7.2.5 PvP Class Tuning Hotfixes for June 13th

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It seems 7.2.5 will be bringing even more class changes than mentioned in the official patch notes, specifically of the PvP variety. 7 classes with various specs get some pretty serious tuning, with Hunters, Paladins and Priests getting the most, including a lot of stat templates changes.

Blizzard LogoBlizzard (source)

As we’ve often done before, we’ve got a round of PvP tuning hotfixes that will take effect with our next maintenance in each region. We wanted to get this posted for discussion before the weekend.

Thanks for your feedback!

Player versus Player

Demon Hunter

  • Template Agility increased from 80% to 85%.
  • Template Haste reduced from 130% to 110%.
  • Template Versatility increased from 100% to 120%.
  • Chaos BladesChaos Blades increases damage dealt by 20% (was 30%) in PvP situations.
  • Fel BarrageFel Barrage damage reduced by 30% in PvP situations.
  • NemesisNemesis durations increased to 30 seconds in PvP situation (was 15 seconds).
  • NemesisNemesis now increases damage by 15% (was 25%).

Beast Mastery

  • Template Agility decreased from 80% to 70%.
  • Template Armor decreased from 120% to 100%.
  • Template Critical Strike increased from 70% to 100%.
  • Template Mastery decreased from 75% to 45%.
  • Dire Beast: BasiliskDire Beast: Basilisk is now immune to snares and roots.
  • Dire Beast: BasiliskDire Beast: Basilisk damage has been increased by 50%.


  • Template Agility decreased from 105% to 100%.
  • Template Critical Strike increased from 50% to 80%.
  • Template Haste decreased from 150% to 120%.
  • Sniper ShotSniper Shot no longer increases its own range.
  • Sniper ShotSniper Shot duration increased to 15 seconds (was 10 seconds).
  • Sniper ShotSniper Shot range is increased to 55 yards (was 40 yards).



  • Template Versatility increased from 100% to 120%.
  • Template Haste increased from 175% to 200%.






  • Template Damage dealt decreased from 75% to 65%.
  • Template Haste increased from 100% to 125%.
  • Template Intellect increased from 135% to 145%.
  • Template Mastery reduced from 100% to 75%.
  • Divine AttendantDivine Attendant now reduces cooldown by 2.5 minutes (was 2 minutes). Tooltip will be inaccurate till a followup hotfix.
  • Greater FadeGreater Fade's duration has been reduced to 4 seconds (was 6 seconds).
  • Ray of HopeRay of Hope's bonus healing has been reduced to 50% (was 100%).
  • RenewRenew's periodic healing has been increased by 100% in PvP situations.
  • Spirit of the RedeemerSpirit of the Redeemer now has a 3 minute cooldown (was 5 minutes).
  • Spirit of the RedeemerSpirit of the Redeemer now has a 7 second duration (was 10 seconds).





  • Template Critical Strike increased from 50% to 120%.
  • Template Versatility increased from 130 to 140%.
  • Earth ShieldEarth Shield will now heal when an attacker takes 4% of their max health in damage (was 8%).
  • Earth ShieldEarth Shield now has 4 charges (was 3).
  • Healing Stream TotemHealing Stream Totem now heals for an additional 40% in PvP situations (was 10%).
  • RiptideRiptide heals for an additional 30% in PvP situations.
  • Healing WaveHealing Wave heals for an additional 50% in PvP situations (was an additional 100%).


  • Template Stamina decreased from 100% to 95%.
  • BloodthirstBloodthirst's heal is reduced by 25% in PvP situations.

7.2.5 patch notes.

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I played WoW for a long time, of which PVP was about 0.1-1% of my total time spent (Usually only for transmogs, achievements, mounts).


When I look at this list (And many, many before it), I just don't know what to think of the PVP aspect of the game. It changed so much, so often. I remember Blizzard being adamant (And I mean really really adamant) about not changing abilities in PVP when asked at Blizzcons and such (All the way back in 2005 up to and including WoD iirc) , their reasoning being that it would make it too complicated if abilities behaved differently or were tuned differently than they are for PVE. Skills behaving differently was only done as a very last resort in an effort to balance things (I think most notably effects like the old Mortal Strike and later on, Colossus Smash)


So over the years, it's become more and more difficult to balance things, and they seem to have bitten the bullet and changed many, many abilities in PVP in Legion. "Reduced in pvp, increased in pvp" etc.


Not only does that look like a big mess to me (Do people even know what abilities are viable, or a good rotation nowadays?), but they stepped things up even more with things like these templates now?


Look at this ridiculous part: "Shaman - Restoration - Template Critical Strike Increased from 50% to 120%."

Oh I don't know, that's a value increase of 140% (If a value was 1000 crit, it is now 2400).


Like, why are they still slamming so hard on the balance departments? "Oh this ability is overtuned, lets reduce this healing ability by 40%", "Oh renew's HoT sucks really bad, lets just double the value and see if it's better now."



Like, it takes them 9 months to figure out a hot is undertuned SO MUCH they had to DOUBLE the effect? Odds are, it's still undertuned because buffing something to 200% (240% crit template like above) of its original value is not something you should do lightheartedly. So this ability (And probably many, many, of many classes/specs/talents) was so incredibly bad for almost a year now?




And people STILL try to convince me WoW is a good PVP game?

Edited by Yridaa

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It certainly is better than it used to be and these wide large balance changes help get things "to the same ballpark" before smaller changes can be considered when things are more balanced.

Looking at RBGs that my guild is doing, heal comp is disc + mw + rdruid and heal shamans are banned so its good that there are some buffs here for that. Holy paladin outside of Avenging Crusader shenanigans was also on the weak side.

In general PvP in WoW is in major flux right now since Legion introduced the new tools and knobs that can be used to balance things out so its natural to see bigger changes that ONLY impact pvp than before when it would impact everything else simultaneously. 

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22 hours ago, Yridaa said:

Not only does that look like a big mess to me (Do people even know what abilities are viable, or a good rotation nowadays?), but they stepped things up even more with things like these templates now?

Thing is, these buffs/nerfs make complete sense to those that do PvP. While it may look like a big jumble of up and down, you can actually clump them into one reasonable decision.

For example, Prot Paladins on the whole have essentially had their healing reduced. In 3s, having a Prot Paladin was essentially running double healer/one DPS, despite the Prot still being able to do a huge amount of damage.

If this new system didn't exist, Prot tanks that raid would now be shouting about how unfair it is their healing is being nerfed. I'm definitely on board with this new system. 

Also, yeah, there are definitely best talents and such, but they fluctuate depending on your comp and your enemies. For rotations, it's all reactive. A rogue has plenty of options for using their combo points, they just have to decide which is best at that point.

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You can mention how good it is to have templates to rebalance and skills having PVP versions as well, and while that may very well be true, it does mean that Blizzard has decided against their earlier statements (Which I mentioned in the post above)


Also, it would be nice if someone could provide some feedback regarding some of these changes (Such as some skills such as Renew getting buffed to heal for twice as much), as in, how viable it was before the nerf and how viable it would be now, and why balances sometimes need to be massive numbers instead of just 10-20-30%.


That was the original point I was trying to make, that with these new tools and templates, they're still buffing and nerfing things by upwards of 150-250% - Are you really convinced Blizzard knows what they're doing?

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