in a lot of Mythic/Mythic Keystone dungeon runs to help out their friends etc.

At this point in time Player B's chance of getting a Legendary will be much higher than that of Player A. As Player B has participated in far more Legendary-eligible content, their bad luck protection will be ramping up and increasing their chances of a getting a Legendary from their next run of Legendary-eligible content. Hence the saying "if you do the content, the Legendaries will come."

"Then player A gets BiS legendaries, while Player B gets the !@#$ tier legendaries that are totally useless. Fast forward some time, Player A and Player B both try to get the same spot in a raid. Of course, player A gets picked because he has better legendaries that actually increase his performance."

Well in this scenario as Player B has been helping their guild out more than Player A has, I think most communal focused guilds would prefer to give the spot to someone like Player B who is actually contributing to helping the guild, rather than the person who got lucky and is simply there for the ride.

Also as Player B has spent more time doing current content than Player A, they will arguably know how to adapt and adjust to situations (like where they can squeeze out more DPS for example) more readily than Player A will.

There are plenty of groups and guilds clearing Normal and Heroic Emerald Nightmare & Trial of Valor with most of their roster not even having a BiS Legendary. A Legendary should not going to be the sole determining factor in whether or not a coordinated group is going to beat an encounter. Sure, the Legendary might bring enhancements or utility that may make the process smoother, but they're not a through-and-through substitute for skill and execution.

Only, many of us are doing the content but still aren't getting any or just getting bad once that we'll never use.

The system is still the worst idea you ever had and it's completely ruining the experience the game is supposed to deliver. It's no longer fun! Playing the game is NOT fun. Do you not see this?

The legendary system at it's best provides a sense of relief if you manage to get two good ones but at it's worst it just makes you furstrated, angry and disappointed.

That is NOT a good system. Let us target the items that are quickly becoming mandatory (if they aren't already) like you said would be possible.

That small change would make the expantion way better in every way. As it stands now, Legion is by far the worst expantion to date simply becuase of this legendary system.

How do you not see this Blizzard? Why aren't you listening to feedback?

We are listening to, and reading, the feedback and we're regularly forwarding the feedback on. If/when I receive any thoughts or information I can share in regards to feedback received, then I will share it with you as I always have. Not having an answer does not mean you are not being listened too.

(Source)

I'm interested to hear your thoughts :)

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The big problem is of course that some legendaries are so sh*t, subjectively AND objectively, that they're barely worth using. Solve that somehow and the problem is much smaller.

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The legendary system is in need of a fix.  However personally, It has no bearing on how I play and how I raid.  I may be the lucky one but I have a great guild and have not lost a raid spot because I did not have a legendary.  I have earned that spot by knowing my class and knowing the fights.  That is what makes a great raider.  Not a legendary.  It is sad that our community judges a player's worth by whether he was lucky or not.  If he is geared properly, and knows what he is doing then he should be accepted not shunned.  As to the jerks who rate Legion as the worst because of the system I have some strong words for you:  Nobody cares.  these are the same people who complain about too much content and a myrid of other little things.  You don't have to play trolls.  I love Legion, I think its great Blizzard has put so much in to it.  Some things are not perfect but whatever, they are trying.  Personally I am glad.  So just play the game already. 

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I have been playing for a couple of years from WotLK to now. I have gotten serious because I have liked the content on some of the expac's and eh..not so much on others. I didn't even level all my toons on WoD. But I am really liking Legion. Yes, its change and a lot of people will always complain about change. But I feel the changes were well thought out - well, expect for the leveling of profs. But that's just me complaining because i can't sit and level them through mats i've collected on other toons. I'm finding it challenging and it is going at a pretty nice clip now I understand it.

I felt strongly enough about this to actually join Icy Veins so I could comment. Blizzard, you did a good job on this one, thank you!

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It was pretty long before I got my first legendary. A healer in our guild got 3, not 1, 3 legendaries before I saw my first. Some folks got 2. She got 3 BiS legendaries while I got what is considered one of the worst Balance druid pieces (the boots). While I'm happy for her, I can't help but feel some yuckiness. It's not jealousy or envy, it's more bitterness on my part - not towards her. I don't know what it is but it doesn't feel great. I feel like my character is broken somehow, that no matter how many emissary boxes I open or mythics I go into, I'm just not going to see another legendary for a long time and when I do, it'll probably be Sephuz's Secret or Cinidaria. 

My issue isn't just with the whole bad luck scenario, it's that having "bad" legendaries feels oxymoronic in nature. They're legendaries simply because of ilvl in that aspect, because the equip just isn't that great for many of them. Imho, no legendary should be "bad". I can think of a million ways to improve and change the equip abilities of these to be more in line with what the spec needs. I mean, as it is, no legendaries assist or boost solar wrath or lunar strike, nothing boosts or assists moonfire or sunfire, yet and the one coming up seems like it may be bad news. There are so many things they could have done to make every legendary piece of equipment considered good, even if it albeit alters playstyle a bit. 

As just an example, how about having one that causes Moonfire or Sunfire to have a chance to generate empowerments for Wrath or Strike? How about one that causes Wrath or Strike to have a chance to cast Moonfire AND Sunfire on the target? Perhaps one that causes Moonfire or Sunfire charges to build up so the next one has a 100% chance to crit? Another that extends both Moon and Sunfire ticks by casting Wrath or Strike while empowered? Etc. Etc. Etc. So many ways to make legendaries NOT suck.

Now, I don't hate my legendary, I feel like it's saved me plenty but let's face it. I'm a balance druid and our healers are awesome, I probably use the ability way more than I need to - I would much rather a legendary that allowed me to boost my dps. As it is, I'm being turned down from random premade mythic groups because 1. I'm balance spec and there's a perception in the community that balance doesn't do great dps and let's face it, the truth is that with all the movement required for some of these mythic+s, that may be true (I shudder at volcanic) and 2. I have no dps legendaries. To hell if I've cleared it before or have Mythic equipment being worn, these are the reasons given to me. 

It makes me want to either just forget the spec and go heals (which I don't enjoy fulltime) or go feral (which isn't fun for me).

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To be honest about this Topic. What they wrote is just a justification for how shitty this legendary system is.
Someone on the WoW Forums wrote: "win of the casuals!" This is true. The casuals have won.
They can tell me what they want but even Player A will receive its legendary and even Player A will under very lucky circumstances get it before player B gets it.

They did soooo many things right in Legion, the artifact weapon feels great, the world quests are fine, but what they fucked up are:
1. Tab targeting; minor problem
2. Dmg balancing (we think specc A is too strong, we nerf it and buff Specc B, so Specc B is more powerful than Specc A, What???)
3. Random Luck Legendary Dropping System

My point about the legendaries is:
1. why not make them crafted? Questline that gives you the base item and you can get stuff from nhc/HC/Mythic and mythic+ dungeons to upgrade it
2. Craft it the way you want. Put some cool stats on it and choose from 2 effects for each item to put on

I dont mind if someone gets a drop before me or deserves it more than I do. But I hate is the fact that someone can get it in LFr without putting some effort into anything, while others clear mythic raids and dungeons and leave the game with empty hands.... you should be rewarded for effort, not just pure luck. it stinks ....

and... why this 895 to 910, back to 895 back to 910??

 

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16 hours ago, Lokodot said:

Four weeks in a row now I have received a helmet from my weekly mythic cache.  I have 2 legendary items, but they are sephuz and prydaz which are actually downgrades compared to gear i have in my bags.  

For M+, surely Sephuz actually performs pretty well? It depends on the class I guess, but yeah. It's worth noting that you have 2 legendaries already, so you had very good luck with getting legendaries, just not the right ones. They still do well in certain situations, they just aren't the crazy good ones.

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16 minutes ago, Lokodot said:

I think you forgot to read the rest of my post.  You're taking my words out of context and therefore you are part of toxic community within World of Warcraft.  You completely ignored the majority of my comments.  You're a bigot and completely ignorant.  In the future I would ask you to keep your opinion to yourself if you're going to take others words out of context just to try and be toxic towards others in the community.

I just didn't see much point in replying to the rest, since it was essentially a complaint about the way legendary allocation works. I was in no way toxic, a bigot or ignorant, but thanks.

Given that my job here is solely about helping people, which I do every day, I strongly doubt I am trying to be toxic to the community on purpose as you said.

Regardless, back to the point at hand; as always with these issues, there will be a vocal group. Nobody is going to come onto a forum to say, "I love Blizzard, I just got a pretty decent legendary for my main spec and I am pretty happy about it." They will tell a few friends, maybe link it in /2, whatever it might be. The reason it seems that the majority of people are unhappy is due to the fact that the most vocal people on the subject will ALWAYS be those that are unhappy. 

Let's continue on with your suggestion though. Let's allocate legendaries a better way. Now, all legendaries are awarded based on effort put in. How do we measure this?

  • Total time spent playing?
  • Time spent in instances?
  • Time spent farming herbs?
  • Time spent mining?
  • Time spent crafting gear?
  • Time spent doing World Quests?
  • Time spent wiping on a certain boss?
  • Time spent in Mythic raids?

As you can see, this list goes on and on and on. I could list every activity in the game and we could have someone do that for 24 hours straight. Every single person has participated in an activity in game for the same amount of time, they pay the same subscription fee to put in the same effort for 24 hours of time spent playing.

So who gets the legendary first?

Well, maybe we can differentiate between the activities based on the amount of effort they put into it.

  • Total distance travelled to complete the activity?
  • Total number of keys pressed?
  • Total number of mouse clicks?
  • Total number of kills achieved?
  • Total number of players killed?
  • Total number of gold earned?
  • Total number of resources earned?
  • Total amount of reputation earned?

So - No, I was not being toxic. I just didn't want to reply to a suggestion which has been explained multiple times by Blizzard as to why it does not work. You cannot simply do an equation of Effort = Reward because there are far too many different ways to play WoW, even now within PvE. If you were to remove every single other aspect of the game except PvE, you would still have World Quests, World Bosses, Raids (LFR - Normal - Heroic - Mythic), Dungeons (Normal, Heroic, Mythic, Mythic +1, Mythic +2 ... Mythic +15), Reputation Farming. If you wipe for 3 hours on a Mythic raid boss, how does that compare vs. 3 hours of clearing a Mythic+10 dungeon? Which is more difficult? Which requires more effort?

If you remove RNG, you end up dealing with a horrendous situation of completely devaluing certain areas of the game.

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1 hour ago, Lokodot said:

You're a bigot and completely ignorant.

Well, now there's a way to prove your point is valid and a concern worth addressing.

..........and then there's this.

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22 minutes ago, Lokodot said:

You are taking my words out of context again and inserting your own words.  

I'm not quite sure how I am taking them out of context when you have plainly said that allocation should prefer effort over RNG? You aren't satisfied with the in-between of bad luck protection, correct? In your own words, you said that something needs to change, right? You don't want to go further towards RNG, you don't like the current system, so naturally, the only way to go is towards effort, right?

If you needed to expand on this, why didn't you in your second message rather than deciding to call me names for no reason? Especially given that my post was attempting to shed a positive light on something you weren't happy with?

24 minutes ago, Lokodot said:

I never full said they should base the loot 100% off the effort a player puts in.  One of my main points is that these people that log in and sit idle in Dalaran, or maybe run one dungeon a week are the ones getting legendary items in my experience in the game at the moment.

I'm not going to bother with any of the insults, I'll just be ignoring them and warning you accordingly. Moving on to this, in my personal experience, the people that have no legendaries in my social circle are the people that log every few days, do a few world quests, do a dungeon or two and log off. My girlfriend logs in once per week at max, does LFR, does a Mythic dungeon or two and logs off. No legendary.

35 minutes ago, Lokodot said:

Now back to your first post, you answered many of your own questions in that post and contradicted yourself.  You were talking about me having 2 legendaries and said that is good, but then also said they are situational at best.  One is a world PVP legendary, and  the other is a minor absorb shield that more useful to LFR level players and not mythic raiders.  

Sephuz is certainly not a world PvP legendary. In M+, you can proc it in a multitude of ways. In raids, certain spells proc it even on immune bosses. There are plenty of applications in PvE, so you can't just write this off as a PvP legendary. The neck is much more situational, but if you need it for soloing elites in World Quests, you can use it. 

54 minutes ago, Lokodot said:

Two Legendary items is on the lower end for most of the community as well.  I know many players with 4-7 legendary pieces on one toon.  Even if you combined the 2 I have they still don't amount to some of the effects on the BiS legendary items for different classes in the game.

0 legendaries here over what is now 8 (I think) 110s. Most geared one isn't that high, around 865, lowest is 820 or so.

38 minutes ago, Lokodot said:

The loot system is still broken, has been, and likely always will be, but to make a players success in this expansion based on being lucky or unlucky is wrong.  You reap what you sow and there are people doing little to no work and receiving the best items in the game while people that are working hard to be successful are being oppressed by this loot system which blizzard insists is not broken.

Is it better to make a guild's progression rely on one individual? Look at Tarecgosa in Firelands. You had guilds investing every run into getting a single item for one player that was a huge DPS increase, then that person would just leave the guild. They might stop playing, get bored, whatever. How would that one person be selected? Can that person guarantee 100% attendance?

Is it better to make them an RNG drop from one boss like the Warglaives were? Should you have to sit there and divide loot to what you feel is the "best" player of that class? Should you have people sidelined on receiving legendaries just because they aren't best friends with their GM? What if you miss a raid, your legendary drops and now you won't be seeing it again for the next 6 months?

Do you see what I am trying to say here? It's not perfect, but this system of legendaries is still better than it ever was before. The people that receive this stuff for doing nothing are the exception, not the rule. There are probably millions of people that never log on and don't have a legendary, have 810 item level and do a few world quests here and there. There's probably someone out there that has full 800 gear and 1 895 piece that they got lucky with a huge TF roll on, or a legendary that they can't use properly.

Does it honestly matter? They are a huge exception. There is undoubtedly someone that got a legendary on the first WQ they ever completed. Do you think that happens to every person playing except you?

55 minutes ago, Lokodot said:

You're clearly a close minded person because you're failing to see the bigger picture here.  I don't understand how you're even qualified to be a moderator on this website with the ignorance you've put on display here.

I'm sure you'll respond with more stuff like this, telling me how bigoted I am and whatever else. Go for it. I've said my piece, I'll be putting a warning on your account for what was honestly a ridiculous first response. You could have elaborated on your point, avoided this crap and simply had a normal discussion. Instead you decided to do whatever it was that you did.

Thanks for commenting.

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On ‎11‎/‎20‎/‎2016 at 11:21 AM, Lokodot said:

Here is a radical idea, how about a system that actually rewards effort more than it rewards the so called "Player A" just because they are supposedly "luckier."

How would you measure this? Is it time put in as Blainie said?  Would it be based on dungeons run, monsters killed, bosses downed?  How?  You sure like to complain much but you don't have an answer.  RNG is in every MMO out there.  

1 hour ago, Lokodot said:

Two Legendary items is on the lower end for most of the community as well.  I know many players with 4-7 legendary pieces on one toon.

Really?  Must be your server then.  I have several toons across lots of servers and having 2 legendaries is pretty good. 

 

1 hour ago, Lokodot said:

The loot system is still broken, has been, and likely always will be, but to make a players success in this expansion based on being lucky or unlucky is wrong.  You reap what you sow and there are people doing little to no work and receiving the best items in the game while people that are working hard to be successful are being oppressed by this loot system which blizzard insists is not broken.

Why is a player's success based on that?  I have one legendary on my main (Just got it today) and I have been in many raids, mythics up to 10+ and been invited to many groups.  You know why?  I am a good player.  I know fights.  I do good dps (Ret Pally)  and I am friendly.  I have my gear ready to go for anything.  I listen and provide help where needed.  I put effort in even if It doesn't get me a legendary.  I earned my raiding spot without one.  I know many players like that.  Players who are successful and who do well in their roles.  You seem to think that a player is worthless if they don't have one, that they can't compete and be viable for raids and high level mythics.  That everything they do is pointless without the BiS legendary.  You are wrong.  Knowing how to play, what your role is and having a good attitude is far more important than what gear you have.

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Right, so I registered to make this comment, mostly because Lokodot is coming across as super entitled. I pay £9 a month to play WoW. I play whenever I have the time. I don't do half the shit you guys do. Guess what, I'd like a legendary just as oftenas you. Why? Because all our "effort" in this virtual world is giving £9 to Blizz. Nothing else you do affects their bottom line. Stop being entitled, RNG is RNG. It's Random. You're lucky or you're not, stop crying about it. Or go sue some random government because you haven't won the lottery in this perfectly fair world.

Man, I honestly feel sorry for you Lokodot when you enter the real world...

 

(edit) Darkjester, I agree with pretty much everything you said. I've got Immortal and Undying, I don't mess around when I'm in a group but sometimes you just don't have the time to play, Blizz get this and understand that your £9 is the same as everyone elses £9. If they didn't I can guarantee they wouldn't be in the position they are right now (speaking as a game dev myself)

Edited by Aerashi

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10 hours ago, Darkjester79 said:

Really?  Must be your server then.  I have several toons across lots of servers and having 2 legendaries is pretty good. 

I wish I knew what server he was on. I'd totally move there and get myself 5 legendaries, it'd be worth the transfer money tbh!

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9 hours ago, Lokodot said:

So you're pointing out the fact that you've spent more time leveling than playing toons at 110, yet you're commenting on a legendary thread that talks about people who spend time doing content at 110 on 1 toon.

In what way does that make you qualified to even have such a biased opinion on this topic?

You are aware that it takes about 10 hours to level from 100-110, right? The game has been out for nearly two months. I could have levelled 30 characters and still had 30 days of playing 1 character.

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3 hours ago, Blainie said:

You are aware that it takes about 10 hours to level from 100-110, right? The game has been out for nearly two months. I could have levelled 30 characters and still had 30 days of playing 1 character.

Right! Clearly the person does not. I am dumbfounded this person lambasted you so hardcore.  hell they got two legendaries, and here i am inheroic EN, been playing my DH tank exclusively since legion launched,  and not only do i not have my legendary i also don't have my hidden artifact appearance because it wont drop x.x, i have received 4 hateful eyes since legion launched but still no vengeance appearance. Feels bad man. Wish i was as lucky as that joe bro.

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I don't see whats so hard about it. 

Legendaries are special. RNG-Legendary-System is unfair.

 

Connect any kind of content to points for spending on a legendary of your choice. E.g. you need 250 tokenpoints for one legendary. Mythic gives 1. Every additional mythic level gives 8% more (e.g. mythic2 gives 1,08) ETC ETC.

Not too hard to make it fair.

 

MIMIMIMI BUT WHAT ABOUT OTHER LEGENDARYS EVERYONE WILL PICK ONLY THE BEST MIMIMIMI... yeah thats blizzards problem.

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2 hours ago, Darsch said:

no vengeance appearance

Only managed to get the Brewmaster Monk one so far, been doing the criteria whenever I can on other characters and still nothing. I don't even play Brew! :(

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1 hour ago, Amateurpeeweeeeh said:

Not too hard to make it fair.

How would you alter points for different affixes on M+? Some are harder than others, surely, no? Do you award more points for those that contribute more to deter boosting? Is it fair to allow someone to buy 50 M+ runs with either real money or gold and get their legendary faster than others?

How do you balance it vs PvP? Is a Mythic Helya kill worth more than achieving Rank 1? What about time disparity? Surely killing Mythic Helya in the first week is worth more than killing her 8 weeks later?

What about speed of completion in M+? 

I just think there are a lot more pieces at work here than a simple weighting of points.

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Everything about the Legendary system is awful, and it is a blight on what is otherwise an incredible expansion.  Having such powerful items be randomly given out, with players having no actual control over it, was a poor mistake from the outset. Variance sucks, especially in this regard.

This is only magnified by the fact that some of the legendaries are absurdly powerful, while others are literally worse than 860 ilvl items, and the worst legendaries are the ones that EVERYONE can get(neck and ring), which exacerbates the problem.

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      Duck and Cover - Using Feign Death allows you to absorb 841 damage over 6 sec, and Feign Death's cooldown is reduced to 25 seconds. Primal Instincts - Aspect of the Wild increases your Mastery by 303, and grants you a charge of Barbed Shot. Mage
      Anomalous Impact - Arcane Missiles deals 100 additional damage for each Arcane Charge you have. Cauterizing Blink - When you Blink, heal for 841 every 1 sec for 4 sec. Glacial Assault - Flurry has a 33% chance each strike to call down an icy comet, crashing into your target and nearby enemies for 400 Frost damage. Monk
      Font of Life - Your Essence Font's initial heal is increased by 106 and has a chance to reduce the cooldown of Thunder Focus Tea by 1 sec. Open Palm Strikes - When Fists of Fury deals damage, it has a 10% chance to refund 1 Chi, and it deals 62 additional damage. Sweep the Leg - When you Leg Sweep, your targets suffer 50% reduced movement speed, and you gain 841 Speed for 6 sec. Paladin
      Gallant Steed - Inspire yourself and nearby allies while Divine Steed is active, granting 311 Speed for until cancelled. Divine Steed's cooldown is reduced to 50 seconds. Priest
      Twist Magic - When you successfully Dispel Magic, heal yourself and 4 injured allies for 841. Rogue
      Shrouded Mantle - Cloak of Shadows heals you for 841 every 1 sec, plus an additional 311 for each effect it negates. Shaman
      Igneous Potential - Your Lava Burst deals 311 additional damage, and your Lava Surge chance is increased to 20%. Pack Spirit - While Ghost Wolf is active, heal for 156 every 1 sec. Warlock
      Bursting Flare - Casting Conflagrate on a target affected by your Immolate increases your Mastery by 78 for 20 sec, stacking up to 5 times. Desperate Power - While below 50% health, your Drain Life heals for an additional 311 health each 1 sec. Supreme Commander - When your Demonic Tyrant expires, consume its life essence, granting you a stack of Demonic Core and increasing your Intellect by 841 for 15 sec. Warrior
      Bury the Hatchet - When you use Victory Rush, gain 841 Physical absorb for 10 sec. Moment of Glory - Your Rallying Cry grants 1,555 additional Max Health to affected allies, and its duration is increased to 12 sec. Never Surrender - Your block chance is increased by up to 30%, based on your missing health. Storm of Steel - Whirlwind now causes your next 1 attacks to strike up to 4 additional targets for 50% damage.
    • By Stan
      An overview of all Azerite traits added in this week's Beta Build 26624.
      Our preview of Beta Build 26624 covers Class Changes, Kul Tiran Druid Aquatic Forms, Flying in Battle for Azeroth & the Brutosaur Mount.
      Note: Some tooltips may be slightly off, displaying incorrect values.
      New Azerite Traits (Beta Build 26624)
      Below is a list of the latest Azerite traits that have been added to the game in this week's Beta Build 26624.
      Death Knight
      Bones of the Damned - Marrowrend has a chance to grant an extra charge of Bone Shield. Bone Shield increases your Armor by 156. Cankerous Wounds - Festering Strike deals 622 additional damage and has a 10% increased chance of applying 3 Festering Wounds. Eternal Rune Weapon - Dancing Rune Weapon grants you 156 Strength, and each rune spent increases its duration by 0.5 sec, up to a maximum of 5 sec. Killer Frost - Frost Strike deals 622 additional damage with each hit and has a 15% chance on critical strikes to grant Killing Machine. Tier 1 - Death Knight - Frost - Remorseless Winter <DNT> - Remorseless Winter deals an additional 156 damage. The first time Remorseless Winter deals damage to 3 different enemies, you gain Rime. Tier 1 - Death Knight - Unholy - Ghouls <DNT> - When your ghouls expire, they explode in viscera dealing 0 Shadow damage to nearby enemies. Demon Hunter
      Cycle of Binding - Afflicting an enemy with a Sigil grants you 0 Agility for 6 sec and reduces the cooldown of your other Sigils by 6 sec. Essence Sever - Shear has a chance to rip Lesser Soul Fragments from up to 4 nearby enemies, dealing 400 Fire damage to each. Eyes of Rage - Eye Beam deals an additional 500 damage. Consuming a Soul Fragment reduces the cooldown of Eye Beam by 1.0 sec. Thirsting Blades - Every 1 sec, increase the damage of Chaos Strike by 0 and reduce its cost by 1 Fury. This effect stacks. Druid
      Blood Mist - Rake deals 100 additional damage over its duration, and has a chance to grant you Berserk for 6 sec. Cannot occur while Berserk is active. Gushing Lacerations - Rip deals 240 additional damage per combo point, and has a 8% chance to award a combo point each time it deals damage. High Noon - Sunfire's radius is increased by 3, and it deals 622 additional damage to its primary target. Rampant Growth - Regrowth heals for 300 more over its duration, and its healing over time effect also applies to the target of your Lifebloom. Tier 1 - Druid - Balance - Starfall <DNT> - Starfall's stars deal an additional 622 damage to nearby enemies when they damage an enemy afflicted by Moonfire. Tier 1 - Druid - Guardian - Frenzied Regeneration <DNT> - Mangle extends the duration of Frenzied Regeneration by an additional 1 sec, and causes Frenzied Regeneration to restore an additional 622 health every sec. Tier 1 - Druid - Guardian - Maul <DNT> - Maul deals an additional 622 damage and reduces the cost of Ironfur by 622 Rage. This effect stacks up to 5 times. Waking Dream - Ysera's Gift now heals every 4 sec, and heals for an additional 100 for each of your active Rejuvenations. Wild Fleshrending - Shred deals 400 additional damage, and Swipe deals 150 additional damage, to enemies suffering from your Thrash. Hunter
      Pack Alpha - Your primary pet's Basic Attack deals 308 more damage for each other pet you have active. Rapid Reload - Multi-Shots that damage more than 3 targets fire an additional wave of bullets, dealing 238 damage and reducing the cooldown of your Aspects by 1 sec. Tier 1 - Hunter - Beast Mastery - Barbed Shot <DNT> - Increases the damage of Barbed Shot by 466 and duration to 2 sec. Tier 1 - Hunter - Marksmanship - Rapid Fire <DNT> - Rapid Fire deals an additional 373 damage and each shot has a 40% chance to generate 2 additional focus. Tier 1 - Hunter - Survival - Harpoon <DNT> - Harpoon causes your next Raptor Strike to deal an additional 1,555 damage and reduces its focus cost by 20. Wilderness Survival - Raptor Strike deals an additional 140 damage and reduces the remaining cooldown of Wildfire Bomb by 1 sec. Mage
      Chain Reaction - Your Ice Lances against frozen targets increase the damage of your Ice Lances by 3% for 10 sec, stacking up to 5 times. Duplicative Incineration - Fireball deals an additional 684 damage, and has a 20 chance to launch a second Fireball. Galvanizing Spark - Arcane Blast deals an additional 277 damage and has a 20 chance to generate a second Arcane Charge. Tier 1 - Mage - Arcane - Arcane Explosion <DNT> - Arcane Explosion deals an additional 140 damage. When it damages at least 3 targets, it has a 10% chance to deal an additional 1,244 Arcane damage to them. Tier 1 - Mage - Fire - Hot Streak <DNT> - Consuming Hot Streak grants you a 202 Intellect for until cancelled. This effect stacks up to 20 times. Tier 1 - Mage - Frost - Icy Veins <DNT> o/ - Icy Veins grants you a charge of Fingers of Frost and increases your Intellect by 233 for until cancelled. Whiteout - Ice Lance deals an additional 233 damage and reduces the cooldown of Frozen Orb by 0.5 sec. Monk
      Pressure Point - Tiger Palm's chance to make your next Blackout Kick free is increased to 15% and Tiger Palm deals an additional 311 damage. Tier 1 - Monk - Brewmaster - Blackout Strike <DNT> - Blackout Strike deals an additional 684 damage. Blackout Strike critical hits grant an additional 1 Lstack;stacks; of Elusive Brawler. Tier 1 - Monk - Mistweaver - Vivify <DNT> - Your Vivify heals for an additional 342. Vivify critical strikes reduce the cooldown of your Revival by 1 sec. Tier 1 - Monk - Windwalker - Combo Strikes <DNT> - When you Combo Strike, the coolldown of Fists of Fury is reduced by 0 sec. Fists of Fury deals an additional 205 damage. Training of Niuzao - Gain up to 615 Mastery based on your current level of Stagger. Paladin
      Breaking Dawn - Increases the healing done by Light of Dawn by 311 and its range to 40 yards. Grace of the Justicar - Judging a foe heals all allies within 8 yards of that enemy for 389. Inspiring Vanguard - Grand Crusader's chance is increased by 5% and it grants you 249 Strength for until cancelled. Relentless Inquisitor - Spending Holy Power grants you 31 haste for 10 sec per Holy Power spent, stacking up to 20 times. Second Sunrise - Light of Dawn has a 5% chance to cast a second time for no additional mana cost. Share the Burden - Reduces the damage you take from Blessing of Sacrifice by 10%. Soaring Shield - Avenger's Shield now strikes 4 enemies and grants 1,244 Mastery per enemy struck for until cancelled. Zealotry - Casting Crusader Strike increases the damage of your Crusader Strike by 124 for 20 sec, stacking up to 10 times. Priest
      Contemptuous Homily - Penance deals an additional 126 damage and extends your Shadow Word: Pain by 1 sec per bolt. Death Throes - Shadow Word: Pain deals an additional 160 damage. When an enemy dies while afflicted by your Shadow Word: Pain, you gain 5 Insanity. Enduring Luminescence - Power Word: Radiance restores 250 additional health, and applies Atonement for 70% of its normal duration. Lenience's Reward - Atonement reduces damage taken by 0.5%. Power of the Dark Side - Shadow Word: Pain has a chance to increase damage or healing done by your next Penance by 0%. Purge the Wicked has a chance to increase damage dealt by your next Penance by 0%. Sacred Flame - Holy Fire deals an additional 500 damage instantly, and restores 446 mana each time it deals damage. Tier 1 - Priest - Shadow - Voidform <DNT> -  When you leave Voidform, gain 207 critical strike for until cancelled for each stack of Voidform active when you exited. Word of Mending - Prayer of Mending heals for an additional 200 and reduces Holy Word: Sanctify's cooldown by 2 sec. Rogue
      Fan of Blades - Fan of Knives' radius is increased to 15 yds and damage is increased by 311 if it hits at least 3 targets. Paradise Lost - Take control of the dice of fate, granting yourself 622 Agility if Roll the Bones only provides you with one combat enhancement. The First Dance - Shadow Dance grants an additional 1,866 critical strike rating to the first Eviscerate, Shadowstrike, or Shuriken Storm used during it. Tier 1 - Rogue - Assassination - Garrote <DNT> - Garrote cast from Stealth generates 2 additional Combo Points and deals 1,866 additional damage. Tier 1 - Rogue - Outlaw - Between the Eyes <DNT> - Each combo point spent on Between the Eyes increases damage an additional 1,866 and grants a 2% chance to gain 1,866 Combo Points. Tier 1 - Rogue - Subtlety - Backstab <DNT> - Backstab deals an additional 249 damage and extends the duration of your Symbols of Death by 0.5 sec. Shaman
      Roiling Storm - Every 1 second, reduce the cost of your next Stormstrike by 2 Maelstrom and increase its damage by 31. This effect stacks up to 15 times. Rumbling Tremors - Your Earth Elemental spawns Tremors that deal 933 Physical damage every 2 seconds. Earth Elemental's auto attack damage is increased by 933. Spouting Spirits - Spirit Link Totem also heals all nearby allies for 2,488 1 second after it is dropped. Surging Tides - If the target of your Riptide is below 50% of their maximum health, Riptide causes them to absorb up to 2,332 damage, lasting until cancelled sec. Warlock
      Demonic Meteor - Hand of Gul'dan deals 778 additional damage and has a 5% chance per Soul Shard spent of refunding a Soul Shard. Rolling Havoc - Each time your spells duplicate to a Havoc target, gain 47 Intellect for 10 sec. This effect stacks. Sudden Agony - Agony deals up to an additional 564 damage and starts with 4 stacks. Tier 1 - Warlock - Affliction - Unstable Affliction <DNT> - Increases the damage of Unstable Affliction and causes it to reduce the cooldown of Summon Darkglare by 4 sec. Tier 1 - Warlock - Demonology - Call Dreadstalkers <DNT> - Call Dreadstalkers has a 15% chance to make your next non-instant Demonbolt deal 1,088 additional damage. Tier 1 - Warlock - Destruction - Chaos Bolt <DNT> - Chaos Bolt deals 389 additional damage and has a 25% chance to make your next Incinerate instant. Warrior
      Bloodsport - Ignore Pain prevents 350 additional damage, and grants you 127 Leech for 8 sec. Callous Reprisal - Revenge deals 140 additional damage and reduces the damage enemies deal to you by 0.5% for 8 sec, stacking up to 3 times. Crushing Assault - Your melee abilities have a chance to increase the damage of your next Slam by 1,000 and reduce its Rage cost by 20. Iron Fortress - Increases Block by 250, and blocking an attack deals 300 Physical damage to the attacker. Critical blocks deal double damage. Lord of War - Colossus Smash deals an additional 1,000 damage and generates 10 Rage. Simmering Rage - Rampage deals an additional 500 damage and generates 1 Rage per strike. Tier 1 - Warrior - Fury - Recklessness <DNT> - Auto attacks deal 81 additional damage and reduce the cooldown of Recklessness by 0.5 sec. Full List of Azerite Traits
      "Reveal hidden contents" for a full list of Azerite traits that have been added to the game so far throughout Alpha/Beta testing of Battle for Azeroth. Generic Azerite traits may be used for trinkets or leveling Azerite armor.
    • By Stan
      An overview of the latest changes implemented to the game in the latest Beta Build 26707.
      Welcome to the latest overview of talent updates added to the game in the latese Beta Build 26707. Following the most recent Class discussions, there are plenty of Balance Druid, Discipline Priest and Protection Paladin updates.
      We updated our Battle for Azeroth Class Changes to correspond with all changes listed below, and you can find more information about Battle for Azeroth by visiting our Expansion Hub. Our coverage of Beta Build 26707 includes new Azerite Traits, Battle Pet Updates, Dark Iron Dwarf & Mag'har Orc Unlock Requirements, BfA Pathfinder Update & Mythic Keystone Seasons.
      Druid
      Dev comments on the Balance Druid rework can be found here.
      Balance
      Eclipse - new baseline ability. Empowerments - new baseline ability. Twin Moons - new level 75 talent. Starlord is now a level 90 talent (down from 15) + changed functionality. Stellar Flare is now a level 90 talent (down from 75). Blessing of the Ancients (level 90 talent) removed. Stellar Drift is now a level 90 talent (up from 100). Nature's Balance is now a level 15 talent (up from 100) + changed functionality. Shooting Stars is now a level 100 talent (down from 90). New Moon is now a level 100 talent (down from 90). Level Talent 1 Talent 2 Talent 3 15 Nature's Balance Warrior of Elune Force of Nature 30 Tiger Dash Renewal Wild Charge 45 Feral Affinity Guardian Affinity Restoration Affinity 60 Mighty Bash Mass Entanglement Typhoon 75 Soul of the Forest Twin Moons *new* Incarnation: Chosen of Elune 90 Starlord Stellar Drift Stellar Flare 100 Shooting Stars Fury of Elune New Moon *new* Monk
      Windwalker
      Summon Black Ox Statue (level 60 talent) removed. Power Strikes (level 100 talent) removed. Good Karma - new level 60 talent. Spiritual Focus - new level 100 talent. Level Talent 1 Talent 2 Talent 3 15 Eye of the Tiger Chi Wave Chi Burst 30 Celerity Chi Torpedo Tiger's Lust 45 Ascension Fist of the White Tiger *new* Energizing Elixir 60 Tiger Tail Sweep *new*  Good Karma *new* Ring of Peace *new*
      75 Inner Strength *new* Diffuse Magic Dampen Harm *new* 90 Hit Combo Rushing Jade Wind *new* Invoke Xuen, the White Tiger 100 Spiritual Focus *new* Whirling Dragon Punch Serenity Paladin
      Protection
      Blizzard (Source)
      A few changes to Protection in an upcoming build. Mostly focused on smoothing out issues in the core rotation and active mitigation.
      Consecration no longer buffs Shield of the Righteous and Light of the Protector. Consecration cooldown 4.5s (from 9s) and duration 12s (from 9s), but you can only have one down at once Mastery: Divine Bulwark reduces all damage you take while in Consecration (instead of increasing Shield of the Righteous effectiveness) Avenger's Shield increases the effects (damage and armor) of your next Shield of the Righteous by 20%. Consecrated Hammer will be replaced with a new Level 15 talent. Listing all at once because they're all pieces of the same goals. First, Avenger's Shield is back to having some baseline defensive value, which pulls the rotation together by making you care about both hit and Hammer of the Righteous other than for pickups/damage.
      Second, Consecration is easier to work with. If you don't have to move, you have to replace it less often, and if you do have to move, you can replace it much more quickly. While standing in Consecration still has some value, your core buttons no longer rely on it, and the loss of mitigation from being outside it is much smaller than Legion. It also provides a small source of baseline magic mitigation.
      Finally, the gap between Shield of the Righteous uptime and downtime, in terms of mitigation, is less dramatic. The previous mastery made that gap get wider and wider as the expansion went on, leading to the problem of increasing moments of vulnerability when active mitigation was down. Shield of the Righteous will now have more consistent value across the expansion. The spec will be tuned expecting slightly lower Shield of the Righteous strength and uptime compared to Legion, which helps avoid the problem where there were windows of very poor mitigation compared to other tanks.
      Consecrated Hammer (level 15 talent) removed. Redoubt - new level 15 talent. Level Talent 1 Talent 2 Talent 3 15 Holy Shield Redoubt *new* Blessed Hammer 30 Crusader's Judgment First Avenger Bastion of Light 45 Fist of Justice Repentance Blinding Light 60 Retribution Aura Cavalier Blessing of Spellwarding 75 Final Stand Unbreakable Spirit *new* Hand of the Protector 90 Judgment of Light Consecrated Ground Aegis of Light 100 Last Defender Righteous Protector Seraphim Priest
      Discipline
      Here's a blue post clarifying the latest Discipline changes on Beta, outlining some future changes for the Priest specialization.
      Blizzard (Source)
      Quick clarifications (all still subject to ongoing change), since this build was in a slightly intermediate state. Sins isn't correctly working in this build. The buff appears, but isn't increasing damage or Atonement. Tuning is pretty preliminary, but for context on the 75 row, Contrition is likely too strong, because it skews the choice between the modes of Penance too much. Contrition's heal should be weaker than a Penance Atonement, so that it's still a choice about doing more group healing vs. focusing on one target. Also on the 75 row--we're currently planning to replace Orison with Shadow Covenant. Luminous Barrier is still intended to replace Power Word: Barrier, as before. Current plan is to buff Shadow Mend a bit, as mentioned yesterday. Less sure about Power Word: Shield after reviewing more. Shadow Mend was more strongly propped up by Grace. We're seeing all the feedback on relative balance of talents within a row, but I don't want to make any claims or promises on which talents might eventually land higher/lower. We just rearranged a lot, and whatever I say will probably be proven wrong once we give a more thorough look and heavier testing happens on beta. Grace (level 100 talent) removed and implemented as Mastery: Grace. Sins of the Many - new level 75 talent. Lenience is now a level 100 talent (down from 75). Level Talent 1 Talent 2 Talent 3 15 Castigation Twist of Fate Schism 30 Angelic Feather Body and Soul Masochism 45 Power Word: Solace Shield Discipline Mindbender 60 Psychic Voice Shining Force Dominant Mind 75 Sins of the Many *new* Orison *new* Contrition *new* 90 Purge the Wicked Divine Star Halo 100 Lenience *new* Luminous Barrier *new* Evangelism Warlock
      Affliction
      Shadow Embrace is now a level 90 talent (down from 15). Nightfall is now a level 15 talent (up from 90). Deathbolt is now a level 90 talent (down from 15). Drain Soul is now a level 15 talent (up from 90). Level Talent 1 Talent 2 Talent 3 15 Nightfall Drain Soul *new* Haunt 30 Writhe in Agony Absolute Corruption Siphon Life 45 Demon Skin Burning Rush Dark Pact 60 Sow the Seeds Phantom Singularity Vile Taint *new* 75 Darkfury *new* Mortal Coil Demonic Circle 90 Shadow Embrace *new* Deathbolt *new* Grimoire of Sacrifice 100 Soul Conduit Creeping Death *new* Dark Soul: Misery *new* Demonology
      Grimoire of Service (level 100 talent) removed. Grimoire: Felguard is a new level 100 talent. Level Talent 1 Talent 2 Talent 3 15 Dreadlash *new* Demonic Strength *new* Biliescourge Bombers *new* 30 Demonic Calling Power Siphon *new* Doom *new* 45 Demon Skin Burning Rush Dark Pact 60 From the Shadows *new* Soul Strike *new* Summon Vilefiend *new* 75 Darkfury *new* Mortal Coil Demonic Circle 90 Soul Conduit Inner Demons *new* Grimoire: Felguard *new* 100 Sacrificed Souls Demonic Consumption *new* Nether Portal *new* Destruction
      Warrior
      Fury
      More changes will be implemented for the Warrior specialization in a future Beta Build and you can find more details in the Fury discussion here.
      Wrecking Ball is now a level 100 talent (down from 45). Reckless Abandon is now a level 45 talent (up from 100). Level Talent 1 Talent 2 Talent 3 15 War Machine Endless Rage Fresh Meat 30 Double Time Impending Victory *new* Storm Bolt 45 Reckless Abandon Outburst Avatar 60 Furious Charge Bounding Stride Warpaint 75 Carnage Massacre Frothing Berserker 90 Inner Rage Frenzy Bloodbath 100 Wrecking Ball Dragon Roar Bladestorm Protection
      Dragon Roar is a new level 45 talent. Bolster (level 60 talent) removed. Bolster - new level 60 talent with a different functionality. Level Talent 1 Talent 2 Talent 3 15 Into the Fray Punish *new* Impending Victory 30 Crackling Thunder Bounding Stride Safeguard 45 Best Served Cold Unstoppable Force *new* Dragon Roar *new* 60 Indomitable Never Surrender *new* Bolster *new* 75 Menace *new* Rumbling Earth *new* Storm Bolt 90 Booming Voice Vengeance Devastator 100 Anger Management Heavy Repercussions Ravager Previous Talent Changes
      We're covering talent changes every Battle for Azeroth Alpha/Beta Build. Here's a history of our previews so far:
      Beta Build 26624 Talent Changes Beta Build 26567 Talent Changes Beta Build 26530 Talent Changes Alpha Build 26476 Talent Changes Alpha Build 26433 Talent Changes Alpha Build 26367 Talent Changes Alpha Build 26310 Talent Changes  Alpha Build 26287 Talent Changes Alpha Build 26231 Talent Changes Alpha Build 26175 Talent Changes Alpha Build 26131 Talent Changes Alpha Build 26095 Talent Changes Alpha Build 26032 Talent Changes Alpha Build 25976 Talent Changes
    • By Stan
      An early overview of class changes in Battle for Azeroth.
      The post covers changes to talent trees and new abilities in Battle for Azeroth.
      It's time to look at Class changes in Battle for Azeroth!
      Note: This is a very early preview of BfA talents and anything is subject to change at any time during testing.
      Last update: May 26, 2018: Battle for Azeroth Beta Build 26624 Talent Changes
      CHANGELOG Beta Build 26707 Talent Changes Beta Build 26624 Talent Changes Beta Build 26567 Talent Changes Beta Build 26530 Talent Changes Alpha Build 26476 Talent Changes Alpha Build 26433 Talent Changes Alpha Build 26367 Talent Changes Alpha Build 26310 Talent Changes Alpha Build 26287 Talent Changes Alpha Build 26231 Talent Changes Alpha Build 26175 Talent Changes Alpha Build 26131 Talent Changes Alpha Build 26095 Talent Changes Alpha Build 26032 Talent Changes Alpha Build 25976 Talent Changes Table of Contents 
      Class Design Philosophy Death Knight Demon Hunter Druid Hunter Mage Monk Paladin Priest Rogue Shaman Warlock Warrior Class Design Philosophy in Battle for Azeroth 
      In the latest Watercooler, Blizzard talked about the philosophy and approach to class design in Battle for Azeroth. The goal is to promote what makes each class unique, improve visuals, and greater stability across the board. The overall talent system will remain relatively unchanged, but some specializations are subject to big talent changes (Survival Hunter). Artifact weapons will be gone and getting rid of Artifact traits produces a complex set of decisions about how to adjust the base classes to play well in their absence. Some Artifact talents have been baked into talents. For example Fire Mage's Artifact trait Phoenix's Flames (Felo'melorn) is a level 60 talent (Phoenix Flames) in Battle for Azeroth.
      In the latest Q/A with Game Director Ion Hazzikostas we learned that many raid-wide spells and crowd control abilities are returning in Battle for Azeroth. The goal is to promote a wide diversity of class and spec representation and reduce homogenization. As seen below, Survival Hunters got a lot of new talents in the first build of BfA. One of the reasons for the overhaul was class fantasy. It's strange when a Survival Hunter suddently forgets how to use a bow at level 10.
      Enhancement Shamans are getting their totems back! Totem Mastery is a new talent available at level 15 and Windfury Totem at 75. Arms Warriors got a new mastery (Mastery: Deep Wounds) and more!
      Below is an early preview of *new* abilities & talents added in Patch 8.0.1 Build 25902. Some specializations are still missing talents (N/A).
      Death Knight [Return to Top]
      Death's Advance - baseline ability available at level 55 Thoughtseize (NYI) - new baseline ability available at level 73 Blood
      Level Talent 1 Talent 2 Talent 3 56 Heartbreaker Blooddrinker Rune Strike *new* 57 Rapid Decomposition Hemostasis *new* Consumption *new* 58 Foul Bulwark Ossuary Tombstone 60 Will of the Necropolis Anti-Magic Barrier Rune Tap 75 Grip of the Dead *new* Tightening Grasp Wraith Walk *new* 90 Voracious *new* Bloodworms Mark of Blood 100 Purgatory Red Thirst Bonestorm Frost
      Level Talent 1 Talent 2 Talent 3 56 Runic Attenuation Icy Talons Shattering Strikes 57 Freezing Fog Murderous Efficiency Horn of Winter 58 Abomination's Might Winter is Coming Blinding Sleet 60 Icecap Avalanche Glacial Advance 75 Permafrost Inexorable Assault Wraith Walk *new* 90 Gathering Storm Frozen Pulse Frostscythe 100 Hungering Rune Weapon Obliteration Breath of Sindragosa Unholy
      Level Talent 1 Talent 2 Talent 3 56 Infected Claws All Will Serve Clawing Shadows 57 Bursting Sores Ebon Fever Unholy Blight *new* 58 Grip of the Dead *new* Death's Reach *new* Asphyxiate 60 Pestilent Pustules Harbinger of Doom *new* Soul Reaper 75 Spell Eater Death Pact *new* Wraith Walk *new* 90 Pestilence *new* Defile Epidemic 100 Army of the Damned *new* Unholy Frenzy Summon Gargoyle *new* Demon Hunter [Return to Top]
      Level Talent 1 Talent 2 Talent 3 99 Blind Fury Demonic Appetite Felblade 100 Insatiable Hunger *new* Demon Blades Immolation Aura *new* 102 Trail of Ruin *new* Fel Mastery Fel Barrage *new* 104 Soul Rending Desperate Instincts Netherwalk 106 Cycle of Hatred *new* First Blood Dark Slash *new* 108 Unleashed Power Master of the Glaive Fel Eruption 110 Demonic Momentum Nemesis Vengeance
      Level Talent 1 Talent 2 Talent 3 99 Abyssal Strike Agonizing Flames Razor Spikes 100 Feast of Souls Fallout Burning Alive 102 Flame Crash Charred Flesh *new* Felblade 104 Soul Rending Feed the Demon Fracture *new* 106 Concentrated Sigils Sigil of Chains Quickened Sigils 108 Gluttony *new* Fel Devastation Spirit Bomb 110 Last Resort Void Reaver *new* Soul Barrier Druid [Return to Top]
      Balance
      Level Talent 1 Talent 2 Talent 3 15 Nature's Balance Warrior of Elune Force of Nature 30 Tiger Dash Renewal Wild Charge 45 Feral Affinity Guardian Affinity Restoration Affinity 60 Mighty Bash Mass Entanglement Typhoon 75 Soul of the Forest Twin Moons *new* Incarnation: Chosen of Elune 90 Starlord Stellar Drift Stellar Flare 100 Shooting Stars Fury of Elune New Moon *new* Feral
      Level Talent 1 Talent 2 Talent 3 15 Blood Scent Predator Lunar Inspiration 30 Tiger Dash Renewal Wild Charge 45 Balance Affinity Guardian Affinity Restoration Affinity 60 Mighty Bash Mass Entanglement Typhoon 75 Soul of the Forest Jagged Wounds Incarnation: King of the Jungle 90 Sabertooth Brutal Slash Savage Roar 100 Moment of Clarity Bloodtalons Feral Frenzy *new* Guardian
      Level Talent 1 Talent 2 Talent 3 15 Brambles Blood Frenzy Bristling Fur 30 Tiger Dash Intimidating Roar Wild Charge 45 Balance Affinity Feral Affinity Restoration Affinity 60 Mighty Bash Mass Entanglement Typhoon 75 Soul of the Forest Galactic Guardian Incarnation: Guardian of Ursoc 90 Earthwarden Survival of the Fittest Guardian of Elune 100 Rend and Tear Lunar Beam Pulverize Restoration
      Level Talent 1 Talent 2 Talent 3 15 Abundance Prosperity Cenarion Ward 30 Tiger Dash Renewal Wild Charge 45 Balance Affinity Feral Affinity Guardian Affinity 60 Mighty Bash Mass Entanglement Typhoon 75 Soul of the Forest Cultivation Incarnation: Tree of Life 90 Inner Peace Stonebark Spring Blossoms 100 Photosynthesis *new* Germination Flourish Hunter [Return to Top]
      Beast Mastery
      Level Talent 1 Talent 2 Talent 3 15 Killer Instinct *new* Animal Companion Dire Beast 30 Scent of Blood One with the Pack Chimaera Shot 45 Trailblazer Natural Mending *new* Camouflage *new* 60 Venomous Bite *new* Thrill of the Hunt *new* A Murder of Crows 75 Born To Be Wild *new* Posthaste Binding Shot 90 Stomp Barrage Stampede 100 Aspect of the Beast Killer Cobra Spitting Cobra Marksmanship
      Lone Wolf is now baseline for Marksmanship Hunters Level Talent 1 Talent 2 Talent 3 15 Master Marksman Serpent Sting *new* A Murder of Crows 30 Careful Aim *new* Volley *new* Explosive Shot 45 Trailblazer Natural Mending *new* Camouflage 60 Steady Focus Streamline *new* Hunter's Mark *new* 75 Born To Be Wild *new* Posthaste Binding Shot 90 Lethal Shots *new* Barrage Double Tap *new* 100 Calling the Shots *new* Lock and Load Piercing Shot Survival
      New Mastery
      Mastery: Spirit Bond Level Talent 1 Talent 2 Talent 3 15 Viper's Venom *new* Terms of Engagement *new* Alpha Predator *new* 30 Guerrilla Tactics *new* Hydra's Bite *new* Butchery 45 Trailblazer Natural Mending *new* Camouflage 60 Bloodseeker *new* Steel Trap A Murder of Crows 75 Born to Be Wild *new* Posthaste Binding Shot *new* 90 Tip of the Spear *new* Mongoose Bite *new* Flanking Strike *new* 100 Birds of Prey *new* Wildfire Infusion *new* Chakrams *new* Mage [Return to Top]
      Arcane Intellect raid buff is back. Arcane
      Level Talent 1 Talent 2 Talent 3 15 Rule of Threes *new* Amplification *new*  Arcane Familiar 30 Mana Shield Shimmer Slipstream 45 Incanter's Flow Mirror Image Rune of Power 60 Resonance Charged Up Supernova 75 Chrono Shift Ice Ward Ring of Frost 90 Erosion Unstable Magic Nether Tempest 100 Overpowered Temporal Flux Arcane Orb Fire
      Level Talent 1 Talent 2 Talent 3 15 Firestarter Pyromaniac Searing Touch *new* 30 Blazing Soul Shimmer Blast Wave 45 Incanter's Flow Mirror Image Rune of Power 60 Flame On Alexstrasza's Fury Phoenix Flames *new* 75 Frenetic Speed Ice Ward Ring of Frost 90 Flame Patch Conflagration Living Bomb 100 Kindling Pyroclasm *new* Meteor Frost
      Level Talent 1 Talent 2 Talent 3 15 Bone Chilling Lonely Winter Ice Nova 30 Glacial Insulation Shimmer Ice Floes 45 Incanter's Flow Mirror Image Rune of Power 60 Frozen Touch Chain Reaction *new* Ebonbolt *new* 75 Frigid Winds Ice Ward Ring of Frost 90 Freezing Rain *new* Splitting Ice Comet Storm 100 Thermal Void Ray of Frost Glacial Spike Monk [Return to Top]
      Leg Sweep is now baseline available at level 60 Brewmaster
      Level Talent 1 Talent 2 Talent 3 15 Eye of the Tiger Chi Wave Chi Burst 30 Celerity Chi Torpedo Tiger's Lust 45 Light Brewing Gift of the Mists Black Ox Brew 60 Tiger Tail Sweep *new* Summon Black Ox Statue Ring of Peace 75 Healing Elixir Mystic Vitality Dampen Harm 90 Special Delivery Rushing Jade Wind Invoke Niuzao, the Black Ox 100 High Tolerance Elusive Dance Blackout Combo Mistweaver
      Level Talent 1 Talent 2 Talent 3 15 Mist Wrap Chi Wave Chi Burst 30 Celerity Chi Torpedo Tiger's Lust 45 Lifecycles Spirit of the Crane Mana Tea 60 Tiger Tail Sweep *new* Song of Chi-Ji Ring of Peace 75 Healing Elixir Diffuse Magic Dampen Harm 90 Summon Jade Serpent Statue Refreshing Jade Wind Invoke Chi-Ji, the Red Crane 100 Upwelling *new* Focused Thunder Rising Mist *new* Windwalker
      Level Talent 1 Talent 2 Talent 3 15 Eye of the Tiger Chi Wave Chi Burst 30 Celerity Chi Torpedo Tiger's Lust 45 Ascension Fist of the White Tiger *new* Energizing Elixir 60 Tiger Tail Sweep *new*  Good Karma *new* Ring of Peace *new*
      75 Inner Strength *new* Diffuse Magic Dampen Harm *new* 90 Hit Combo Rushing Jade Wind *new* Invoke Xuen, the White Tiger 100 Spiritual Focus *new* Whirling Dragon Punch Serenity Paladin  [Return to Top]
      Holy
      Level Talent 1 Talent 2 Talent 3 15 Crusader's Might Bestow Faith Light's Hammer 30 Cavalier Unbreakable Spirit Rule of Law 45 Fist of Justice Repentance Blinding Light 60 Devotion Aura Aura of Sacrifice Aura of Mercy 75 Judgment of Light  Holy Avenger Holy Prism 90 Sanctified Wrath Avenging Crusader *new* Awakening *new* 100 Divine Purpose Beacon of Faith Beacon of Virtue Protection
      Level Talent 1 Talent 2 Talent 3 15 Holy Shield Redoubt *new* Blessed Hammer 30 Crusader's Judgment First Avenger Bastion of Light 45 Fist of Justice Repentance Blinding Light 60 Retribution Aura Cavalier Blessing of Spellwarding 75 Final Stand Unbreakable Spirit *new* Hand of the Protector 90 Judgment of Light Consecrated Ground Aegis of Light 100 Last Defender Righteous Protector Seraphim Retribution
      Level Talent 1 Talent 2 Talent 3 15 Zeal *new* Righteous Verdict *new* Execution Sentence 30 Fires of Justice Blade of Wrath Hammer of Wrath *new* 45 Fist of Justice Repentance Blinding Light 60 Divine Judgment *new* Consecration Wake of Ashes *new* 75 Cavalier Unbreakable Spirit Eye for an Eye 90 Selfless Healer Justicar's Vengeance Word of Glory 100 Divine Purpose Crusade Inquisition *new* Priest [Return to Top]
      Power Word: Fortitude raid buff is back. Discipline
      New Mastery: Mastery: Grace
      Level Talent 1 Talent 2 Talent 3 15 Castigation Twist of Fate Schism 30 Angelic Feather Body and Soul Masochism 45 Power Word: Solace Shield Discipline Mindbender 60 Psychic Voice Shining Force Dominant Mind 75 Sins of the Many *new* Orison *new* Contrition *new* 90 Purge the Wicked Divine Star Halo 100 Lenience *new* Luminous Barrier *new* Evangelism Holy
      Level Talent 1 Talent 2 Talent 3 15 Enlightenment Trail of Light Enduring Renewal 30 Angelic Feather Body and Mind Perseverance 45 Light of the Naaru Guardian Angel Afterlife 60 Psychic Voice *new* Shining Force Censure 75 Surge of Light Binding Heal Circle of Healing 90 Benediction Divine Star Halo 100 Cosmic Ripple *new* Apotheosis Holy Word: Salvation *new* Shadow
      Level Talent 1 Talent 2 Talent 3 15 Fortress of the Mind Shadowy Insight Shadow Word: Void 30 Mania Body and Soul San'layn 45 Twist of Fate Misery Dark Void *new* 60 Last Word *new* Mind Bomb Psychic Horror 75 Auspicious Spirits Shadow Word: Death Shadow Crash 90 Lingering Insanity Mindbender Coming Soon! 100 Legacy of the Void Void Torrent *new* Surrender to Madness Rogue [Return to Top]
      Assassination
      Level Talent 1 Talent 2 Talent 3 15 Master Poisoner Elaborate Planning Blindside 30 Nightstalker Subterfuge Master Assassin *new* 45 Vigor Deeper Stratagem Marked for Death 60 Leeching Poison Elusiveness Cheat Death 75 Internal Bleeding Iron Wire Prey on the Weak 90 Venom Rush Toxic Blade Exsanguinate 100 Poison Bomb *new* Hidden Blades *new* Crimson Tempest Outlaw
      Level Talent 1 Talent 2 Talent 3 15 Weaponmaster Quick Draw Ghostly Strike 30 Acrobatic Strikes Retractable Hook *new* Hit and Run 45 Vigor Deeper Stratagem Marked for Death 60 Iron Stomach Elusiveness Cheat Death 75 Dirty Tricks Blinding Powder *new* Prey on the Weak 90 Loaded Dice *new* Alacrity Slice and Dice 100 Dancing Steel *new* Blade Rush *new* Killing Spree Subtlety
      Level Talent 1 Talent 2 Talent 3 15 Weaponmaster Find Weakness Gloomblade 30 Nightstalker Subterfuge Shadow Focus 45 Vigor Deeper Stratagem Marked for Death 60 Soothing Darkness Elusiveness Cheat Death 75 Shot in the Dark *new* Night Terrors *new* Prey on the Weak 90 Dark Shadow Alacrity Enveloping Shadows 100 Master of Shadows Coming Soon Shuriken Tornado *new* Shaman [Return to Top]
      Elemental
      Level Talent 1 Talent 2 Talent 3 15 Exposed Elements *new* Echo of the Elements *new* Elemental Blast *new* 30 Aftershock Master of the Elements Totem Mastery 45 Spirit Wolf *new* Earth Shield Static Charge *new* 60 High Voltage *new* Storm Elemental Liquid Magma Totem 75 Nature's Guardian Ancestral Guidance Wind Rush Totem *new* 90 Earthen Rage Primal Elementalist Icefury *new* 100 Unlimited Power *new* Stormkeeper Ascendance Enhancement
      Level Talent 1 Talent 2 Talent 3 15 Boulderfist Hot Hand Lightning Shield 30 Landslide Forceful Winds *new* Totem Mastery *new* 45 Spirit Wolf *new* Earth Shield Static Charge *new* 60 Searing Assault Hailstorm Overcharge 75 Nature's Guardian *new* Feral Lunge Wind Rush Totem 90 Crashing Storm Fury of Air Sundering 100 Elemental Spirits *new* Earthen Spike Ascendance Restoration
      Level Talent 1 Talent 2 Talent 3 15 Torrent Undulation Unleash Life 30 Crashing Waves Deluge Earth Shield 45 Spirit Wolf *new* Earthgrab Totem Static Charge *new* 60 Ancestral Vigor Earthen Wall Totem Ancestral Protection Totem 75 Nature's Guardian *new* Graceful Spirit Wind Rush Totem 90 Echo of the Elements Downpour *new* Cloudburst Totem 100 High Tide Wellspring Ascendance Warlock [Return to Top]
      Affliction
      Level Talent 1 Talent 2 Talent 3 15 Nightfall Drain Soul *new* Haunt 30 Writhe in Agony Absolute Corruption Siphon Life 45 Demon Skin Burning Rush Dark Pact 60 Sow the Seeds Phantom Singularity Vile Taint *new* 75 Darkfury *new* Mortal Coil Demonic Circle 90 Shadow Embrace *new* Deathbolt *new* Grimoire of Sacrifice 100 Soul Conduit Creeping Death *new* Dark Soul: Misery *new* Demonology
      Level Talent 1 Talent 2 Talent 3 15 Dreadlash *new* Demonic Strength *new* Biliescourge Bombers *new* 30 Demonic Calling Power Siphon *new* Doom *new* 45 Demon Skin Burning Rush Dark Pact 60 From the Shadows *new* Soul Strike *new* Summon Vilefiend *new* 75 Darkfury *new* Mortal Coil Demonic Circle 90 Soul Conduit Inner Demons *new* Grimoire: Felguard *new* 100 Sacrificed Souls Demonic Consumption *new* Nether Portal *new* Destruction
      Level Talent 1 Talent 2 Talent 3 15 Flashover *new* Eradication Soul Fire 30 Reverse Entropy *new* Internal Combustion Shadowburn 45 Demon Skin Burning Rush Dark Pact 60 Inferno *new* Fire and Brimstone Cataclysm 75 Darkfury *new* Mortal Coil Demonic Circle 90 Roaring Blaze Grimoire of Supremacy Grimoire of Sacrifice 100 Soul Conduit Channel Demonfire Dark Soul: Instability *new* Warrior [Return to Top]
      Battle Shout (raid buff) is back. Arms
      New Abilities
      Sweeping Strikes New Mastery
      Mastery: Deep Wounds (Deep Wounds) Level Talent 1 Talent 2 Talent 3 15 War Machine *new* Sudden Death Skullsplitter *new* 30 Double Time Impending Victory *new* Storm Bolt 45 Trauma Rend Avatar 60 Second Wind Bounding Stride Defensive Stance 75 Collateral Damage  *new* Warbreaker *new* Cleave 90 In For The Kill *new* Fervor of Battle Deadly Calm *new* 100 Anger Management Dreadnaught *new* Ravager Fury
      Level Talent 1 Talent 2 Talent 3 15 War Machine Endless Rage Fresh Meat 30 Double Time Impending Victory *new* Storm Bolt 45 Reckless Abandon Outburst Avatar 60 Furious Charge Bounding Stride Warpaint 75 Carnage Massacre Frothing Berserker 90 Inner Rage Frenzy Bloodbath 100 Wrecking Ball Dragon Roar Bladestorm Protection
      Level Talent 1 Talent 2 Talent 3 15 Into the Fray Punish *new* Impending Victory 30 Crackling Thunder Bounding Stride Safeguard 45 Best Served Cold Unstoppable Force *new* Dragon Roar *new* 60 Indomitable Never Surrender *new* Bolster *new* 75 Menace *new* Rumbling Earth *new* Storm Bolt 90 Booming Voice Vengeance Devastator 100 Anger Management Heavy Repercussions Ravager