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Patch 7.2 - New Class Hall Champions

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Meeeh! Was hoping for a DPS bodyguard for the Deathknights cuz that taunting dude is anoying as hell during world quests :).

Edited by Ulathar

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18 hours ago, Ulathar said:

Meeeh! Was hoping for a DPS bodyguard for the Deathknights cuz that taunting dude is anoying as hell during world quests :).

It would be a sweet idea if they somehow made the followers dual speced so when your in tank there in dps, and then would switch to a tank when your in dps and what not.

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Nah that would be fun and we can't have that.

I think it would still make sense if a Fury or Arms warrior could decide to re-spec temporarily to Prot too... or vice versa (for example.) If the players can do it surely the champions should be able to too. Then they go back to their main spec for when you send them on missions.

Curious, do classes without tanking specs have tank champions? Or does it 100% rely on that champion being a tank spec? Because if they can be tank follower regardless of their actual spec then heck they wouldn't even need to re-spec :p

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Thisalee Crow is one of my favourite NPCs, I'm really glad to see her here!

I'm not 100% up to date on the Warlock class hall quests as I haven't played one in a long time, but I'd be interested to hear how they're getting Kanrethad back and under their control. 

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Oh yeah, I just noticed that Mages and Paladins seem to be getting two while everyone else gets one. What's up with that?
Or is there just more information we don't know yet?

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On 12. 3. 2017 at 5:20 PM, Ammako said:

Oh yeah, I just noticed that Mages and Paladins seem to be getting two while everyone else gets one. What's up with that?
Or is there just more information we don't know yet?

Maximilian and akazamzarak are little troll from blizz, maximilian is crazy paladin from ungoro and akazamzarak is super strong mage who pulls rabbits out of hat in dalaran

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      Blessing of Sacrifice, Hammer of Wrath, Sense Undead, Shield of the Righteous, Turn Evil, and Word of Glory will be available to all Paladins, regardless of their specialization.
      Holy Power returns as a resource for all Paladins to use to fight off attackers and defend their allies. Abilities such as Crusader Strike and Hammer of Wrath grant Holy Power on use, which can then be spent to call upon the most powerful forms of the Light—including Word of Glory and Shield of the Righteous—to vanquish foes and protect allies.
      As champions of the Light, all Paladins can use powerful Auras to safeguard and enhance their allies. Concentration Aura returns to all Paladins, reducing the duration of interrupts and silences. A redesigned Retribution Aura allows Paladins to avenge fallen allies with a short burst of Avenging Wrath, giving these holy warriors the strength to vanquish evil or keep their remaining allies on their feet. Crusader and Devotion Auras are also available to all Paladins.
      All Paladins will also have access to more Talents that allow them to manipulate and spend Holy Power. The Divine Purpose Talent will be available for all Paladins to select and standardized for all specializations, allowing their abilities that spend Holy Power to have a decent chance to make the next Holy Power-spending ability free and increase its damage or healing output. Holy Avenger allows the generation of huge bursts of Holy Power in a short window, while Seraphim allows the Paladin to spend their Holy Power to increase their secondary stats for a moderate amount of time.
      Holy The Azerite Trait Glimmer of Light moves to a space in the Level 50 Talent row, competing with powerful existing options such as Beacon of Faith. While Holy Paladins’ Aura Talent row has been replaced by the class-wide Aura bar, Aura Mastery continues to give Holy Paladins the unique ability to give any Aura a special empowerment.
      Protection To better uphold their oath to protect the innocent, Protection Paladins now exude Shining Light—a new passive that makes the next cast of Word of Glory free whenever Judgment critically strikes a target, enabling Protection Paladins to shield themselves and defend their allies from attackers.
      Retribution The darkest places within the Shadowlands inspire Retribution Paladins to perform valorous acts in the name of the Light. Wake of Ashes is available to all Retribution Paladins instead of needing to be picked as a Talent, allowing these holy warriors to vanquish evil with a blow so powerful it damages all foes close to its impact and reduces any survivors’ movement speed significantly. Demon and Undead enemies are further crippled with a substantial stun when struck with the ability.
      Empyrean Power (previously an Azerite Trait) will be available as a Talent, giving Crusader Strike a moderate chance to make the next Divine Storm cost no Holy Power and increase the damage dealt by a significant amount.
      Priest Class and Specialization Changes General Changes
      Mind Blast, Mind Soothe, Power Infusion, Shadow Word: Death, and Shadow Word: Pain will be available for all Priests to use regardless of their active specialization.
      Discipline Discipline Priests are masters of balancing the forces of Light and Shadow, and the changes in Shadowlands cover both ends of that spectrum.
      Light’s Caress is a new ability that the most powerful disciples of the Light can use, enabling Discipline Priests to heal their allies by blessing them with Power Word: Barrier, and healing them again if they’re still under the barrier when it expires.
      Discipline Priests who dare to lean into darker magics can learn Shadow Covenant. This reimagined Talent instantly heals a chosen hero and four other injured allies within a small area and moderately increases the damage the Priest deals for a short period of time, during which they cannot cast any Holy spells.
      New to Discipline in Shadowlands, Mind Blast will provide a powerful burst of damage and Atonement healing along with an absorption shield for a significant mana cost.
      Holy With the protective veil of the Shadowlands shattered, the grace of the naaru has slipped through and can be channeled by their most faithful. Circle of Healing is now a baseline spell for all Holy Priests, freeing them up to master a new Talent in its stead: Prayer Circle. Prayer Circle empowers Circle of Healing, reducing the cast time of Prayer of Healing moderately for a short period of time when cast.
      Shadow In the realms of death, Shadow Priests will learn how to ascend to the peak of their power with a new Talent: Death and Madness. Each time a target dies after being slain with Shadow Word: Death, the Shadow Priest gains a substantial amount of Insanity over a few seconds; in addition, Shadow Word: Death resets, instantly ready to use on their next victim.
      Surrender to Madness returns with a wicked twist. On use, the Shadow Priest instantly gains a huge spike of Insanity and casts Void Eruption on the target. Over a long duration, Insanity-generating abilities grant 100% more Insanity, and you can cast your spells while moving. However, this power comes at a terrible price—if the caster fails to slay their target during the buff window, they succumb to the shadows and die.
      Throughout WoW’s history, Rogues have always had a broad utility toolkit for damage, control and survivability. But, during the development of Legion, we felt a need to distinguish each of the specs from each other and give them a unique identity. This resulted in us dividing up much of the core Rogue kit amongst the three specializations, making each feel a bit thinner than before. For Shadowlands, we’re working to correct this problem by restoring many iconic Rogue traits to the base class, while preserving much of what’s novel about each specialization.
      Rogue Class and Specialization Changes General Changes
      The three specializations of Rogues share the teachings they’ve learned while mastering their vicious skills. Assassins teach the basics of Poisons, allowing Subtlety and Outlaw to once again coat their blades with Instant, Crippling, and Numbing Poisons. The lost art of a well-placed Shiv in a target’s side allows a concentrated version of poison to infect the target for a short duration. Pick Pocket will frequently uncover new ingredients that can be mixed into their Crimson Vial, augmenting its power the next time the Rogue drinks it.
      Assassination Assassination Rogues continue their mastery of poisons with the returning Shiv ability, providing a moment of increased Nature damage on the victim, mirroring the gameplay of Toxic Blade (previously a Talent). Their poisons will be stronger and apply to their blades faster than other Rogues, along with always infecting targets when attacking from Stealth. Assassination once again has access to Ambush as an option for their initial attack from Stealth.
      Blindside (Talent) has changed to give the Assassin a chance to allow access to Ambush even while out of stealth, with a higher chance on lower-health targets. Shiv gets access to another an upgrade through Toxic Blade, reducing its cooldown to provide more frequent assaults of increased Nature damage.
      Outlaw Ever resourceful and hungry for an edge, Outlaw Rogues have traded in the Combo Point requirement of Roll the Bones for a modifiable cooldown which can be manipulated to line up with their staggering finishing moves. Frantic combat will reduce the cooldown of Roll the Bones through Restless Blades by spending Combo Points. Kidney Shot returns to Outlaw’s toolkit, with Between the Eyes making their foes more susceptible to their critical strikes instead of stunning them.
      Evasion returns as Outlaw’s defensive ability, with Riposte becoming an upgraded Talent option. Retractable Hook (Talent) now also increases the speed of the Rogue’s Grappling Hook, getting them where they need to be faster than ever.
      Subtlety Always looking for an advantage in combat, all Subtlety Rogues have mastered the art of Find Weakness (previously a Talent). Attacking from stealth and other abilities allow the Rogue to bypass their target’s armor, but also causes additional Shadow damage when they are struck by an Eviscerate. Find Weakness can also mark a large number of targets when needed to setup for their new area-of-effect finisher, Shadow Vault, which also assaults targets with their Find Weakness for additional Shadow damage.
      Shadow Dance gains the power of Dark Shadow (previously a Talent) to increase all damage active, at the cost of less frequent dancing. Rupture returns as Subtlety’s damage-over-time bleed finishing move, instead of the shadowy Nightblade—however, they’ll still have access to movement speed reduction and healing reduction through Wound and Crippling Poisons.
      As a class, Shaman have long had some of the most distinctive categories of spells in the game—Totems, Shocks, Shields, Weapon Imbues, and Chain spells—but over time, some have become the domain of specific specializations. In Shadowlands, we're giving these types of abilities back to the entire class. As a player levels up, they'll be exposed to the many ways a Shaman can interact with the elements to overcome challenges. Over time, the Shaman will discover which of these tools they have the strongest affinity for, and which abilities they’d like to focus on as they master the elemental forces.
      Shaman Class and Specialization Changes General Changes
      In Shadowlands, Chain Heal, Chain Lightning, Healing Stream Totem, Flametongue Weapon, Flame Shock, Frost Shock, and Lightning Shield will be available for all Shaman to use regardless of their specialization. Searing Totem also returns as an ability for all Shaman to use, which bombards nearby enemies with fireballs for a short duration.
      Elemental The Maelstrom resource and accompanying bar have been removed, returning Elemental Shaman’s to their former cooldown management playstyle. When we added Maelstrom to Shamans in Legion, we wanted to improve affordance around the use of Earth Shock and Earthquake in their rotation. But the addition of the resource had the side-effect of converting the spec into one with “builder/spender” abilities, which comes with certain built-in expectations on the payoff of its spenders. When an Elemental Shaman presses Earth Shock and it consumes most of their resource, the expectation is that this moment is the peak of their rotation and there should be a big payoff. But we want the focus of the rotation to be about managing your Flame Shock debuff on multiple targets to maximize the potential of Lava Burst through Lava Surge procs. Lightning Bolt, and consequently Earth Shock, are meant to be a flavorful but secondary part of the single-target rotation. As such, we are returning to a design that relies on building stacks of Fulmination to determine when to insert Earth Shock into the rotation. Similarly, Chain Lightning and stacks of Seismic Thunder will serve to enable Earthquake.
      Echoing Shock is a new Talent that blasts a target for significant damage, and makes it so the Shaman’s next healing or damage-dealing spell casts a second time shortly afterward without costing additional resources.
      Enhancement As with Elemental, the Maelstrom resource and Maelstrom bar have been removed from Enhancement Shaman. Enhancement will return to a specialization based on managing a number of cooldown abilities with high points built around repeat casts of Stormstrike. In Shadowlands, Enhancement Shaman who chain certain abilities in combat will see their efforts rewarded when the time is right (and the elements will it) with the capacity to unleash a powerful cooldown dealing devastating damage. . Maelstrom Weapon returns, giving each attack a chance to grant a stack of a buff that can be used to make your next healing or damage-dealing spell instant. Flametongue Weapon and Windfury Weapon can once again be applied to Enhancement Shaman’s weapons, imbuing them with the power of the elements to suit the situation at hand.
      The passive bonus provided by Hailstorm has been redesigned so that it resets the cooldown of Flame Shock and Frost Shock when a Shaman uses Stormstrike. Searing Assault metamorphosizes into a powerful fire attack, striking the foe for significant Fire damage and causes their Searing Totem to cast incredibly fast. It also triggers Flame Shock to rapidly dish out its damage-over-time burn effects to melt enemies.
      Overcharge now generates five stacks of Maelstrom Weapon instantly and another stack every second for a short duration. Stormkeeper will make your next two Lightning Bolt or Chain Lightning spells instant cast and deal bonus damage. It also benefits from Maelstrom Weapon, lowering Stormkeeper’s cast time so the Enhancement Shaman can chain powerful abilities together to pummel down foes quickly.
      Elemental Blast is now a Talent option for Enhancement Shaman, giving this melee-focused spec access to a powerful spell to destroy foes from a distance. It also benefits from Maelstrom Weapon’s effect, which can reduce its cast time or even cause it to become instant cast.
      Restoration Once Restoration Shaman step into the realm of the ancestral spirits, they will find new ways to tap into the elements’ powers. Earth Shield can now be used by all Restoration Shaman without needing to select it as a Talent. Surge of the Earth is a new Talent that expends a few charges of Earth Shield to significantly heal the current Earth Shield target and several nearby allies.
      When designing Warlocks for Shadowlands, we had a few core goals. As part of our effort to distinguish classes as a whole, we’re bringing back Curses that Warlocks can use as proactive, situational tools—satisfying to use in special cases, but not something they should feel obligated to use when fighting every enemy. Abilities like Demonic Circle offer unique ways to interact with the world and combat spaces.
      Spec-wise, we’re making relatively minimal changes to Demonology and Destruction, as we feel their core rotations and talent options fit well with our goals for Shadowlands. With Affliction, we’re making larger changes to bring the specialization’s gameplay more towards managing damage-over-time effects, rather than saving up for a major burst moment.
      Warlock Class and Specialization Changes General Changes
      All Warlocks will be able to afflict their foes with Curse of Tongues, Curse of Recklessness, Curse of Weakness, and Curse of Doom. In addition, Warlocks can manipulate space with Demonic Circle.
      Tongue Tied is a new Talent that empowers spells lobbed at targets suffering from Curse of Tongues, causing them to seal the victim from receiving healing effects, forcing them to succumb to all incoming damage for a moderate amount of time
      Affliction Unstable Affliction sacrifices its stacking effect to torture its victim longer, and all without consuming a Soul Shard. Soul Wrack is a new channeled ability that ravages the foe’s spirit, empowering Warlocks’ periodic spells to deal a significant amount of bonus damage to an enemy afflicted by this dark magic. Affliction Warlocks can exacerbate the malaise they sow with Malefic Rapture, a new ability that causes their periodic spells to tick significantly faster while the victim is suffering from the malady.
      New Talents will be available for Affliction Warlocks to more effectively drain away the life from their victims. Sow the Seeds will now embed two additional seeds into nearby enemies which—combined with the new Malefic Rupture ability—can make for explosive results. Finally, Doom is now available for Affliction Warlocks to use, and deals more damage with a shorter damage-over-time duration. If Doom kills the target, there is a slight chance the Warlock will summon a Doomguard to fight for them for a period of time.
      Demonology Dark Pact will now scale with Spell Power to deal more damage than ever before. Demonology Warlocks will also discover that the Dark Fury Talent has a new effect—in addition to the cooldown reduction it provides, it empowers Shadowfury by increasing its area of effect as the spell crashes down on in the battlefield.
      Destruction Fire and Brimstone is getting an upgrade in Shadowlands, as it now generates 2 Soul Shard Fragments for each additional enemy struck by the Warlock’s empowered Incinerate.
      Clad in heavy armor and wielding brutal weapons, it’s often forgotten that Warriors are also hybrids, equally adept at dealing damage and protecting their allies on the frontline. We want to restore utility to all three Warrior specializations by bringing back many iconic abilities that are useful across the game. In addition, several Talents have undergone revision for each spec to increase build diversity and gameplay variety.
      Warrior Class and Specialization Changes General Changes
      Execute, Hamstring, Ignore Pain, Shield Block, Shield Slam, Slam, Spell Reflection, and Whirlwind are now available to all Warriors to use regardless of their active specialization. Furthermore, Challenging Shout and Intervene are returning, and all Warriors can use them to turn the tide of battle. Shattering Throw is also back, with a new twist—it will deal devastating damage against foes protected by an absorption shield.
      Lastly, Double Time and War Machine can now be utilized by all specializations as a Talent.
      Arms The armies of Maldraxxus have inspired Arms Warriors to return to several key martial tactics and abilities.
      Piercing Howl can now be used by Arms Warriors, giving them another way to stop enemies in their tracks by dazing them and significantly reducing their movement speed for a short duration.
      Cleave (Talent) has been redesigned—after striking three targets with Whirlwind, the Warrior can use Cleave to strike all enemies in front of the Warrior, inflicting Mastery: Deep Wounds—a scaling bleed effect. The Deadly Calm Talent has also been redesigned, and will completely remove the Rage cost of the next four abilities, and includes a passive effect that increases the Warrior’s maximum Rage by a moderate amount. Dreadnaught now takes on the Seismic Wave Azerite Trait, empowering Overpower to deal damage to enemies in a line. When Overpower hits two targets with Sweeping Strikes, Dreadnaught causes two devastating seismic waves.
      Fury Fury Warriors will find themselves at home in the Shadowlands and will be able to perform feats in battle that were previously unfathomable.
      Fervor of Battle is a new Talent, where the Warrior loses themselves to their bloodthirst during Whirlwind and also Slams their primary target and gains additional Rage. Warriors will also be able to learn Onslaught, in which an Enraged Warrior brutally attacks an enemy for a large amount of damage and generates some Rage.
      Frothing Berserker has been reimagined—now, when the Warrior reaches 100 Rage, they gain Haste and movement speed over a few seconds. Wrecking Ball returns as a Talent, which gives the Warrior a moderate chance for their next Whirlwind to deal a devastating amount of damage. Fresh Meat now causes Bloodthirst to always Enrage you the first time you strike a target with Bloodthirst.
      Protection In their shining armor, Protection Warriors are seen as stalwart defenders, but behind the shield stands a coldblooded tactician. Protection Warriors can now tap into their brutal side with some reimagined Talents. Best Served Cold increases the damage of Revenge, with the damage bonus increasing significantly after a successful dodge or parry has made Revenge cost no Rage. Menace has also been redesigned with this theme in mind, empowering Intimidating Shout to cause all enemies to cower in fear for a substantial amount of time, knocking back those that are not the primary target. Indomitable will passively increase the Warrior’s maximum health by a moderate amount, and spending Rage while the ability is active will heal their wounds. Never Surrender increases Ignore Pain by either a moderate or significant amount based on missing health.
      Here we have an overview of all Class changes coming in the Shadowlands expansion.
    • By Stan
      Blizzard posted a preview of the new Covenant system coming in Shadowlands including an early look at all class-specific Covenant abilities.
      What Are Covenants?
      Covenants are ruling powers that control Shadowlands and you must earn their favor in exchange for various powers for your character.
      Covenant Abilities
      Each Covenant provides players with two abilities. The first one's generic available to all Covenant members (also known as Signature ability) whereas the other one is an active class-specific spell.
      Blizzard (Source)
      Four ruling powers control the Shadowlands, each of which is in desperate need of aid from the heroes of Azeroth. In exchange for your help, the Covenants are willing to share a piece of their power and access to the rewards and other blessings, boons, or temptations they have to offer.
      As you level up on your initial journey through each of their domains, you’ll get to experience the abilities they have to offer firsthand—before you ultimately choose the Covenant you wish to dedicate yourself to.
      Kyrians: The denizens of Bastion, these angelic beings embrace humility and service to their order. Necrolords: Comprised of liches, warlords, and spies, the Necrolord Covenant calls Maldraxxus home. They make up the army that defends the Shadowlands. Night Fae: Guardians of nature, the Night Fae inhabit Ardenweald and shepherd beings through the cycle of life and death. It was through their aid that the demigod Cenarius was able to make his return to Azeroth during the events of the Cataclysm. Venthyr: Making their home in Revendreth, the vampiric Venthyr are the punishers of the unworthy, seeking to rehabilitate the sinful souls sent to them by the Arbiter. When the time comes to ally with one of these four, you’ll want to carefully consider the abilities the Covenant will provide you. Each provides two abilities tailored to the theme of the Covenant. The first of these is the Covenant’s signature ability, which is available to all Covenant members regardless of class, race, or specialization. This ability helps you explore and engage with the world in new ways, and gives you a unique tool to help solve the problems you encounter in the Shadowlands. The second of these abilities is specific to your class, and gives you a new spell or power to use in combat.
      To give you an idea of what to expect, we’ve put together a list with the Covenant signature abilities and class abilities. Please keep in mind that these are a work in progress and may have additional changes during the course of development and testing, so all abilities shown here are subject to change.
      Signature Ability
      Summon Steward
      Call your steward to bring you a Phial of Serenity that can be consumed to restore some of your health and remove all Curse, Disease, Poison, and Bleed Effects.
      Your Steward additionally offers access to a selection of useful amenities, each once per day.
      Door of Shadows
      Wend through the shadows, appearing at the targeted location.
      Form a shield of flesh and bone that prevents damage equal to a portion of your maximum health. Standing near the corpse of a defeated enemy when the ability is cast will create a larger shield.
      Night Fae
      Turn into a Vulpin, increasing movement speed. You may reactivate Soulshape to teleport a short distance forward.
      Additional cosmetic forms can be earned and collected through a variety of gameplay.
      While out in the world, this effect has a short duration before it wears off, but lasts indefinitely while in a rest area.
      Aligning with a specific Covenant provides access to class abilities that provide additional combat-oriented gameplay options that are tailored to the theme of that Covenant. Every Covenant offers an ability for each class, but note that some Covenant class abilities are still in development and are not currently represented in the chart.
      Bastion Covenant abilities shown for: Priest and Warrior.
      Night Fae
      Death Knight
      Shackle the Unworthy
      Admonish your target for their past transgressions, reducing the damage they deal to you and dealing Arcane damage over time.

      Shackle the Unworthy's cooldown is reduced when you damage the affected enemy with a Rune-spending attack.
      Swarming Mist
      A heavy mist surrounds you, increasing your chance to dodge.

      Deals Shadow damage over time to enemies within range. Every time it deals damage you gain additional Runic Power, up to a maximum amount.
      Abomination Limb
      Sprout an additional limb for a limited time,  dealing Shadow damage to nearby enemies. If an enemy is farther away from you, they are pulled to your location.
      Death’s Due
      (Replaces Death and Decay)
      Corrupts the targeted ground, causing Shadow damage over a duration of time to targets within the area.

      Affected enemies deal reduced damage to you (up to a maximum amount) and their power is transferred to you as an equal amount of Strength.

      While you remain within the area, your Necrotic Strike and Heart Strike will hit additional targets. Scourge Strike and Clawing Shadows will hit all enemies near the target.
      Demon Hunter
      Elysian Decree
      Carve runes into the ground in front of you, which detonate to deal  Arcane damage and shatter Lesser Soul Fragments from enemies.
      Sinful Brand
      Brand an enemy with the mark of the Venthyr, reducing their melee and casting speeds and inflicting Shadow damage over time.
      Activating Metamorphosis applies Sinful Brand to all nearby enemies.
      (Work in Progress)
      The Hunt
      Charge to an enemy, inflicting Nature damage and rooting them. The target is marked for a period of time, increasing your Fury from Demon's Bite andShear against them.
      You may reactivate The Hunt every 30 seconds to teleport behind the marked target and ignoring line of sight.
      Kindred Spirits

      Form a bond with an ally. On a cooldown, you may empower the bond for a period of time, granting you an effect based on your partner’s role, and granting them an effect based on your role.
      Ravenous Frenzy
      For a period of time, Druid spells you cast increase your damage, healing, and haste by a percentage, stacking.
      If you spend a period of time idle, the Frenzy overcomes you, consuming a percentage of your health per stack, stunning you, and then ending.
      Adaptive Swarm
      Command a swarm that heals or deals Shadow damage to a target and increases the effectiveness of your periodic effects on them.
      Upon expiration, travels to a new target within range, alternating between friend and foe up to a set number of times.
      Convoke the Spirits
      Call upon the Night Fae for an eruption of energy, channeling a rapid flurry of 16 Druid spells and abilities over 4 seconds.
      You will cast Moonfire, Wrath, Regrowth, Rejuvenation, Thrash, Rake, Shred, and Ironfur on appropriate nearby targets, favoring your current specialization.
      Resonating Arrow
      Fire a resonating arrow to the target location and fill the area with echoing anima. The effect causes your attacks to ignore line of sight to enemies in the area, and you have an increased critical strike chance against them.
      Flayed Shot
      Fire a shot at your enemy, causing them to bleed Shadow damage over a period of time. Each time Flayed Shot deals damage, you have a  chance to gain Flayer's Mark, causing your next Kill Shot to be usable on any target, regardless of their current health.
      Death Chakram
      Throw a deadly chakram at your current target which will rapidly deal additional Shadow damage.
      Each time the chakram damages a different target, its damage is increased, and you generate additional Focus.
      (Work in Progress)
      Radiant Spark
      Conjure a radiant spark that causes Arcane damage instantly and additional damage over time.
      The target takes a percentage of increased damage from your direct damage spells, stacking each time they are struck. This effect ends after a number of spells.
      Mirrors of Torment
      Conjure mirrors to torment the enemy for a time. Whenever the target casts a spell or ability, a mirror is consumed to inflict  Shadow damage and their movement and cast speed are slowed.

      The final mirror will instead inflict Shadow damage to the enemy, Rooting and Silencing them for some time.
      Transform into a  powerful Skeletal Mage for a period of time.
      While in the form of a Skeletal Mage, your Frostbolt, Fireball, and Arcane Blast are greatly enhanced, and your spell damage is increased.
      Shifting Power
      Draw from the ground beneath you for a period of time, dealing Nature damage over time to nearby enemies.
      While channeling, your ability cooldowns are reduced.
      Weapons of Order
      For a short duration, your Mastery is increased by a percentage. In addition:
      Windwalkers’ Rising Sun Kickcooldown is reset instantly, and your Rising Sun Kick reduces the cost of your Chi abilities.
      Brewmasters’ Keg Smashcooldown is reset, and enemies hit by Keg Smash take increased damage from you (stacks up to a set amount).
      Mistweavers’ Essence Font cooldown is reset instantly and heals nearby allies on channel start and end.
      (Work in Progress)
      (Work in Progress)
      (Work in Progress)
      Divine Toll
      Instantly cast Holy Shock, Avenger's Shield, or Judgmenton several targets within range (based on your current specialization).
      Ashen Hallow
      Hallow the target area, dealing Shadow damage split among enemies and restoring health split among injured allies over time.
      The land remains filled with anima, causing additional Shadow damage to all enemies. You gain the benefits of Consecration while within the area.
      (Work in Progress)
      (Work in Progress)
      Boon of the Ascended

      Gain the Boon of the Ascended, granting access to Ascended Nova and Ascended Blast, and increasing your movement speed. Both abilities damage your enemies, heal your allies, and build power that will erupt in a powerful explosion of damage and healing at the end of Boon of the Ascended’s duration.
      Assault an enemy's mind, dealing Shadow damage and briefly reversing their perception of reality.
      For a period of time, the next damage they deal will heal their target, and the next healing they do will damage their target.
      Unholy Nova
      An explosion of dark energy heals nearby allies and infects nearby enemies with Unholy Transfusion.
      Unholy Transfusion deals Shadow damage over time. Enemies who damage this target receive healing.
      (Work in Progress)
      Echoing Reprimand
      Deal Arcane damage to an enemy, extracting their anima to Animacharge a combo point.
      Damaging finishing moves that consume the same number of your combo points as your Animacharge deal damage as if they consume 7 combo points.
      Slaughter the target, causing Physical damage. The target's anima mixes with your lethal poison, coating your weapons for the next 5 minutes.

      Slaughter Poison deals Shadow damage over time and steals a percentage of healing done to the target.

      This also awards combo points.
      Serrated Bone Spike
      Embed a bone spike in the target, dealing Physical damage over time until they die.
      Attacking with Serrated Bone Spike causes all of your active bone spikes to fracture and strike your current target, increasing initial damage by a percentage per spike.
      (Work in Progress)
      Vesper Totem
      Summon a totem at the target location for 30 seconds. Your next 3 damage spells or abilities will cause the totem to radiate Arcane damage to enemies near the totem and your next 3 healing spells will heal up to 6 allies near the totem.
      Casting this ability again while the totem is active will relocate the totem.
      Chain Harvest
      Send a wave of anima at the target, which then jumps to additional nearby targets. Deals  Shadow damage to enemies and restores  health to allies.
      For each target critically struck, the cooldown of Chain Harvest is reduced.
      (Work in Progress)
      (Work in Progress)
      Scouring Tithe
      Deal Arcane damage instantly and additional Arcane damage over time. If the enemy dies while affected by Scouring Tithe, you generate additional Soul Shards. If they survive, Scouring Tithe's cooldown is refreshed.
      Impending Catastrophe
      Call forth a cloud of chaotic anima that travels to the target enemy, dealing  Shadow damage to enemies within their path. When the anima reaches the target it explodes, inflicting a random Curse and dealing Shadow damage to all nearby enemies.
      Decimating Bolt
      Hurl a bolt of shadow magic at your target, dealing Shadow damage and increasing the damage of your next Incinerates, Drain Souls, or Shadow Bolts.

      Decimation Bolt's damage, and the bonus to Incinerate, Drain Soul, or Shadow Bolt both increase as your target's health decreases.
      (Work in Progress)
      Spear of Bastion
      Throw a Kyrian spear at the target location, dealing Arcane damage instantly, dealing additional damage over time, and generating Rage.
      Enemies hit are tethered to Spear of Bastion's location for the duration.
      (Replaces Execute)
      Condemn a foe to suffer for their sins, causing Shadow damage. Only usable on enemies who are above 80% health or below 20% health.
      The primary target is weakened, preventing a moderate amount of damage they would deal to you.
      If your foe survives, a portion of the Rage spent is refunded.
      Conqueror’s Banner
      Brandish the banner of the Necrolords, increasing your movement speed and causing Mortal Strike, Raging Blow, and Shield Slam to grant you Glory. Killing an enemy grants additional stacks of Glory.

      Reactivating this ability plants the banner in the ground, granting an increased amount of maximum health and additional attack speed to you and your allies within range of the banner. Lasts additional time per Glory, up to a maximum amount.
      (Work in Progress)
      We look forward to sharing more information as development continues, and we hope this preview helps you find the Covenant that’s right for you.
      Which Covenant is your current choice? Join the discussion on the forums.
      Latest Shadowlands News
      Shadowlands Developer Update PvP Vendors Return in Shadowlands
    • By Stan
      Blizzard revealed in the Shadowlands Developer Update their plans to add PvP vendors back to the game with changes to PvP currencies, as Conquest becomes a spendable currency in the new expansion.
      In Shadowlands, Conquest points can be used to buy specific items from vendors in the new capital city of Oribos. On top of that, you will be able to upgrade gear using Conquest points, similar to how Benthic gear upgrades worked with Manapears in Patch 8.2 (Rise of Azshara).
      More information about the new system will be available when we start datamining the first Alpha build.
      Blizzard (Source)
      Also of note are some changes to PvP currencies—notably, Conquest is once again a spendable currency earned through Shadowlands Rated PvP. Players will be able to use Conquest points to purchase specific items of their choice from a vendor in the capital city of Oribos (in an easy-to-find location, naturally). Conquest can also be used to upgrade that gear further (similar to how Benthic gear worked with Manapearls in Rise of Azshara). We’ll have lots more information to share on the details of this system, as well as our broader endgame itemization plans, as the alpha rolls on and we reach max-level content. Latest Shadowlands News
      Shadowlands Developer Update
    • By Stan
      Shadowlands Alpha starts later this week when the first batch of invitations will be going out. Available for testing will be Bastion and the Necrotic Dungeon. Don't forget to opt in for Beta in the meantime!
      Changes to all 12 classes will be obvious the moment players log into the game. The goal of Shadowlands is class unpruning, so expect changes to spells, talents, and resources. Blizzard improved the quest interface and added a 3D indicator of tracked quest objective locations. Conquest is a spendable currency in Shadowlands and players will be able to use Conquest points to purchase specific items of their choice from a vendor in the capital city of Oribos. You will also be able to use them to upgrade gear similar to Benthic gear and Manapearls.  Blizzard (Source)
      It’s been five months since we first revealed our World of Warcraft: Shadowlands expansion at BlizzCon 2019. The whole team has been hard at work transforming the vision we laid out last November into a reality, and we can’t wait to share our progress with all of you.
      Later this week, we will send out our first round of invitations to a closed alpha test for Shadowlands.
      This first batch of invitations will mainly go out to long-time WoW players with active accounts in good standing, as well as Blizzard friends and family, along with a limited number of content creators and journalists. This initial wave represents only a small fraction of the pool of testers that will ultimately gain access to the test in the coming months—if you’re interested in helping make Shadowlands better, sign up using the Beta Opt-In link on the Shadowlands home page. Later on, as we engage in focused PvP and raid testing, we’ll also do some targeted invite waves that prioritize players with extensive experience or expertise in those parts of the game.
      When the alpha servers go live, we will have the full level-up experience in the zone of Bastion available, along with its accompanying dungeon, the Necrotic Wake. Testers who are interested in checking out our revamped new player experience can play through the Alliance version of the new zone and tutorials. We’ll aim to roll out new content on a regular basis throughout the test cycle—later in April we hope to offer the zone of Revendreth, as well as a look at Torghast, Tower of the Damned, our endless dungeon experience. We will continue to unlock content such as zones, dungeons, and endgame questlines when they’re ready for feedback, using template characters as needed to focus testing and feedback on specific parts of the game. Once everything has been released into the test environment, we’ll officially move into a beta phase, wiping all characters and kicking off a larger round of invites for an end-to-end test of the entire Shadowlands experience.
      While content will be rolled out methodically over the course of the alpha, many of our underlying systems changes will be apparent from the moment players first log in later this week, and there will be hints of others that are still in progress. A few examples:
      Players of all 12 classes will immediately see changes in their Spellbooks, Talents, and in some cases even their resources. We’ll have a separate blog coming out in the coming days discussing how we applied the class design philosophies we laid out at BlizzCon 2019 and giving key examples of the sorts of changes to expect for each class and their specializations. Unlike the last couple of expansion alphas, where the conversation with the community often began with us saying “Let us know which spells you miss most…” this time around we’re eager to hear whether we’ve gone too far with “unpruning.” Maybe a bunch of folks actually really hated Eyes of the Beast all along—who knows? We have been making improvements to our quest interface, with an eye toward better distinguishing major quests that are required to advance the narrative from optional side quests that tell more localized stories. Our work-in-progress 3D indicator of tracked quest objective locations will be available to use, which aims to reduce the need to bring up the map when navigating the world and help more clearly identify when an objective is above or below you. We’re also rolling out a system that allows players to set a personal waypoint on the map as well as share that pin in chat channels, so that you should no longer need an add-on to convey exactly where Rustfeather just spawned. Also of note are some changes to PvP currencies—notably, Conquest is once again a spendable currency earned through Shadowlands Rated PvP. Players will be able to use Conquest points to purchase specific items of their choice from a vendor in the capital city of Oribos (in an easy-to-find location, naturally). Conquest can also be used to upgrade that gear further (similar to how Benthic gear worked with Manapearls in Rise of Azshara). We’ll have lots more information to share on the details of this system, as well as our broader endgame itemization plans, as the alpha rolls on and we reach max-level content. As our community and fansites dig into the game files that are packaged with the client in the coming days, you’ll also doubtless find bits and pieces of data relating to endgame systems like Soulbinds, Covenant Sanctums, and crafted legendary items. Much of those features remain a work-in-progress and, especially in an alpha setting, the game’s data contains numerous experiments and discarded ideas, so please take what you might find via datamining with a grain of salt. We remain guided by the core philosophies that we articulated at BlizzCon: player agency and empowering choices. We can’t wait to share details of these systems with you as soon as we’re able—one of our main lessons learned from past expansions is the vital importance of carving out a large window in our alpha and beta for feedback and iteration on these endgame systems.
      Thank you for your patience, and we’ll see you soon (no TM) in the Shadowlands!
      Ion Hazzikostas
      Game Director
      Join the discussion on the forums here.
      Shadowlands Alpha starts this week with the first zone Bastion available for testing!
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