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Game Director Ion Hazzikostas on Mob Scaling

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Players recently noticed that unequipping gear makes you stronger in the open world. Game Director Ion Hazzikostas said in the latest Live Developer Q&A that Blizzard has done virtually nothing with mob scaling in the last 15 months and now he replied on the official forums as well.

Ion suggested a really easy workaround to deal with mob scaling in Battle for Azeroth yesterday.../s

On a serious note, if you're at level 110 wearing Argus gear and legendaries, you're massively overpowered and easily twice as strong as someone who just quested through Legion and did nothing else.

At approximately level 117, players with Argus gear start to upgrade their gear from quests and wear nearly the exact same gear as players who leveled straight through without doing Legion endgame content. We've seen the exact same thing in Warlords of Draenor, where players wearing Siege of Orgrimmar gear started to get wrecked by level 97 mobs in Spires of Arak.

They've seen no reports that a fresh 120 has an easier time with any content whatsoever, than one who has improved their gear through dungeons, world quests, etc.

A player in ilvl 330 gear is killing world quest foes more than 40% faster than someone who just dinged 120 at ilvl 280. The relative strength will continue to increase with every additional bit of gear or Azerite powers acquired.

They could have added level caps for the new zones, but decided not to, in order to deliver a non-linear leveling experience.

Blizzard LogoBlizzard (Source)

Well geared toons from the end of the previous expansion have always had a very easy time in the first few levels of a new expansion. The scaling isn't broken, it's how the scaling should work. The only way for this to not be an issue is to remove scaling altogether. And it's a design choice that the benefits of scaling outweigh downsides like this.

Exactly.

The way the outdoor world functions in Battle for Azeroth is exactly how Legion worked, in virtually every regard. But looking farther back, an endgame-geared character from the prior expansion having a harder and harder time killing things as they level is how WoW has worked since its very first expansion, The Burning Crusade. As you move into new content, you face progressively stronger foes. If you aren’t replacing your gear as you level because you’re already overgeared for your level, then in relative terms you're going to feel weaker against same-level enemies.

Specifically, level 110 enemies are tuned to be a fair fight for someone who just quested through Legion and hit 110 wearing items along the way (average item level of, say, 160 or so). That's essential, or fresh 110s moving into Battle for Azeroth content would run into a frustrating brick wall of difficulty. But it means that if you are level 110 wearing Argus gear and legendaries (average item level of, say, 230 or even higher), you’re massively overpowered in relative terms. Easily twice as strong as someone who just quested through Legion and did nothing else. And that’s nothing new - that's power progression, and the reward for the time spent on Argus and elsewhere strengthening your character.

But moving on, level 117 enemies are tuned to be a fair fight for someone who is wearing quest rewards from level 117 quests. The same player above in Argus gear will only recently have started to find upgrades from quests, and is actually now wearing nearly the exact same gear as the player who leveled straight through without doing Legion endgame content. This is exactly how it worked 4 years ago when someone wearing Siege of Orgrimmar gear was wrecking level 90 enemies in Frostfire or Shadowmoon at 90, and then started to have a tough time against level 97 mobs in Spires of Arak at level 97. Higher-level enemies are tougher.

Again, nothing new. The only difference is that, since Legion, one Antorus-geared player may have started in Tiragarde Sound and steamrolled it at 110, before running into resistance in Drustvar at 117, while another Antorus-geared player may have started in Drustvar and had an easy time at 110, only to find tougher enemies at 117 in Tiragarde, depending on the order in which they each chose to tackle the zones. It admittedly can feel awkward to return to a specific dungeon or a specific area and find that the enemies there have effectively grown stronger while you were away, but that is what enables flexibility in zone choice when leveling, and makes the entire world relevant at max level, a core part of what made Legion's outdoor world experience successful.

The pre-Legion design, applied to Battle for Azeroth Horde content, might have gone like this: Zuldazar and Atal’dazar could be 110-114 content, Vol’dun and Temple of Sethraliss 113-117, and Nazmir and Underrot 116-120. That would likely have felt better in terms of rationalizing increasing world difficulty as you level, but it would have come at the expense of a more linear leveling experience, after which those zones would be largely irrelevant at endgame. We feel that the upsides of having the outdoor world continue to be relevant, and be a place where we can tell ongoing War Campaign stories and stage other content, for the months to come, are worth that increased awkwardness while leveling.

Finally, looking at the max-level experience, players are already objectively much stronger than they were at 110 in Legion. We’re starting to see random pickup groups going back and doing Mythic Antorus with ilvl ~330 level 120 characters, for achievements and transmog, and an ilvl 330 PUG kills Mythic Argus the Unmaker in about 5 minutes. Top raid guilds were doing it in ~9 minutes at 110 just a few weeks ago. There's no special scaling or legacy buff involved: People are simply stronger now than they were a month ago, when fighting the same old foes.

At max level, everything you do to upgrade your gear and the power of your Heart of Azeroth will make your experience playing the game relatively easier. We’ve seen no data whatsoever to support claims that a fresh 120 has an easier time with any content, outdoors or otherwise, than one who has improved their gear through doing dungeons and world quests and the like. A player in ilvl 330 gear is killing world quest foes more than 40% faster than someone who just hit 120 at ilvl 280, while having a much larger health pool (and, again, enemy damage output isn't scaling up at all). That relative strength will continue to increase over the weeks to come with every additional bit of gear and additional Azerite powers acquired.

Philosophically, we completely agree that progression is an essential part of an RPG experience. Rewards need to mean something, and their impact needs to be felt when playing the game. To the extent that we compromise that value in some places, it's never done lightly, and is always in service of a what we view as a greater benefit elsewhere (in this case, the ability to choose a non-linear path through zones while leveling, and having the entirety of the new world remaining relevant at 120, instead of just small pieces of it).

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Honestly I dont see how this is an issue.

Of course your gear will eventually need replaced, and progressively so.  

I cant see in my mind how anyone, at any time, thought that keeping let's say, Ashbringer would probably be an acceptable stance for a new expansion.  

...and I frickin LOVE Ashbringer.

Edited by PatrickHenry
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I personally dont dont have an issue with  the mob scaling (and  im playing a shadow/holy priest). It does make  things interesting. Some classes cant burst through a rare anymore and need to use their defensive abilitys a bit more often. It adds another layer of "difficulty".

But what kind of answer is that? It is just impolite and disrespectful against the player asking the question. He/She has showed some concern and reached out to them for a serious answer, which they didn't give. If they dont have an idea how to fix it, they can just say so.
"Just put your hearth of azeroth in your bank. Problem fixed." (not quoted) - Not like we queue for dungeons while doing wq? Seriously, the hearth of azeroth is the core of this expansion and a replacement for the great idea of artifact items. Why exactly did they give me the amulet when i shouldn't use it?

Such answers are just infuriating me.

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29 minutes ago, Vorguz said:

I personally dont dont have an issue with  the mob scaling (and  im playing a shadow/holy priest). It does make  things interesting. Some classes cant burst through a rare anymore and need to use their defensive abilitys a bit more often. It adds another layer of "difficulty".

But what kind of answer is that? It is just impolite and disrespectful against the player asking the question. He/She has showed some concern and reached out to them for a serious answer, which they didn't give. If they dont have an idea how to fix it, they can just say so.
"Just put your hearth of azeroth in your bank. Problem fixed." (not quoted) - Not like we queue for dungeons while doing wq? Seriously, the hearth of azeroth is the core of this expansion and a replacement for the great idea of artifact items. Why exactly did they give me the amulet when i shouldn't use it?

Such answers are just infuriating me.

Sarcasm ?.

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aslong as they dont hotfix putting half ur gear in the bank and being able to nuke mobs im fine with it the system is obviously broken and they dont want us killing things fast and some of us have found a loophole and will continue to do so til lazy devs get over thier selves and revert the scaling back some . they alrdy admitted they didnt change it since legion ,but in legion we had op artifact traits but now we have wet noodle azerite traits and gear. just wait til next xpacs prepatch when we get gear again with secondary stats gunna be op as helll to get rid of azerite gear 

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5 hours ago, Stan said:

A player in ilvl 330 gear is killing world quest foes more than 40% faster than someone who just dinged 120 at ilvl 280. The relative strength will continue to increase with every additional bit of gear or Azerite powers acquired.

A player in previously ilvl 330 gear now at ilvl 280 because of unequipping amulet/rings/trinkets (Their stats have less "power" to them than the other pieces because no primary stat and trinkets don't have good secondary stats for a while...) will kill faster than being in ilvl 330 gear. And there lies the problem.

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Bla-bla-bla.. nerf the outdoor scaling. It's absolutely ridiculous to be weaker in 340 than in 115 with 280. I don't want to one-hit everything, but if you need to use full cd for 3 mobs that is a bit weird (and of course in actual maximum gear).

And beside you the guy who leveling 2-hit the mob with level 112 for example. 

Edited by Hypersonic
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Someone noticed a slight kink in the numbers and now the game is LITERALLY UNPLAYABLE!

Oh, isn't community perception a great thing?

 

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Didn't Blizz just say this in the QnA?

Quote

The power setback at 120 is noticeable and in new expansions, they're looking for a system that would merge the open world relevance with a feeling that you don't fly backwards as you level.

They really keep contradicting themselves about the scaling.

Quote

That would likely have felt better in terms of rationalizing increasing world difficulty as you level, but it would have come at the expense of a more linear leveling experience, after which those zones would be largely irrelevant at endgame. We feel that the upsides of having the outdoor world continue to be relevant, and be a place where we can tell ongoing War Campaign stories and stage other content, for the months to come, are worth that increased awkwardness while leveling.

This bit is utter BS. We could easily have had the superior, linear experience and still had their precious outdoor content relevancy. Remember MoP? The Barrens are still to this day cut in half by a large army of level 90 Kor'kron so they can easily put max level, story relevant stuff into zones of a lower level. The War Story argument in particularly makes no sense given that the zones you were in while doing the lower level chapters had all the mobs save for the quest specific ones dialed up to 120 so the zones didn't scale for you at all.

Edited by Brutalis

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Are people getting a little "mixed up" on the issue, I completely agree that it's probably not changed, and in principle, I agree with it.

But;

They have to address the feel that comes with having items with garbage stats at the start of an expansion. I was wearing two trinket today that when the both proc'd together took my haste from the amazing 5% base I currently have, to 44% haste, and Fury warrior felt awesome........

I'm finding that I can take everything in the open world, but it's ponderous..............

Also, going into a heroic dungeon and power spiking isn't good, that should be balanced better!

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On 8/25/2018 at 9:26 AM, Brutalis said:

They really keep contradicting themselves about the scaling.

I havent seen that.  They know its a problem.  Totally not intended, and theyre working on it.  

The issue I see with it is other than item level what metric would you use to determine what 'power' a character should be?  And that is how theyre getting the 'take my gear off and be better off' issue right now.

Matching a meaningful power curve to this is going to be a work in progress.

The issue THEY have, is its a big problem... for all of a few weeks.  The game isnt intended to be played at 115, so while its in need of fixing, its a short-term win vs a multi-year expansion.  

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1 hour ago, PatrickHenry said:

I havent seen that.  They know its a problem.  Totally not intended, and theyre working on it.  

 

Actually, re-read the article and they don't say it's a problem, it's the player's perception.  The mechanic now is exactly the same as leveling through Legion and beyond that the issue of players entering a new expansion overgeared and then feeling linear mob scaling (once replacing raid gear with questing gear and finally not being overgeared for the content they were engaging) is as it's been since BC.  

Players want the scaling to cap, or they think it's doing something new.  They're not going to get the former and they're wrong about the later.

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2 hours ago, Sholto said:

 

Actually, re-read the article and they don't say it's a problem, it's the player's perception.  

The feeling, yes.

The actual ability to de-equip gear and clear mobs faster, however, is not.  an they addressed that ina previous blue post.

ETA:: ITs a tiny problem, honestly.  Really tiny.  I think they could just as soon focus elsewhere, but if they fix it more power to them.

Edited by PatrickHenry

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I'd have to see that, because they don't acknowledge it and the video doesn't exactly show this either.  It's a subtle thing but he takes a different route, which automatically makes the demonstration flawed.  He dies to trash all the same but I'm still not convinced that the video shows exactly what he's thinking it does, and what players are complaining about in general.  For one thing, he's showing dungeon scaling and the blue post is addressing world scaling.

One thing to consider, and this was something I really hated when simple-headed players started paying attention to item level, is that pure ilvl alone does not make you more effective, more powerful, have greater DPS, etc.  Though there are fewer avenues to min/max and tweak your overall DPS since gear has fewer gem slots and fewer enchants, the issue of set bonues and secondary stats is still very important. 

Raiders often complain about "catch up" gear and "welfare epics" but few seem to consider that for a given ilvl, and this has been true since Vanilla, there is a major difference in quality between a raid piece, a BOE epic, a crafted piece or a dungeon drop.  Blues and Epics of the same ilvl are not equivalent.  And lower ilvl pieces or blues can sometimes have greater impact on performance than an epic due to spec synergy.  This has always been the case.

Not only would a 110 at the beginning of an expansion be more powerful than the game was expecting a 110 to be, if that 110 is in high quality raiding gear they will be potentially radically more powerful than a 110 in catch up gear with the same composite ilvl (for example, the 210+ drops from Darkshore during the pre-expansion event).  Because of procs, set bonuses and highly tuned secondary stats.  Because, I'm sorry, having roughly 1/2 the secondary stat quality on this dungeon gear makes it less equivalent on this 120 than that raid gear was on that 110.  Is it enough to fully account for the differences here?  No, but I do not accept that the issue is as simple as players are making it out to be based on a Simple Jack interpretation of itemization.

edit: also, and this has been true since BC, secondary stats do not scale in spell effectiveness in a linear way because when the cap is raised the new spells and mechanics are balanced around the level cap.  So a given piece of lowbie gear can greatly increase in power, regardless of stat squish, regardless of anything else, simply by the level cap being raised.  The day before and the day after can mean a sometimes intense difference in power.  This is why all secondary stats are pretty much junk until you start to get into raid tier gear, at level cap.   But you can see for yourself, level a lowbie to 60, do just a couple battlegrounds and get a full set of HWL/GM gear and take your little lvl60 to any appropriate zone.  Not only is that toon more powerful in that gear than a lvl60 at cap was during Vanilla, but they're more powerful than they were rolling into Hellfire Peninsula with it at the beginning of BC.  They would have to create level specific exponents for everything to be balanced at all levels.

Edited by Sholto

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      Power Word: Fortitude: Infuses the target with vitality, increasing their Stamina by 5% for 1 hour. If the target is in your party or raid, all party and raid members will be affected.
      Mind Vision: Allow the caster to see through the target’s eyes for 1 minute. Will not work if the target is in another instance or another continent.
      Mind Soothe: Soothes the target, reducing the range at which it will attack you by 10 yards. Only affects Humanoid and Dragonkin targets. Does not cause threat. Lasts 20 seconds.
      Mind Blast: Blasts the target’s mind for Shadow damage.
      Levitate: Levitates a party or raid member for 10 min, floating a few feet above the ground, granting slow fall, and allowing travel over water.
      Flash Heal: A fast spell that heals an ally.
      Fade: Fade out, removing all your threat and reducing enemies' attack range against you for 10 sec.
      Desperate Prayer: Increases maximum health by 25% for 10 sec, and instantly heals you for that amount.
      Psychic Scream: Lets out a psychic scream, causing 5 enemies within 8 yards to flee, disorienting them for 8 sec. Damage may interrupt the effect.
      Dispel Magic: Dispels Magic on the enemy target, removing 1 beneficial Magic effect.
      Focused Will: Melee attacks against you cause you to gain Focused Will, reducing damage you take by 15% for 8 sec.
      Priest Class Talents. [NNF] denotes a talent that has a temporary, not yet final name.
      Row 1
      Prayer of Mending: Places a ward on an ally that heals them the next time they take damage, and then jumps to another ally within 20 yds. Jumps up to 5 times and lasts 30 sec after each jump.
      Granted by default when selecting Holy or Discipline Specialization. Shadow Word: Death: A word of dark binding that inflicts Shadow damage to the target. If the target is not killed by Shadow Word: Death, the caster takes damage equal to the damage inflicted upon the target. Damage increased by 150% to targets below 20% health.
      Granted by default when selecting Shadow or Discipline Specialization. Row 2
      Renew: Fill the target with faith in the light, healing over 15 sec.
      Focused Mending: Prayer of Mending does 45% increased healing to the initial target.
      Purify Disease: Removes all Disease effects from a friendly target.
      Improved Shadow Word: Death [NNF]: Shadow Word: Death's cooldown is reduced by 10 sec.
      Shadow Mend: Wraps an ally in shadows which heal, but at a price. The ally will take damage every 1 sec, until they have taken a small amount of damage from all sources, or leave combat.
      Row 3
      Renewed Faith: Your healing is increased by [5/10] % on targets with your Renew. Two Rank Talent.
      Benediction: Your Prayer of Mending has a 25% chance to leave a Renew on each target it heals.
      Improved Smite: Smite deals [25/50] % increased damage. Two Rank Talent.
      Choice Node:
      Body and Soul: Power Word: Shield and Leap of Faith increase your target's movement speed by 40% for 3 sec. Angelic Feather: Places a feather at the target location, granting the first ally to walk through it 40% increased movement speed for 5 sec. Only 3 feathers can be placed at one time. Mind Restrain: Mind Blast prevents a small amount of damage dealt by the enemy. Two Rank Talent.
      Masochism: When you cast Shadow Mend on yourself, its damage over time effect heals you instead, and reduces all damage you take by 10%.
      Improved Mind Blast {NNF]: Mind Blast's cooldown reduced by [3/7.5] sec. Two Rank Talent.
      Row 4
      Say Your Prayers: Prayer of Mending has a 6% chance to not consume a charge when it jumps to a new target.
      Enlightenment: You regenerate mana [5/10]% faster. Two Rank Talent.
      Power Infusion: Infuses the target with power for 20 sec, increasing haste by 25%.
      Twist of Fate: After healing a target below 35% health, you deal [10/20%] increased damage and [10/20]% increased healing for 10 sec. Two Rank Talent.
      Taming the Shadows: Shadow Mend has a 15% chance to deal no damage.
      Row 5
      Holy Nova: An explosion of holy light around you deals Holy damage to enemies and healing to allies within 12 yds, reduced if there are more than 5 targets.
      Leap of Faith: Pulls the spirit of a party or raid member, instantly moving them directly in front of you.
      Mass Dispel: Dispels magic in a 15 yard radius, removing all harmful Magic from 5 friendly targets and 1 beneficial Magic effect from 5 enemy targets.
      Mind Control: Controls a mind up to 1 level above yours for 30 sec while still controlling your own mind. Does not work versus Demonic, Mechanical, or Undead beings or players. This spell shares diminishing returns with other disorienting effects.
      Shadowfiend: Summons a shadowy fiend to attack the target for 15 sec.
      Row 6
      Cleric's Armaments: Smite deals 10% additional damage while you are shielded.
      Improved Holy Nova {NNF]: If your Holy Nova deals damage to at least 3 enemies, a second Holy Nova will be cast a moment later at 50% effectiveness at the same location.
      Clear Mind: Dispel Magic, Purify, and Mass Dispel cost 20% less mana.
      Angel's Mercy: Damage you take reduces the cooldown of Desperate Prayer, based on the amount of damage taken.
      Dominant Mind: You may also control your own character while Mind Control is active, but Mind Control has a 2 min cooldown, and it may not be used against players.
      Throes of Pain: Shadow Word: Pain deals an additional 5% damage over its duration. When an enemy dies while afflicted by your Shadow Word: Pain, you gain [5/10]% Insanity and Mana. Two Rank Talent.
      Improved Shadowfiend [NNF]: Your Shadowfiend now restores 1% mana/a fixed amount of Insanity to you whenever it attacks.
      Row 7
      Tools of the Cloth: Holy Nova deals 10% additional damage while you are shielded.
      Shackle Undead: Shackles the target undead enemy for 50 seconds, preventing all actions and movement. Damage will cancel the effect. Limit 1.
      Twins of the Sun Priestess: Power Infusion also grants you [50/100] % of its effects when used on an ally. Two Rank Talent.
      Puppet Master: Shadowfiend and Dominant Mind increase your Mastery by [3/6]% while active. Two Rank Talent.
      Row 8
      Blessing of Renewal: Renew heals for an additional 5% and its mana cost is reduced by 10%.
      Charitable Soul: Casting Power Word: Shield on an ally also shields you for [5/10]% of the amount for 10 sec. Two Rank Talent.
      Translucent Image: For the first 5 sec of Fade, you take [5/10]% reduced damage. Two Rank Talent.
      Mindbender: Summons a Mindbender to attack the target for 12 sec. You regenerate 0.5% of maximum mana/a fixed amount of Insanity each time the Mindbender attacks.
      Row 9
      Unwavering Will: While above 75% health, the cast times of your Flash Heal, Heal, Prayer of Healing, and Smite are reduced by [10/20]%. Two Rank Talent.
      Light's Inspiration: Desperate Prayer heals you for an additional [5/10]% of your maximum health over 5 sec. Two Rank Talent.
      Tithe Evasion: Shadow Word: Death deals [10/20]% less damage to the caster. Two Rank Talent.
      Rabid Shadows: Your Shadowfiend's attack speed is increased by [5/10]%. Two Rank Talent.
      Row 10
      Holy Word: Life: A word of holy power that heals the target. If the target is not below 20% health, the caster takes damage equal to the amount healed. Healing is increased by 150% to targets below 20% health. Instant Cast, 30 second cooldown.
      Crystalline Reflection: Power Word: Shield instantly heals the target for 514 and reflects 20% of damage absorbed.
      Mindgames: Assault an enemy's mind, dealing Shadow damage and briefly reversing their perception of reality. For 5 sec, a small amount of damage they deal will heal their target, and a small amount of healing healing they deal will damage their target . Reversed damage and healing restore up to 4% mana.
      Shadowflame Prism: Mind Blast and Shadow Word: Death cause your Shadowfiend to teleport behind your target, slashing up to 5 nearby enemies for Shadowflame damage. Each time a rift is triggered, the duration of Shadowfiend is increased by 1.0 sec.
      Discipline Priest Talents. [NNF] denotes a talent that has a temporary, not yet final name.
      Discipline Priest Baseline Abilities
      Purify: Dispels harmful effects on the target, removing all Magic effects. Combines with Purify Disease if known.
      Developer Note: Purify is currently a talent on the Discipline tree, but will be moved to be a baseline Discipline ability at a later time. A talent will be moved to its current position to keep the overall tree structure intact. Discipline Row 1
      Atonement: Power Word: Shield, Shadow Mend, and Power Word: Radiance apply Atonement to your target for 15 sec. Your spell damage heals all targets affected by Atonement for 50% of the damage done.
      Discipline Row 2
      Penance: Launches a volley of holy light at the target, causing Holy damage to an enemy or healing to an ally over 1.7 sec. Castable while moving.
      Inner Light and Shadow:
      Inner Light: Healing spells cost 15% less mana. Inner Shadow: Spell damage and Atonement healing increased by 10%. Activate to swap from one effect to the other, incurring a 6 sec cooldown. Purify: Dispels harmful effects on the target, removing all Magic effects. Combines with Purify Disease if known.
      Developer Note: Purify is currently a talent on the Discipline tree, but will be moved to be a baseline Discipline ability at a later time. A talent will be moved to its current position to keep the overall tree structure intact. Discipline Row 3
      Power Word: Radiance: A burst of light heals the target and 4 injured allies within 30 yards and applies Atonement for 60% of its normal duration.
      Choice Node:
      Power Word: Solace: Strikes an enemy with heavenly power, dealing Holy damage and restoring 1% of your maximum mana. Shield Discipline: When your Power Word: Shield is completely absorbed, you restore 0.5% of your maximum mana. Power of the Dark Side: Shadow Word: Pain has a chance to empower your next Penance with Shadow, increasing its effectiveness by 50%.
      Discipline Row 4
      Shining Radiance: Power Word: Radiance's healing is increased by [10/20]%. Two Rank Talent.
      Improved Power Word: Radiance [NNF]: Power Word: Radiance has an additional cooldown charge.
      Pain Suppression: Reduces all damage taken by a friendly target by 40% for 8 sec. Castable while stunned.
      Schism: Attack the enemy's soul with a surge of Shadow energy, dealing Shadow damage and increasing your spell damage to the target by 25% for 9 sec.
      Discipline Row 5
      Contrition: When you heal with Penance, everyone with your Atonement is healed for a small amount.
      Shining Force: Creates a burst of light around a friendly target, knocking away nearby enemies and slowing their movement speed by 70% for 3 sec.
      Protector of the Frail: Power Word: Shield reduces the cooldown of Pain Suppression by [2/4] sec. Two Rank Talent.
      Psychic Voice: Reduces the cooldown of Psychic Scream by 30 sec.
      Dark Indulgence: Power of the Dark Side increases the effectiveness of Penance by an additional 10%.
      Malicious Scission: The duration of Schism is increased by 50%.
      Discipline Row 6
      Purge the Wicked: Cleanses the target with fire, dealing a small amount Fire damage and additional Fire damage over 20 sec. Spreads to an additional nearby enemy when you cast Penance on the target. Replaces Shadow Word: Pain.
      Pain Transformation: Pain Suppression also heals your target for [5/10]% of their maximum health. Two Rank Talent.
      Sins of the Many: Your damage is increased by up to [6/12]%, diminishing for each ally affected by your Atonement. Two Rank Talent.
      Shadow Covenant: Make a shadowy pact, healing the target and 4 other injured allies within 30 yds. For 7 sec, your Shadow spells deal 25% increased damage and healing, but your Holy spells deal 50% decreased damage and healing.
      Discipline Row 7
      Revel in Purity: Purge the Wicked deals [10/20]% additional damage and spreads to 1 additional targets. Two Rank Talent.
      Castigation: Penance fires one additional bolt of holy light over its duration.
      Rapture: Immediately Power Word: Shield your target, and for the next 8 sec, Power Word: Shield absorbs an additional 200% and may be cast on targets with Weakened Soul.
      Swift Penitence: The damage or healing of your first bolt of Penance is increased by [10/20]%. Two Rank Talent.
      Embrace Shadow: Shadow Covenant lasts an additional 4 sec.
      Discipline Row 8
      Choice Node:
      Spirit Shell: For 10 sec, Penance, Power Word: Radiance, and Atonement create absorb shields for 80% of their value, instead of healing. Evangelism: Extends the duration of all of your active Atonements by 6 sec. Exaltation: Rapture's duration is increased by 1.0 sec, and its Power Word: Shield enhancement is increased by 7.5%.
      Power Word: Barrier: Summons a holy barrier to protect all allies at the target location for 10 sec, reducing all damage taken by 25% and preventing damage from delaying spellcasting.
      Choice Node:
      Divine Star: Throw a Divine Star forward 24 yds, healing allies in its path and dealing Holy damage to enemies. After reaching its destination, the Divine Star returns to you, healing allies and damaging enemies in its path again. Healing reduced beyond 6 targets. Halo: Creates a ring of Holy energy around you that quickly expands to a 30 yd radius, healing allies and dealing Holy damage to enemies. Healing reduced beyond 6 targets. Twilight Corruption: While Shadow Covenant is active, Penance becomes Dark Reprimand, dealing Shadow damage over 1.7 sec. Castable while moving.
      Discipline Row 9
      Evenfall: Power Word: Radiance has a [30/60]% chance to grant Power of the Dark Side. Two Rank Talent.
      Lesson in Humility: Smite deals [10/20]% additional damage if you have at least 3 Atonements active. Two Rank Talent.
      Lenience: Atonement reduces damage taken by 3%.
      Stolen Psyche: Atonement heals for [10/20]% more when activated by Mind Blast. Two Rank Talent.
      Twilight Empowerment: Shadow Word: Death's damage triggers Atonement when used on targets below 20% health.
      Discipline Row 10
      Harsh Discipline: When Atonement has healed a total of 100 times, your next Penance is free and fires 3 additional bolts.
      Indemnity: Atonements granted by Power Word: Shield last an additional 2 sec.
      Light's Wrath: Invoke the Light's wrath, dealing Radiant damage to the target, increased by 10% per ally affected by your Atonement.
      Solatium: Atonements granted by Shadow Mend last an additional 2 sec.
      Wickedness:Divine Star and Halo now deal Shadow damage and gain an additional effect:
      Wicked Star: Divine Star deals additional Shadow damage over 6 seconds to enemies in its path. Enemies hit by Divine Star are silenced for 2 seconds. Wicked Halo: Enemies damaged by Halo are dealt additional Shadow damage over 6 seconds. Each enemy hit by Halo reduces its cooldown by 3 seconds, up to 15 seconds. Holy Priest Talents. [NNF] denotes a talent that has a temporary, not yet final name.
      Holy Priest Baseline Abilities
      Purify: Dispels harmful effects on the target, removing all Magic effects. Combines with Purify Disease if known.
      Holy Words:
      When you cast Flash Heal or Heal, the remaining cooldown on Holy Word: Serenity is reduced by 6 sec. When you cast Prayer of Healing, the remaining cooldown on Holy Word: Sanctify is reduced by 6 sec and by 2 sec when you cast Renew. When you cast Smite, the remaining cooldown on Holy Word: Chastise is reduced by 4 sec. Holy Row 1
      Heal: An efficient spell that heals an ally.
      Holy Row 2
      Prayer of Healing: A powerful prayer that heals the target and the 4 nearest allies within 40 yards.
      Holy Word: Serenity: Perform a miracle, healing an ally. Cooldown reduced by 6 sec when you cast Flash Heal.
      Holy Fire: Consumes the enemy in Holy flames that cause immediate Holy damage and additional Holy damage over 7 sec.
      Holy Row 3
      Holy Word: Sanctify: Releases miraculous light at a target location, healing up to 6 allies within 10 yds for 3,001. Cooldown reduced by 6 sec when you cast Prayer of Healing and by 2 sec when you cast Renew.
      Holy Word: Chastise: Chastises the target for 1,715 Holy damage and incapacitates them for 4 sec. Cooldown reduced by 4 sec when you cast Smite.
      Holy Row 4
      Spirit of Redemption: Upon death, you become the Spirit of Redemption for 15 sec. You cannot move, attack, be attacked, or be targeted by any spells or effects, and your healing spells cost no mana. When the effect ends, you die.
      Trail of Light: When you cast Heal or Flash Heal, 35% of the healing is replicated to the previous target you healed with Heal or Flash Heal.
      Censure: Holy Word: Chastise stuns the target for 4 sec and is not broken by damage.
      Guardian Spirit: Calls upon a guardian spirit to watch over the friendly target for 10 sec, increasing healing received by 60%. If the target would die, the Spirit sacrifices itself and restores the target to 40% health. Castable while stunned. Cannot save the target from massive damage.
      Holy Row 5
      Afterlife: Increases the duration of Spirit of Redemption by 50% and the range of its spells by 50%. As a Spirit of Redemption, you may sacrifice your spirit to Resurrect an ally, putting yourself to rest.
      Cosmic Ripple: When Holy Word: Serenity or Holy Word: Sanctify finish their cooldown, you emit a burst of light that heals up to 5 injured targets
      Circle of Healing: Heals the target and 4 injured allies within 30 yards of the target.
      Choice Node:
      Divine Star: Throw a Divine Star forward 24 yds, healing allies in its path and dealing Holy damage to enemies. After reaching its destination, the Divine Star returns to you, healing allies and damaging enemies in its path again. Healing reduced beyond 6 targets. Halo: Creates a ring of Holy energy around you that quickly expands to a 30 yd radius, healing allies and dealing Holy damage to enemies. Healing reduced beyond 6 targets. Binding Heal: Heals you, your target, and another friendly target within 20. Reduces the remaining cooldown on both Holy Word: Serenity and Holy Word: Sanctify by 3 sec.
      Surge of Light: Your healing spells and Smite have an 8% chance to make your next Flash Heal instant and cost no mana. Stacks to 2.
      Guardian Angel: When Guardian Spirit saves the target from death, it does not expire. When Guardian Spirit expires without saving the target from death, reduce its remaining cooldown to 60 seconds.
      Holy Row 6
      Prayer Circle: Using Circle of Healing reduces the cast time and cost of your Prayer of Healing by 25% for 8 sec.
      Choice Node:
      Shining Force: Creates a burst of light around a friendly target, knocking away nearby enemies and slowing their movement speed by 70% for 3 sec. Psychic Voice: Reduces the cooldown of Psychic Scream by 30 sec. Holy Conductor: Surge of Light has an additional [6/12]% chance to occur if the target is affected by Renew or Holy Fire. Two Rank Talent.
      Holy Row 7
      Divine Hymn: Heals all party or raid members within 40 yards over 8 sec. Each heal increases all targets' healing taken by 4% for 15 sec, stacking. Healing increased by 100% when not in a raid.
      Light of the Naaru: The cooldowns of your Holy Words are reduced by an additional 33% when you cast the relevant spells.
      Symbol of Hope: Bolster the morale of raid members within 40 yds. They each recover 60 sec of cooldown of a major defensive ability, and regain 15% of their missing mana, over 4 sec.
      Holy Row 8
      Piety of Mana: Cosmic Ripple heals 15% more and restores [1.5/3]% of your mana. Two Rank Talent.
      Choice Node:
      Holy Word: Salvation: Heals all allies within 40 yards and applies Renew and 2 stacks of Prayer of Mending to each of them. Cooldown reduced by 30 sec when you cast Holy Word: Serenity or Holy Word: Sanctify. Apotheosis: Reset the cooldowns of your Holy Words, and enter a pure Holy form for 20 sec, increasing the cooldown reductions to your Holy Words by 300% and reducing their cost by 100%. Burning Vehemence: Reduces the cast time of Holy Fire by [25/50]% and reduces its cooldown by [20/40]%. Two Rank Talent.
      Holy Row 9
      Gales of Song: Divine Hymn heals for [10/20]% more. Stacks of Divine Hymn increase healing received by an additional [2/4]%. Two Rank Talent.
      Rune of Healing: Circle of Healing reduces the cooldown of Holy Word: Sanctify by 4 sec.
      Resonant Words: Casting a Holy Word spell increases the healing of your next Heal or Flash Heal by [25/50]%. Two Rank Talent.
      Rune of Mending: Prayer of Mending reduces the cooldown of Holy Word: Serenity by 4 sec.
      Holy Oration: Spells that reduce the cooldowns of your Holy Words reduce them by [10/20]% more. Two Rank Talent.
      Rune of Fire: Holy Fire reduces the cooldown of Holy Word: Chastise by 4 sec.
      Searing Light: Smite deals [15/30]% additional damage to targets affected by Holy Fire. Holy Nova deals [15/30]% additional damage to targets affected by Holy Fire. Two Rank Talent.
      Holy Row 10
      Lightwell: Creates a Holy Lightwell. Every 1 sec the Lightwell will attempt to heal party and raid members within 10 yards that are lower than 50% health over 6 sec. Lightwell lasts for 3 min or until 15 heals are expended. 3 minute cooldown.
      Divine Words: The effectiveness of your next Holy Word: Serenity, Sanctify, or Chastise is increased by 50% and grants a corresponding Divine Favor for 15 sec. 1 minute cooldown.
      Serenity: Flash Heal, Heal, and Renew heal for more, critically strike more often, and cost less to cast. Sanctify: Sanctify blesses the area where it was cast, healing allies. Chastise: Increased damage and Smite has a chance to apply Holy Fire. Empyreal Blaze: Refreshes Holy Fire. Your next 3 casts of Holy Fire cost no mana, incur no cooldown, and cast instantly. 30 second cooldown. Passive: Whenever Holy Fire is reapplied, its duration is now extended instead.
      Shadow Priest Talents. [NNF] denotes a talent that has a temporary, not yet final name.
      Shadow Priest Baseline Abilities
      Shadowform: Assume a Shadowform, increasing your spell damage dealt by 10%.
      Shadow Row 1
      Mind Flay: Assaults the target's mind with Shadow energy, causing Shadow damage over 4.5 sec and slowing their movement speed by 50%. Generates 18 Insanity over its duration.
      Shadow Row 2
      Vampiric Touch: A touch of darkness that causes Shadow damage over 21 sec and heals you for 50% of damage dealt. Generates 5 Insanity.
      Devouring Plague: Afflicts the target with a disease that instantly causes Shadow damage plus additional Shadow damage over 6 sec. Heals you for 50% of damage dealt. If this effect is reapplied, any remaining damage will be added to the new Devouring Plague. Costs 50 Insanity.
      Mind Sear: Corrosive shadow energy radiates from the target, dealing Shadow damage over 4.5 sec to all enemies within 10 yards of the target.
      Shadow Row 3
      Death and Madness: If a target dies within 7 sec after being struck by your Shadow Word: Death, you gain 40 Insanity over 4 sec and the cooldown of your Shadow Word: Death is reset.
      Choice Node:
      Mind Bomb: Inflicts the target with a Mind Bomb. After 2 sec or if the target dies, it unleashes a psychic explosion, disorienting all enemies within 8 yds of the target for 6 sec. Psychic Voice: Reduces the cooldown of Psychic Scream by 30 sec. Choice Node:
      Misery: Vampiric Touch also applies Shadow Word: Pain to the target. Shadow Word: Pain lasts an additional 5 sec. Searing Nightmare: Instantly deals Shadow damage to enemies around the target and afflicts them with Shadow Word: Pain. If the enemy is already afflicted by your Shadow Word: Pain, Searing Nightmare's damage is increased by 100%. Only usable while channeling Mind Sear. Silence: Silences the target, preventing them from casting spells for 4 sec. Against non-players, also interrupts spellcasting and prevents any spell in that school from being cast for 4 sec.
      Fortress of the Mind: Mind Flay and Mind Blast deal [5/10]% more damage and generate [10/20]% more Insanity. Two Rank Talent.
      Shadow Row 4
      Vampiric Embrace: Fills you with the embrace of Shadow energy for 15 sec, causing you to heal a nearby ally for 50% of any single-target Shadow spell damage you deal.
      Unfurling Darkness: After casting Vampiric Touch on a target, your next Vampiric Touch within 8 sec is instant cast and deals 1,291 Shadow damage immediately. This effect cannot occur more than once every 15 sec.
      Vampiric Insight: Vampiric Touch periodic damage has a chance to reset the remaining cooldown on Mind Blast and cause your next Mind Blast to be instant.
      Last Word: Reduces the cooldown of Silence by 15 sec.
      Dispersion: Disperse into pure shadow energy, reducing all damage taken by 75% for 6 sec, but you are unable to attack or cast spells. Castable while stunned, feared, or silenced.
      Shadow Row 5
      San'layn: Reduces the cooldown of Vampiric Embrace by 45 sec and increases its healing done by 25%.
      Hallucinations: Your successful Dispel Magic, Mass Dispel, Purify Disease, Vampiric Embrace, and Power Word: Shield casts generate 6 Insanity during combat.
      Shadowy Apparitions: When you use Mind Blast, Devouring Plague or Void Bolt you also create a shadowy version of yourself that floats towards all targets afflicted by your Vampiric Touch dealing Shadow damage. Critical strikes will cause two Apparitions to be created.
      Void Eruption: Releases an explosive blast of pure void energy, activating Voidform and causing Shadow damage to all enemies within 10 yds of your target. During Voidform, this ability is replaced by Void Bolt.
      Monomania: While channeling Mind Flay or Mind Sear, the periodic rate of your Vampiric Touch and Shadow Word: Pain on your current target is increased by 100%. Mind Blast gains 1 additional charge.
      Psychic Horror: Terrifies the target in place, stunning them for 4 sec.
      Intangibility: Dispersion heals for 50% of your maximum health over its duration and has 30 sec reduced cooldown.
      Shadow Row 6
      Psychic Link: Mind Blast deals [30/60]% of its damage to all other targets afflicted by your Vampiric Touch within 40 yards. Two Rank Talent.
      Auspicious Spirits: Your Shadowy Apparitions now deal 15% increased damage and generate 2 Insanity.
      Choice Node:
      Hungering Void: Void Bolt causes the target to become vulnerable to the void, increasing their damage taken from you by 10% for 6 sec. This effect may only be active on one target at a time. Casting Void Bolt on an enemy that is already vulnerable extends the duration of your Voidform by 1 sec, or 2 sec if Void Bolt critically strikes. Surrender to Madness: Deals Shadow damage to the target and activates Voidform. For the next 30 sec, your Insanity-generating abilities generate 100% more Insanity and you can cast while moving. If the target does not die within 30 sec of using Surrender to Madness, you die. Damnation: Instantly afflicts the target with Shadow Word: Pain, Vampiric Touch and Devouring Plague.
      Void Touched: While not in Void Form, Mind Flay has a [5/10]% chance to allow you to cast Void Bolt. Two Rank Talent.
      Shadow Row 7
      Shadow Crash: Hurl a bolt of slow-moving Shadow energy at the destination, dealing Shadow damage to all targets within 8 yards. Generates 15 Insanity.
      Ancient Madness: Voidform increases your critical strike chance by 30% for 15 sec, reducing by 2% every sec.
      Malediction: Reduces the cooldown of Damnation by 15 sec.
      Void Torrent: Channel a torrent of void energy into the target, dealing Shadow damage over 3 sec. Generates 60 Insanity over the duration.
      Shadow Row 8
      Mental Fortitude: Healing from Vampiric Touch when you are at maximum health will shield you for the same amount. Shield cannot exceed a certain value, based on Talent Rank. Two Rank Talent.
      Insidious Ire: While you have Shadow Word: Pain, Devouring Plague, and Vampiric Touch active on the same target, your Mind Blast deals [20/40]% more damage. Two Rank Talent.
      Mind Devourer: Mind Blast deals [5/10]% increased damage and has a [10/20]% chance to make your next Devouring Plague cost no insanity. Two Rank Talent.
      Shadow Row 9
      Sanguine Teachings: While shielded, Vampiric Touch and Devouring Plague deal [5/10/15]% additional damage. Three Rank Talent.
      Unleash the Shadows: Vampiric Touch critical strikes have a [5/10]% chance to create a Shadowy Apparition. Two Rank Talent.
      Rot and Wither: Mind Flay and Mind Sear damage has a 5% chance to extend Vampiric Touch and Shadow Word: Pain by [2/4] sec. Two Rank Talent.
      Abyssal Knowledge: Monomania also increases the critical strike chance of Shadow Word: Pain and Vampiric Touch by [5/10/15]%. Three Rank Talent.
      Shadow Row 10
      Choice Node:
      Idol of N'Zoth: Damage dealt by Shadow Word: Pain, Vampiric Touch, and Devouring Plague has a 20% chance to apply Echoing Void. Each time Echoing Void is applied, it has a chance to collapse, dealing Shadow damage to all nearby enemies until no stacks remain. Idol of Y'Shaarj: Shadowfiend causes you to gain a benefit based on your target's current emotional state. Void Apparitions: Shadowy Apparitions have a 10% chance to become infused with the Void, dealing 20% additional damage.
      Living Shadow: Consuming Vampiric Insight causes your shadow to animate after a moment. For 10 sec, whenever you cast a spell, your shadow will cast a similar spell.
      Eidolic Intuition: Vampiric Insight has a greater chance to occur.
      Choice Node:
      Idol of C'Thun: Mind Flay and Mind Sear have a chance to spawn a Void Tendril or Void Lasher that channels at your target for 15 sec, generating 3 insanity every 1 sec. Idol of Yogg-Saron: After conjuring 50 Shadowy Apparitions, you summon a Thing from Beyond that serves you for 20 sec. The Thing from Beyond blasts enemies for Shadow damage. Thank you for reading, and we look forward to hearing your impressions of what we have so far.
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