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Starym

Exploit Vs. Clever Use: the Rextroy Interview

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39784-rextroy-vectis-solo-in-05-seconds.
 

The community is split over Rextroy's solo kills, especially the recent ones in Uldir, and the age-old argument over what constitutes an exploit and a bannable offense has returned. Everyone has their own opinion on the matter, but Blizzard has stepped in and given their opinion, with Rextroy receiving a 1 month ban earlier today. We were already in the middle of an in-depth interview with the man himself when the ban hit, so we're going to be splitting in into two, with today's focusing on the ban itself, as well as what he thinks of the exploit vs. creative use of game mechanics issue. We also get to hear about how he could have used the mechanics he found to one-shot Mythic bosses, but instead decided to do it on Normal.

 

What are your thoughts on the ban in general?

Well it feels quite bad, but I was prepared to someday be banned for the things I do, most of my major solo kills use some kind of "cheese" or unintended interaction between abilities. However, it was never to gain any competitive advantage over other players. I do really wish I knew what the exact reason I was banned was (if it was for Vectis… killing people in Stormsong, stacking traits for one shotting people in Arena or something else)


Do you feel like more of a beta tester for Blizzard? You’ve said in the past that you send the reports in advance of posting your videos.

I don’t send reports on all the videos, I only do it on the major ones that could be exploited for competitive gain (the Vectis one and one earlier back in Legion, when you could turn immune to damage and solo bosses).

One thing I need to clarify about the monkey - guard one shot combo that I saw people talk about is my use of it in Stormsong Valley VS Uldir. I did use the same tactic a few weeks ago to one shot people in Stormsong. I didn’t bother to report about it back because I never thought it were anything major. You could spend 30 minutes to gather up guards, to turn into a slow moving one shot machine that couldn’t chase anyone that didn’t engage. And that had 2 easy counters: killing the monkey and other alliance players. At the time I just thought that it was something silly broken for WPvP (like a lot of other things), I didn’t think about the Uldir strat back then and that it could be used in bigger ways than expected.

When I discovered about the raid warlock summon tactic, I kept trying it until I got the timing right. I had my friends wait probably 8 hours in total until I finally got it down (I have really good friends!) This cheesy strat however, I realized could be used for Mythic progress etc, so I asked WoWhead if they could help me get in contact with someone from Blizzard, which they helped me with!

I reported it to them and they fixed it within a few hours. After that I uploaded the video since it's quite an insane bug and I was sure most people would enjoy seeing it, however wouldn't be able to take advantage of it. (And no I got no ingame advantage from it, I don’t care about the 355 trinket since I got great 365 ones)

Now to get back to the point, I guess I feel a bit like a QA tester, however I don’t fault Blizzard for having these bugs not fixed. They are quite out of the box and most people wouldn’t think of them.


Is 1 month too much for a first infraction?

It's my first infraction, and I would have liked a warning!... Or at least an email saying the exact reason I got banned.


How did the ban make you feel?

Well I did get a bit surprised since I talked to a US customer manager about it, and the team seemed alright with my videos, and since I made sure to have it fixed before uploading the Vectis kill so no one could abuse it…

I am currently appealing the ban, seems like the EU devs suspending me didn’t know that I had contact with them from US. Will see where it leads. However, if the ban stays I feel a bit uncertain what things that are ingame are considered exploits, and which things are considered clever use.


So the big question at the center of everything: what is an exploit and what is creative use of game mechanics? Do you consider what you do exploiting/cheating?

This is one of the questions I am sure a lot of people wonder about and that I can’t give an answer to, don’t think anyone can. I don’t actually consider what I do exploiting. I personally consider exploiting using tactics to gain an unfair advantage in a competitive sense. Nothing (in my opinion) that I have done so far has been with a competitive advantage. My solos back in Legion usually took 6-9 hours to defeat a single boss. Vectis one shot took A LOT of hours to get the timing right (it also took a lot of time from my friends helping me, who didn’t get any loot) and Mother solo also took a long time to bring all the worms. All of this could be done much MUCH faster with a standard group.

If I had used the tactic (with the monkey and a group of friends) to one shot mythic bosses and gain gear and achievements from it that I needed, I would consider it exploiting, since I would be using it to gain an advantage.

Now some people can bring up the point about the Last SurpriseLast Surprise one shot. I don’t consider that an exploit either since it really is just stacking up 3 traits… That would be like a talent being OP and people using it would be exploiting. Is using something overpowered an exploit?


At what point do you feel an exploit should be punished with a ban?

This is really hard to tell, there are a lot of exploits which aren’t ban worthy by my own definition. Such as the SpellstealSpellsteal incident back in Legion in Black Rook Hold (spellstealing a buff to gain a huge damage increase in a competitive sense). According to my own definition it is an exploit... but it is such a simple and obvious exploit (using a class ability) so that it in no way deserves a ban. It is more of an oversight from Blizzards part.

If you found something huge, game-breaking that would take days for Blizzard to fix and would ruin things such as the Arena ladder, World First Mythic Race, crash the server and you intentionally use it simply to maliciously grief the things listed then I would consider it ban-worthy.

However, I wouldn’t say most other things are ban-worthy. I really enjoy the creativity players have when they find things. If I were a game developer and people found unique ways to play through challenges I put in front of them I might fix their method (if it is broken), but I would approve of them thinking outside the box and discovering things, never ban them. It would be my own mistake for letting it slip into players hands. I do wish Blizzard would put a better definition when it comes to clever use and exploits. It feels really vague right now.


Do you have any alts you’d continue your solo attempts on in this month (or in general if you got perma-banned)?

I didn’t have any major solo plan this month (I did think about some m+), but Uldir wise I am temporarily out of ideas. Might discover some of course, but thought about focusing on some guides / PvP. I will most likely wait out the monthly ban if it ain't appealed and then return afterwards. If I someday were perma banned I'm quite positive I would create a new acc (I wouldn’t give up on Rextroy easily tho!)


You don’t actually “profit” from these kills in terms of gear, correct? Your gear is above the one you get from them and you presumably have a raid group that’s on Heroic or higher difficulty?

I currently got 368. So far I haven’t benefited gear wise from any of my solo kills (both in Legion and BfA). Have read a lot of people saying I exploited to get the trinket from Vectis but I could happily delete it since I don’t feel I got any use of it. I got 365 trinkets right now.


Have you ever run across anything as ridiculous as the Vectis trick/bug? What would be your second and third favorites?

Vectis is surely one of my top ones, however there are two back in Legion I felt really happy about finding.

The first one is a bug when you became immune to damage taken inside the Antorus raid. I could if I wanted to solo a lot of Mythic bosses but I reported it and just demonstrated it on normal High Command (it never went viral tho, most likely because BFA was around the corner).

My Khadgar “solo” was also hilarious, both of these videos I linked were such ridiculous bugs but also really fun ones. They were amusing to edit as well!

I kinda want to give an honorable mention to my Kin’garoth solo. I attempted him for quite a long time to try him the normal way (outlive the berserk) and then someday I figured out the strat to bug out the adds and get him down, felt really good finding out about that strat!


Are you/will you be trying Mythic+ solos?

Fun thing is that I was going to attempt +8 Motherlode today but then I noticed I got banned… But yes I plan to attempt quite a few of those, will be fun trying it out! I also look forward to future raids to see the boss mechanics / ways around them.


Will you continue to test out the limits of bosses and try to kill them in the weirdest ways possible in the future?

Definitely! One of the best feelings is finding out these strange tactics and sharing them with the community (after a fix has been applied if it is too major)!

It is like the iconic Kazzak Reckoning bomb and Naxx Mage solo videos, people seem to really enjoy those and I feel like it can strengthen the WoW community / keep people interested in the game. Because if people notice these things they can be inspired to play in other unique ways… If you get my point!


Do you think what you do benefits the game?

I do think so. I doubt World of Warcraft lost many people because of my videos but hopefully a lot of people stayed / started playing again because they were inspired. When it comes to bug finding I'm sure it benefits the game as well, since Blizzard will know about it for the future and be more on their toes when they release things.


What would you say to the many community members that reported you and, well, basically hate you because they think what you’re doing is wrong?

Well I don’t agree with their opinion that what I did was wrong, it is not like I broke anything or gained any major advantage of it. Just simply showed off a cool unique mechanic. I didn’t try to ruin anyone's game!

With that said I was once much more strict and much less “clever”, always used to play the exact way the game was intended but since I started soloing seriously / finding out all the weird ways around things, I do explore the “clever” part of the game a lot more. I still got a strict sense of not using any exploits for competitive advantages, I am sure some of our community members think I do use it for those reasons but it is not my intent.

 

That's it for part one and we'll be back next week(ish) with the second, focusing more on Rextroy's WoW background, inspirations for starting up soloing and more.

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Can anyone remember the post or instance where (I think Ghostcralwer) something was actually 'a clever use of game mechanics'?  I want to compare that with everything I've been seeing recently. I just can't remember the instance it was actually used in.

 

As an example, when they fixed the MOTHER 'exploit' where you can start in the 3rd room by just out healing the fire and bringing her to that room for the extra damage debuff to kill her.  How is that different from when Ghostcrawler originally uttered the rods 'clever use of game mechanics'

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31 minutes ago, Krazyito said:

Can anyone remember the post or instance where (I think Ghostcralwer) something was actually 'a clever use of game mechanics'?  I want to compare that with everything I've been seeing recently. I just can't remember the instance it was actually used in.

Molten core, there was and add near the entrance of the instance in BRD who, if mind controlled, gave a player a nice Fire Resist buff for 1 hour. You have to MC and buff every single member every try tho, but it was worth the hassle

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even if they take the ban away or make it a day/5min over a month i told you a ban would happen exploit is an exploit

Edited by Borgoff33

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THis, again, only proves how disconnected Blizz is from the playerbase.

They could pay this guy for figuring out severe bugs (or just leave him be, he‘s reporting it before releasing videos after all) but instead they choose to ban him for no real reason given apart from exposing mistakes they made.

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for me it depends on what the intent of doing the exploits is, if hes showing how its done and reports it so it can be fixed easier then nothing should happen but on the other hand if hes doing the  exploit just to down the bosses for gear and does it every week then yea that should be banned.

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He states he doesn't care about gear in the interview and that it may be a mix up of EU not having contact with the US officials he has spoken to, or perhaps a ban for an unrelated situation. 

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I understand why they banned him. He got so much attention that they had to sent a massage to show exploits will be punished.
But seriously why dont they hire him and the others for beta-tests? They find bugs, the devs and testers didn't think about.

Edit: I just read that he got unbanned.

Edited by Vorguz

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It's a shame that the ban got removed.  In this interview he admits to using the exploit in open world pvp.  this is against the very essence of the game and for other player's experience.  The pvp videos were posted weeks before the videos of him using the exploit in raids.  

 

He says that he only posts the videos once he gets the OK from blizzard that they fixed the issue.  those raid exploit videos came out days ago.

 

so if he was doing his usual due diligence, he wouldn't have had this pvp video out weeks ago.

 

Blizzard did the right thing in issuing a temp ban.  the severity of it for a first offence (that we're aware of) was seemingly a bit harsh.  i would have thought a 3 day might be enough to send a message.  

 

all they have done now is set a precedent that you're allowed to exploit in wpvp, and i'm sure we'll see a world full of bugs and people streaming them taking advantage of them when they re-release Classic.

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        As I understand it the ban was lifted. But if I had to guess, assuming that communication between EU and NA teams was good. The ban could have had more to do with the world pvp than the boss solos that he made sure were fixed prior to releasing footage. 

        It isn't my job to determine what is a bannable offense, but I definitely think that there should be a clearer line of communication between banned players and Blizzard. It is only fair to have a good explanation of why you are banned.

 

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On 9/25/2018 at 11:28 PM, Ghoullove said:

THis, again, only proves how disconnected Blizz is from the playerbase.

They could pay this guy for figuring out severe bugs (or just leave him be, he‘s reporting it before releasing videos after all) but instead they choose to ban him for no real reason given apart from exposing mistakes they made.

Exactly... banning someone for exposing Blizzard's mistakes is utterly ridiculous... they should be thanking this guy or giving him free game time. Just another example of how out to lunch Blizzard has become with the development of the game...

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Soul Fire moved to gate 3. Decimation moved to gate 3. Devastation moved to gate 3. Ruin moved to gate 3. The following talents have been removed: Pandemonium Cry Havoc Improved Immolate Decimating Bolt Grand Warlock’s Design The following talents are now 1 rank: Burn to Ashes Master Ritualist Power Overwhelming Infernal Brand Crashing Chaos Ashen Remains Eradication Conflagration of Chaos Ruin Scalding Flames Fire and Brimstone Rolling Havoc Raging Demonfire Flashpoint Emberstorm USER INTERFACE AND ACCESSIBILITY Most world map icons can now be supertracked by left-clicking. Some examples include: events, rares, rare elites, bonus objectives, flightmasters, dungeon/raid entrances, and more. Upon learning Dynamic Flight, the Dynamic Flight talent tree is now accessible via a button within the Mount Journal.
    • By Starym
      We're taking a look at some averages between the raids over the past few weeks, as pretty clear No.1 have emerged in all the categories! Marksmanship is back on top in the Vault itself and Heroic is steady as ever, but the rest changes every week, so let's take a look at some results.
      Note: We are using Normalized scores instead of raw DPS for the Warcraft Logs rankings. The u.gg rankings at the bottom are raw DPS. Normalized scores take into account the outlier boss fights where certain specs could stack massive DPS (due to the nature of the fight, whether it's AoE spam or something else), which would then affect their overall score for the whole raid.
      Mythic
      Overall Damage 95th Percentile
      Marksmanship is back on top since we're in Vault of the Incarnates, but its fellow Vaulter got lost along the way, as Windwalker is down in 6th, after sitting in 2nd the last time we were here. The silver spot is instead taken by Devastation this time around, as the spec is proving itself to be very powerful in all three raids. Unholy is still the best spec overall, however, as it finds itself in 3rd here after dominating Amirdrassil and also being in 3rd for Aberrus. Arms is very strong overall as well, while Frost DKs tend to fluctuate a lot more, but are still in the top 10 in all three raids. Augmentation finds itself in a rare position, as it's not dead last for once (due to being calculated incorrectly, as Subtlety takes that "honor"!

      95th percentile Mythic data by Warcraft Logs.
      Overall Damage All Percentiles
      Arms is quite a bit higher in the generalist bracket and it's the No.1 when you factor all three raids in! Windwalker is also doing a little better here, as are Havoc and Retribution. We find a different Hunter down near the bottom, as Survival joins Subtlety and Augmentation.
      All percentiles Mythic data by Warcraft Logs.
      Boss Only Damage All Percentiles
      Unholy is even more at the top here and across the averaged raids, as it sits at No.1 in Amirdrassil and Vault, with a 4th in Aberrus. Retribution is also really good at direct damage in all three raids, while Assassination actually varies a lot.
      All percentiles Mythic data by Warcraft Logs.
      Heroic
      Overall Damage All Percentiles
      Heroic is pretty much the same no matter what, as Arcane refuses to budge from the top spot, and Arms, Subtlety and Enhancement are just shuffling around the same positions.

      All percentiles Heroic data by Warcraft Logs.

      U.GG Raw Mythic DPS Rankings
      U.gg's rankings are based on actual DPS taken from Warcraft Logs data, focusing on the top players and span the past two weeks. This chart is for Mythic only.
      While the Hunters are permanently on top in Vault, Retribution pushes up a lot since its last visit to this particular raid, and spots 2 and 3 are filled by Fyr'alath wielders. Devastation is strong in the raw DPS department as well, with Windwalker remaining steady. Interestingly, it's actually Retribution that comes out on top when you average all three raids here, with Arms coming in 2nd!
      Mythic chart by u.gg.
       
      Meanwhile, if you're looking for more information you can check out our Dragonflight class guides, Vault, Aberrus and Amirdrassil boss guides, the raid DPS tier list, as well as more data from Warcraft Logs here.
    • By Starym
      We finally have a full rotation of Awakened raids behind us! Amirdrassil is back and with it, very appropriately, the Fyr'alath wielders take over entirely. As usual there's plenty of movement all over the place with a new raid, as things look relatively similar to where we left them in Season 3.
      Note: We are using Normalized scores instead of raw DPS for the Warcraft Logs rankings. The u.gg rankings at the bottom are raw DPS. Normalized scores take into account the outlier boss fights where certain specs could stack massive DPS (due to the nature of the fight, whether it's AoE spam or something else), which would then affect their overall score for the whole raid.
      Mythic
      Overall Damage 95th Percentile
      Amirdrassil is very thematically on-point, as its own legendary axe, Fyr'alath, is very much dominating the standings. Unholy and Arms rule the very top, and only Arcane manages to pierce the axe boys to gran 3rd, with Retribitution breathing down its neck. This brings Unholy up to be best spec across all three raids, as former lead Frost Mage is way down around the middle of the pack here. Speaking of Frost, the DK version is on the move up as well, just below Assassination, with Shadow right behind it, as the Priest remains pretty stable throughout all three raids. Windwalker is back in the top 10 as well, joined by previous No.1 Devastation and its Vault partner Marksmanship. Subtlety and Survival make their way down to the bottom 3 to join Augmentation.

      95th percentile Mythic data by Warcraft Logs.
      Overall Damage All Percentiles
      Things are even more on-theme in the generalist bracket, as all three top spots are taken by legendary axe wielders! Assassination is doing even better here, pulling in front of Arcane, with the tag-team of Marksmanship and Windwalker also doing some really good work. Affliction makes an uncommon appearance in the top 10, beating out Shadow for 7th, as two previous raid top dogs find themselves at the end of the top 10.
      All percentiles Mythic data by Warcraft Logs.
      Boss Only Damage All Percentiles
      The top 3 is Fyr'alath dominated here as well, with Assassination and Shadow sticking to the top. Feral pops up pretty high, and we see Fire after quite a while, with Subtlety and Demonology finding their way to the bottom.
      All percentiles Mythic data by Warcraft Logs.
      Heroic
      Overall Damage All Percentiles
      Even the usually raid-agnostic Heroic is impacted by Amirdrassils love of Fyr'alath, as we see Arms move up 1 spot into 2nd and Retribution climb 3 in 3rd. Nothing can stop Arcane here, of course, with the short fights just being too perfect for the bursty spec.

      All percentiles Heroic data by Warcraft Logs.

      U.GG Raw Mythic DPS Rankings
      U.gg's rankings are based on actual DPS taken from Warcraft Logs data, focusing on the top players and span the past two weeks. This chart is for Mythic only.
      Its not the axe at the very top in the raw DPS chart, as Affliction returns to the No.1 spot, as it was in regular Amirdrassil. We do see two Fyr'alath enjoyers right after that, however, and the third one isn't too far away down in 6th. Demonology is the other big difference between the raw DPS and normalized, sitting in 5th as opposed to being in the bottom half above.
      Mythic chart by u.gg.
       
      Meanwhile, if you're looking for more information you can check out our Dragonflight class guides, Vault, Aberrus and Amirdrassil boss guides, the raid DPS tier list, as well as more data from Warcraft Logs here.
    • By Stan
      We've prepared a round-up of all class changes that went live in the fifth War Within Alpha build.
      Death Knight
      Enduring Strength- When Pillar of Frost expires, your Strength is increased by 10% 20% for 6 sec. This effect lasts 2 sec longer for each Obliterate and Frostscythe critical strike during Pillar of Frost. Breath of Sindragosa- Continuously deal [ 50.6% 63.3% of Attack Power + 50.6% 63.3% of Off-hand Attack Power ] Frost damage every 1 sec to enemies in a cone in front of you, until your Runic Power is exhausted. Deals reduced damage to secondary targets. Generates 2 Runes at the start and end. Soul Rupture- Reaper's Mark explosion causes a piece of the target's soul to tear out and spiral outwards, dealing 20% of the explosion's damage to enemies it passes through.   When Reaper's Mark explodes, it deals 20% of the damage dealt to nearby enemies. Enemies hit by this effect deal 5% reduced physical damage to you for 10 sec. Frostwhelp's Aid- Pillar of Frost summons a Frostwhelp who breathes on all enemies within 40 yards in front of you for [ 42% of Attack Power ] Frost damage. Each unique enemy hit by Frostwhelp's Aid grants you 2% 8% Mastery for 15 sec, up to 10%. 0%. Wave of Souls- Reaper's Mark calls forth three burst bursts of Shadowfrost energy and back, dealing [ 57.5% of Attack Power ] Shadowfrost damage both ways to all enemies caught in its path. Wave of Souls critical strikes cause enemies to take 0% increased Shadowfrost damage for 0, stacking up to 2 times, and the wave back is always a critical strike. Frostscythe- A sweeping attack that strikes all enemies in front of you for [ 23.26% 81.4% of Attack Power ] Frost damage. This attack benefits from Killing Machine always critically strikes and Critical critical strikes with Frostscythe deal 4 times normal damage. Deals reduced damage beyond 5 targets. Consuming Killing Machine reduces the cooldown of Frostscythe by 1.0 sec. Smothering Offense (New)- Your auto attack damage is increased by 6%. This amount is increased for each stack of Icy Talons you have and it can stack up to 2 additional times. Empower Rune Weapon (New)- Empower your rune weapon, gaining 15% Haste and generating 1 Rune and 5 Runic Power instantly and every 5 sec for 20 sec. [NYI] Under Construction (New)- This talent is not yet implemented and is waiting to be raised from the dead. Arctic Assault (New)- Consuming Killing Machine fires a Glacial Advance through your target. The Long Winter (New)- While Pillar of Frost is active your auto-attack critical strikes increase its duration by 1 sec, up to a maximum of 5 sec. Cryogenic Chamber (New)- Each time Frost Fever deals damage, 15% of the damage dealt is gathered into the next cast of Remorseless Winter, up to 20 times. Icy Death Torrent (New)- Your auto attack critical strikes have a chance to send out a sleet of ice dealing frost damage to enemies in front of you. Reaper's Mark (New)- Viciously slice into the soul of your enemy, dealing [ 80% of Attack Power ] Shadowfrost damage and applying Reaper's Mark. Each time you deal Shadow or Frost damage, add a stack of Reaper's Mark. After 12 sec or reaching 40 stacks, the mark explodes, dealing [ 26% of Attack Power ] damage per stack. Reaper's Mark travels to an unmarked enemy nearby if the target dies, or explodes below 35% health when there are no enemies to travel to. This explosion cannot occur again on a target for 3 min. Shattered Frost (New)- When Frost Strike consumes 5 Razorice stacks, it deals 50% of the damage dealt to nearby enemies. Deals reduced damage beyond 8 targets. Demon Hunter
      Cycle of Binding- Afflicting an enemy with a Sigil reduces the cooldown of your Sigils by 3 2 sec. Soul Cleave- Viciously strike up to 5 enemies in front of you for [ 161% 148.12% of Attack Power ] Physical damage and heal yourself for [ 50% of Attack Power ]. Consumes up to 2 available Soul Fragments and heals you for an additional [ 50% of Attack Power ] for each Soul Fragment consumed. Sigil of Silence- Place a Sigil of Silence at the target location that activates after 2 sec. Silences all enemies affected by the sigil for 5 4 sec. Druid
      Treants of the Moon- Your treants Grove Guardians cast Moonfire on nearby targets about once every 6 sec. Moment of Clarity- Normal: Omen of Clarity now triggers 50% 30% more often, can accumulate up to [ 1u + 1 ] charges, and increases the damage of your next Shred, Thrash, or Swipe by an additional 15%. Brutal Slash : Omen of Clarity now triggers 50% 30% more often, can accumulate up to [ 1u + 1 ] charges, and increases the damage of your next Shred, Thrash, or Brutal Slash by an additional 15%. Twin Sprouts- When Bloodseeker Vines or Symbiotic Blooms grow, they have a 10% 20% chance to cause another growth of the same type to immediately grow on a valid nearby target. Wildstalker's Power- Rip and Ferocious Bite damage increased by 5%. Rejuvenation healing increased by 10%. Rip damage increased by 6%. Ferocious Bite damage increased by 4%. Rejuvenation healing increased by 3%. Efflorescence and Lifebloom healing increased by 6%. Dreadful Wound- Ravage Massive Attack also inflicts a Bleed that causes [ 20% 25% of Attack Power ] damage over 6 sec and saps its victims' strength, reducing damage they deal to you by 5%. Dreadful Wound is not affected by Circle of Life and Death. Claw Rampage- During Berserk, Shred, Swipe, and Thrash have a 25% chance to make your next Ferocious Bite become Ravage a Massive Attack. Dream Surge- Force of Nature grants 3 charges of Dream Burst, causing your next Wrath or Starfire to explode on the target, dealing [ 156% 124.8% of Attack Power ] Nature damage to nearby enemies. Damage reduced above 5 targets. Entangling Vortex- Enemies pulled into Ursol's Vortex are rooted in place for 30 3 secs. Damage may cancel the effect. Grove's Inspiration- Wrath and Starfire damage increased by 12% 10%. Regrowth, Wild Growth, and Swiftmend healing increased by 6%. Power of the Dream- Healing spells cast with Dream Surge generate an additional Dream Petal. Cenarius' Might increases spell potency by an additional 5%. Control of the Dream- Time elapsed while your major abilities are available to be used is subtracted from that ability's cooldown after the next time you use it, up to 5 15 seconds. Affects Force of Nature, Celestial Alignment, and Convoke the Spirits. Master Shapeshifter- Your abilities are amplified based on your current shapeshift form, granting an additional effect. Bear Form Ironfur grants 30% additional armor and generates 0 Mana. Moonkin Form Wrath, Starfire, and Starsurge deal 30% additional damage and generate 0 Mana. Bear Form Ironfur grants 30% additional armor and generates 0 Mana. Cat Form Rip, Ferocious Bite, and Maim deal 60% additional damage and generate 0 Mana when cast with 5 combo points. Bursting Growth- When Bloodseeker Thorns expire or you use Ferocious Bite on their target they explode in thorns, dealing [ 90% of Attack Power ] physical damage to nearby enemies. Damage reduced above 5 targets. When Symbiotic Blooms expire or you cast Rejuvenation on their target flowers grow around their target, healing them and up to 3 nearby allies for [ 10% of Spell Power ]. Ruthless Aggression- Ravage Massive Attack increases your auto-attack speed by 20% for 6 sec. Killing Strikes- Ravage Massive Attack increases your Agility by 5% and the armor granted by Ironfur by 20% for 6 sec. Your first Mangle after entering combat makes your next Maul become Ravage. a Massive Attack. Root Network- Each active Bloodseeker Vine increases the damage your abilities deal by 2%. Each active Symbiotic Bloom increases the healing of your spells Lifebloom and Wild Growth by 2%. Resilient Flourishing- Bloodseeker Vines and Symbiotic Blooms last 2 additional sec. When a target afflicted by Bloodseeker Vines dies, the vines jump to a valid nearby unaffected target for their remaining duration. Strategic Infusion- Tiger's Fury and attacking Attacking from Prowl increases the chance for Shred, Rake, and Swipe to critically strike by 8% for 6 sec. Casting Regrowth increases the chance for your periodic heals to critically heal by 10% 8% for 6 10 sec. Implant- Swiftmend Feral Frenzy immediately causes a Bloodseeker Vine to grow on the target. Casting Regrowth that is made instant with Nature's Swiftness causes a Symbiotic Bloom to grow on the target for 4 secs. Lethal Preservation (New)- When you remove an effect with Soothe or Remove Corruption, gain a combo point and heal for 4% of your maximum health. If you are at full health an injured party or raid member will be healed instead. Rampant Ferocity (New)- Ferocious Bite also deals [ 33.3% of Attack Power ] damage per combo point spent to all nearby enemies affect by your Rip. Damage reduced beyond 5 targets. Cenarius' Might (New)- Casting Swiftmend increases your Haste by 8% for 6 sec. Evoker
      Fan the Flames- Engulf reignites Enkindle, extending its duration and effectiveness by 100%. Trailblazer- Hover and Deep Breath travel 50% 30% faster, and Hover travels 50% 30% further. Time of Need- When you or an ally fall below 20% 30% health, a version of yourself enters your timeline and heals them for [ 418% of Spell Power ]. Your alternate self continues healing for 8 sec before returning to their timeline. May only occur once every 60 sec. Reversion- Repair Reverse an ally's injuries, healing them for [ 205.2% of Spell Power ] over 12 sec. When Reversion critically heals, its duration is extended by 2 sec, up to a maximum of 12 sec. Animosity- Casting an empower spell extends the duration of Dragonrage by 4 sec, up to a maximum of 16 sec. Mage
      Explosive Ingenuity- Your chance of gaining Lit Fuse when consuming Hot Streak is increased to 10%. 20%. Living Bomb damage increased by 50%. Codex of the Sunstriders- Summoning your Arcane Phoenix grants you a Spellfire Sphere. Over its duration, your Acane Phoenix will consume each of your Spellfire Spheres to cast an exceptional spell.  Your Arcane Phoenix can now cast Greater Pyroblast and Arcane Surge when casting an exceptional spell. Arcane Battery- Consuming Clearcasting grants increased spell damage by 1% for 25 30 sec, stacking up to 5% 4%. Pyromaniac [Not Yet Implemented]- [ Not Yet Implemented] Casting Pyroblast or Flamestrike while Hot Streak is active has an 8% chance to repeat the spell cast at 100% effectiveness. This effect counts as consuming Hot Streak. Invocation: Arcane Phoenix- When you cast Arcane Surge, summon an Arcane Phoenix to aid you in battle. Arcane Phoenix Your Arcane Phoenix aids you for the duration of your Arcane Surge, casting random Arcane and Fire spells. Over its duration, your Arcane Phoenix will consume each of your Spellfire Spheres to cast an exceptional spell. Leydrinker- Every 6 5 times you consume Nether Precision, your next Arcane Blast echoes, repeating its damage at 25% effectiveness to the primary target and up to two nearby enemies. Fevered Incantation- Each consecutive critical strike you deal increases critical strike damage you deal by 2%, 1%, up to 8% 4% for 6 sec. Mirror Image- Normal: Creates 3 copies of you nearby for 40 sec, which cast spells and attack your enemies. While your images are active damage taken is reduced by 20%. 15%. Taking direct damage will cause one of your images to dissipate. Reabsorption : Creates 3 copies of you nearby for 40 sec, which cast spells and attack your enemies. While your images are active damage taken is reduced by 20%. 15%. Taking direct damage will cause one of your images to dissipate. You are healed for 5% of your maximum health whenever a Mirror Image dissipates due to direct damage. Reduplication : Creates 3 copies of you nearby for 40 sec, which cast spells and attack your enemies. While your images are active damage taken is reduced by 20%. 15%. Taking direct damage will cause one of your images to dissipate. Mirror Image's cooldown is reduced by 10 sec whenever a Mirror Image dissipates due to direct damage. Explosivo- Casting Combustion grants Lit Fuse. While under the effects of Combustion, your chance of gaining Lit Fuse is increased to 30%.  Your chance of gaining Lit Fuse is increased to 40% while under the effects of Combustion. Ice Barrier- Normal: Shields you with ice, absorbing [ 22% 24% of Total Health ] damage for 60 sec. Melee attacks against you reduce the attacker's movement speed by 50%. Glacial Insulation : Shields you with ice, absorbing [ 22% 24% of Total Health ] damage and increasing your armor by 0% for 60 sec. Melee attacks against you reduce the attacker's movement speed by 50%. Aether Attunement- When you gain 5 4 stacks of Arcane Battery, consume all stacks of Arcane Battery and gain Aether Attunement. Aether Attunement : Your next Arcane Missiles deals 150% increased damage to your primary target and fires at up to 4 nearby enemies dealing 100% increased damage. Imbued Warding- This also affects your Mass Barrier. Lit Fuse- Consuming Hot Streak has a 5% 10% chance to grant you Lit Fuse. Lit Fuse : Your next Fire Blast turns up to three nearby targets into a Living Bomb that explodes after 2 sec, dealing [ 60% of Spell Power ] Fire damage to the target and reduced damage to all other enemies within 10 yds. Up to five enemies hit by this explosion also become a Living Bomb, but this effect cannot spread further. Lessons in Debilitation- Your Arcane Phoenix now has a chance to cast Gravilty Lapse or Supernova as exceptional spells and will periodically Spellsteal buffs from nearby enemies.  Memory of Al'ar- While your Arcane Phoenix is active under the effects of a casted Arcane Surge, you gain twice as many stacks of Mana Addiction. When your Arcane Phoenix expires, it empowers you, granting Arcane Soul for 3 sec, plus an additional 0.5 sec for each exceptional spell it had cast. Arcane Soul : Arcane Barrage costs no mana, grants Clearcasting, and generates 4 Arcane Charges. Barrier Diffusion (New)- Whenever one of your Barriers is removed, reduce its cooldown by 4 sec. Monk
      Courageous Impulse- The Blackout Kick! effect also increases the damage of your next Blackout Kick by 175% 125%. Heart of the Jade Serpent- Consuming causes your next Storm, Earth, and Fire to call upon Yu'lon to decrease the cooldown time of by 75% for 8 sec. Invoke Xuen, the White Tiger- Summons an effigy of Xuen, the White Tiger for 20 sec. Xuen attacks your primary target, and strikes 3 enemies within 10 yards every 1 sec with Tiger Lightning for [ 25.7% of Attack Power ] Nature damage. Every 4 sec, Xuen strikes your enemies with Empowered Tiger Lightning dealing 10% 8% of the damage you have dealt to those targets in the last 4 sec. Glory of the Dawn- Rising Sun Kick has a chance equal to 100% of your haste to trigger a second time, dealing [ 135% 100% of Attack Power ] Physical damage and restoring 1 Chi. Fists of Fury- Pummels all targets in front of you, dealing [ 750% 625% of Attack Power ] Physical damage to your primary target and [ 405% 337.5% of Attack Power ] damage to all other enemies over 4 sec. Deals reduced damage beyond 5 targets. Can be channeled while moving. Spirit of the Ox- Rising Sun Kick and Blackout Kick have a chance to summon a Healing Sphere. Healing Sphere : Summon a Healing Sphere visible only to you. Moving through this Healing Sphere heals you for [ 300% 330% of Attack Power ]. Fury of Xuen- Your Combo Strikes grant a stacking 1% chance for your next Fists of Fury to grant 5% 3% critical strike strike, haste, and mastery and invoke Xuen, The White Tiger for 10 sec. Dual Threat- Your auto attacks have a 20% chance to instead kick your target dealing [ 230% 80% of Attack Power ] Physical damage and increasing your damage dealt by 5% for 5 sec. Revival- Heals all party and raid members within 40 yds for [ 325.45% of Spell Power ] and clears them of 3 harmful Magic, all harmful Magical, Poison, and all Disease effects. Healing increased by 100% when not in a raid. Gift of the Ox- When you take damage, you have a chance to summon a Healing Sphere. Healing Sphere : Summon a Healing Sphere visible only to you. Moving through this Healing Sphere heals you for [ 300% 330% of Attack Power ]. Brawler's Intensity- The cooldown of Rising Sun Kick is reduced by 1.0 sec and the damage of Blackout Kick is increased by 10%. 15%. Windwalker Monk- Windwalker Monk core passive Increases damage/healing by 26%: Blackout Kick, Rising Sun Kick, Tiger Palm Increases damage/healing by 22%: Chi Wave and Rushing Jade Wind Increases damage/healing by 150%: Tiger Palm Increases damage/healing by 188%: Spinning Crane Kick Increases damage/healing by 26%: Fist of the White Tiger and Tiger Palm Increases damage/healing by 20%: 40%: Rising Sun Kick Increases damage/healing by 20%: Fists of Fury Decreases damage/healing by 5%: Spinning Crane Kick Increases damage/healing by 150%: Vivify Increases damage/healing by 25%: Chi Burst and Chi Wave Increases damage/healing by 8%: 30%: Blackout Kick Increases damage/healing by 100%: Expel Harm and Reverse Harm Flurry of Xuen- Your spells and abilities have a chance to activate Flurry of Xuen, unleashing a barrage of deadly swipes to deal [ 300% of Attack Power ] Physical damage in a 10 yd cone. cone, damage reduced beyond 5 targets. Invoking Xuen, the White Tiger activates Flurry of Xuen. Jadefire Harmony- Enemies and allies hit by Jadefire Stomp are affected by Jadefire Brand, increasing your damage and healing against them by 8% 6% for 10 sec. Acclamation- Rising Sun Kick increases the damage your target receives from you by 4% 3% for 12 sec. Multiple instances may overlap. Dance of Chi-Ji- Spending Chi has a chance to make your next Spinning Crane Kick free and deal an additional 300% 200% damage. Revolving Whirl- Whirling Dragon Punch has a 100% chance to activate Dance of Chi-Ji. Chi-Ji and its cooldown is reduced by 5 sec. Efficient Training- Energy spenders deal an additional 15% damage. Every 50 Energy spent reduces the cooldown of Storm, Earth, and Fire, Serenity, and Weapons of Order by 1 sec. Empowered Tiger Lightning- Xuen strikes your enemies with Empowered Tiger Lightning every 4 sec, dealing 10% 8% of the damage you and your summons have dealt to those targets in the last 4 sec. Pool of Mists (New)- Your Renewing Mist spell now has 3 charges and reduces the remaining cooldown of Rising Sun Kick by 1.0 sec. Your Rising Sun Kick spell now reduces the remaining cooldown of Renewing Mist by 1.0 sec. Paladin
      Light of the Titans- Word of Glory heals for an additional 20% [ 131.2% of Attack Power ] over 15 sec. Increased by 50% 100% if cast on yourself while you are afflicted by a harmful damage over time effect. Bulwark of Order- Avenger's Shield also shields you for 8 sec, absorbing 30% 50% as much damage as it dealt, up to 30% 50% of your maximum health. Radiant Glory- Wake of Ashes activates grants you Avenging Wrath for 10 sec. Your other damaging abilities have Each Holy Power spent has a chance to activate grant you Avenging Wrath for 5 sec. Valiance- Consuming Shining Light or Infusion of Light extends the duration of any active armaments by 3.0 sec, or reduces the cooldown by 3.0 sec if none exist reduces the cooldown of Holy Armaments by 3.0 sec. Crusader's Resolve- Enemies hit by Avenger's Shield deal 2% 10% reduced melee damage to you for 10 sec. Multiple applications may overlap, up to a maximum of 3. Avenger's Shield- Normal: Hurls your shield at an enemy target, dealing [ 66.31% of Attack Power ] Holy damage, interrupting and silencing the non-Player target for 3 sec, and then jumping to 2 additional nearby enemies. Bulwark of Order : Hurls your shield at an enemy target, dealing [ 66.31% of Attack Power ] Holy damage, interrupting and silencing the non-Player target for 3 sec, and then jumping to 2 additional nearby enemies. Shields you for 8 sec, absorbing 30% 50% as much damage as it dealt. Sanctuary- While in your Consecration, your damage taken is reduced by an additional 5%.  Consecration's benefits persist for 4 seconds after you leave it. Solidarity- If an ally picks up an Armament, you also gain its benefits. If you pick up an Aramement, a narby ally also gains its benefits. If you bestow an Armament upon an ally, you also gain its benefits. If you bestow an Armanent upon yourself, a nearby ally also gains its benefits.  Strength in Adversity- For each target hit by Avenger's Shield, gain 2% 5% parry for 15 sec. Bastion of Light- Your next 3 5 casts of Judgment generate 2 additional Shield of the Righteous or Word of Glory cost no Holy Power. Priest
      Entropic Rift- Mind Blast tears open an Entropic Rift that follows the enemy for 10 8 sec. Enemies caught in its path suffer [ 80% of Spell Power ] Shadow damage every 1 sec while within its reach. Void Empowerment- Summoning an Entropic Rift empowers your next Power Word: Shield to be 80% more effective  extends the duration of your 5 shortest Atonements by 1 sec. Darkening Horizon- Void Blast increases the duration of Entropic Rift by 1.0 sec, up to a maximum of 5 3 sec. Shadow Crash- Hurl a bolt of slow-moving Shadow energy at the destination, your target, dealing [ 63.11% of Spell Power ] Shadow damage to all enemies within 8 yds. Generates 6 Insanity. Depth of Shadows- Shadow Word: Death has a high chance to summon a Shadowfiend for 5 sec Chance is increased against lower health targets. when damaging targets below 20% health Rogue
      Mean Streak- Fatebound Coins flipped by Envenom multiple times in a row are 33% more likely to match the same outcome face as the last flip. Threads of Fate [NYI]- Fate Intertwined duplicates 15% of Dispatch critical strikes duplicate 20% of their damage as Cosmic to 2 additional nearby enemies. If there are no additional nearby targets, duplicate 20% 15% to the primary target instead. Delivered Doom- Damage dealt when your Fatebound Coin flips tails is increased by 35% while Blade Flurry is not active  21% if there are no other enemies near the target. Inevitability [NYI]- Cold Blood now benefits the next 2 two abilities but only applies to Dispatch. Fatebound Coins flipped by these abilities are guaranteed to match the same face as the last flip. Assassination Rogue- Assassination Rogue core passive Increases damage/healing by 7%: Ambush, Blade Rush, Deadly Poison, Death from Above, Eviscerate, Feint, Gloomblade, Improved Shiv, Instant Poison, Internal Bleeding, Killing Spree, Main Gauche, Mind-Numbing Poison, Poison Bomb, Secret Technique, Shiv, System Shock, Wound Poison Increases periodic damage/healing by 7%: Ambush, Blade Rush, Deadly Poison, Death from Above, Eviscerate, Feint, Gloomblade, Improved Shiv, Instant Poison, Internal Bleeding, Killing Spree, Main Gauche, Mind-Numbing Poison, Poison Bomb, Secret Technique, Shiv, System Shock, Wound Poison Decreases Increases damage/healing by 3%: Ambush, Blade Rush, Deadly Poison, Death from Above, Eviscerate, Feint, Gloomblade, Improved Shiv, Instant Poison, Internal Bleeding, Killing Spree, Main Gauche, Mind-Numbing Poison, Poison Bomb, Secret Technique, Shiv, System Shock, Wound Poison Decreases Increases periodic damage/healing by 3%: Ambush, Blade Rush, Deadly Poison, Death from Above, Eviscerate, Feint, Gloomblade, Improved Shiv, Instant Poison, Internal Bleeding, Killing Spree, Main Gauche, Mind-Numbing Poison, Poison Bomb, Secret Technique, Shiv, System Shock, Wound Poison Hand of Fate- Flip a Fatebound Coin each time a damaging finishing move consumes 5 or more combo points. Heads increases the damage of your attacks by 5%, lasting until you flip Tails. Tails deals Cosmic damage to your targets target. struck. Each effect is increased by 20% each time your Fatebound Coin flip matches the same outcome as the last flip. Shaman
      Primordial Capacity- Increases your maximum mana by 5%. Tidal Waves can now stack up to 4 times. Enhancement Shaman- Enhancement Shaman core passive Increases damage/healing by 16%: Ascendance, Chain Lightning, Crash Lightning, Crashing Storm, Earthen Rage, Earthquake, Elemental Assault, Elemental Blast, Elemental Spirits, Feral Lunge, Fire Nova, Flame Shock, Flametongue Attack, Flametongue Weapon, Frost Shock, Hailstorm, Ice Strike, Icefury, Lashing Flames, Lava Lash, Lightning Bolt, Lightning Shield, Liquid Magma Totem, Ride the Lightning, Static Discharge, Stormstrike, Stormstrike Off-Hand, Sundering, Windfury Attack, Windfury Weapon, Windstrike, Windstrike Off-Hand Increases periodic damage/healing by 16%: Ascendance, Chain Lightning, Crash Lightning, Crashing Storm, Earthen Rage, Earthquake, Elemental Assault, Elemental Blast, Elemental Spirits, Feral Lunge, Fire Nova, Flame Shock, Flametongue Attack, Flametongue Weapon, Frost Shock, Hailstorm, Ice Strike, Icefury, Lashing Flames, Lava Lash, Lightning Bolt, Lightning Shield, Liquid Magma Totem, Ride the Lightning, Static Discharge, Stormstrike, Stormstrike Off-Hand, Sundering, Windfury Attack, Windfury Weapon, Windstrike, Windstrike Off-Hand Decreases damage/healing by 21%: Chain Lightning, Elemental Blast, Lightning Bolt, Ride the Lightning Increases damage/healing by 47%: Earth Shield Decreases damage/healing by 4%: Swelling Waves Increases damage/healing by 25%: 40%: Swelling Waves Increases damage/healing by 25%: Chain Heal Increases damage/healing by 43%: Earth Shield Decreases damage/healing by 9%: Elemental Blast Increases damage/healing by 10%: Elemental Blast Swift Recall (New)- [NYI] Successfully removing a harmful effect with Tremor Totem or Poison Cleansing Totem, or controlling an enemy with Capacitor Totem or Earthgrab Totem reduces the cooldown of the totem used by 5 sec. Cannot occur more than once every 20 sec per totem. Whirling Elements (New)- Elemental motes orbit around your Surging Totem. Your abilities consume the motes for enhanced effects. Water: Your next Healing Wave or Healing Surge also heals an ally inside of your Healing Rain at100% effectiveness. Air: The cast time of your next healing spell is reduced by 40%. Earth: Your next Chain Heal applies Earthliving at 150% effectiveness to all targets hit. Wind Barrier (New)- [NYI] If you have a totem active, your totems grant you a shield absorbing damage for 30 sec every 30 seconds. Earthsurge (New)- [NYI] Allies affected by your Earthen Wall Totem, Ancestral Protection Totem, and Earthliving effect receive 10% increased healing from you. Supportive Imbuements (New)- [NYI] Learn a new weapon imbue, Tidecaller's Guard. Can only be applied to shields. Increases your healing done by 2% and increases the duration of your Healing Stream Totem and Cloudburst Totem by 3 sec. Pulse Capacitor (New)- [NYI] Increases the damage and healing of Surging Totem by 25%. Oversurge (New)- While Ascendance is active, Surging Totem is 150% more effective. Amplification Core (New)- While Surging Totem is active, your damage and healing done is increased by 3%. Reactivity (New)- [NYI] Your healing spells cause your Healing Stream Totems to heal a nearby ally immediately at 50% effectiveness. Cloudburst Totem stores 25% additional healing. Imbuement Mastery (New)- Increases the duration of your Earthliving effect by 6 sec. Totemic Coordination (New)- [NYI] Chain Heals from your totems are 30% more effective. Surging Totem (New)- N/A Lively Totems (New)- [NYI] Your Healing Tide Totem, Healing Stream Totem, Cloudburst Totem, Mana Tide Totem, and Spirit Link Totem cast a free, instant Chain Heal when you summon them. Oversized Totems (New)- [NYI] Increases the size and radius of your totems by 15%, and the health of your totems by 30%. Totemic Rebound (New)- [NYI] Chain Heal now jumps to a nearby totem once it reaches its max targets, causing it to bounce an additional time to a nearby injured ally. Warlock
      Abyssal Dominion- Cataclysm summons an Overfiend that casts Chaos Bolt 2 times at 80% effectiveness before departing.  Summon Infernal becomes empowered, dealing 40% increased damage. When your Summon Infernal ends, it fragments into two smaller Infernals at 50% effectiveness that lasts 10 sec. Vile Taint- Unleashes a vile explosion at the target location, dealing [ 93.75% 117.19% of Spell Power ] Shadow damage over 10 sec to 30 enemies within 10 yds and applies Agony and Curse of Exhaustion to them. Oblivion- Unleash wicked magic upon your target's soul, dealing [ 798% 997.5% of Spell Power ] Shadow damage over 3 sec. Deals 10% increased damage, up to 30%, per damage over time effect you have active on the target. Doom- Inflicts impending doom upon the target, dealing [ 104.41% of Spell Power ] Shadow damage immediately and [ 104.41% 581.86% of Spell Power ] Shadow damage to enemies within 10 yards after 20 sec. Damage is reduced beyond 8 targets. Consuming a Demonic Core reduces the duration of Doom by 3 sec. Rain of Fire- Normal: Calls down a rain of hellfire, dealing [ 164.9% of Spell Power ] Fire damage over 8 sec to enemies in the area. Inferno : Calls down a rain of hellfire, dealing [ 164.9% of Spell Power ] Fire damage over 8 sec to enemies in the area. Rain of Fire has a 10% chance to generate a Soul Shard Fragment. Soul Flame- When you kill a target, its soul bursts into flames, dealing [ 40% 48% of Spell Power ] Shadowflame damage to nearby enemies. Deals reduced damage beyond 8 targets. Touch of Rancora- Diabolic Ritual Demonic Art increases the damage of your next Soul Shard spending ability by 100% and reduces its cast time by 50%. Pact of the Imp Mother- Hand of Gul'dan has a 8% 15% chance to cast a second time on your target for free. Chaos Bolt- Unleashes a devastating blast of chaos, dealing a critical strike for [ 369.2% 380.3% of Spell Power ] Chaos damage. Damage is further increased by your critical strike chance. Conflagrate- Triggers an explosion on the target, dealing [ 128.56% 134.99% of Spell Power ] Fire damage. Reduces the cast time of your next Incinerate or Chaos Bolt by 30% for 10 sec. Generates 5 Soul Shard Fragments. Umbral Blaze- Hand of Gul'dan has a 8% 15% chance to burn its target for [ 48% 96% of Spell Power ] additional Shadowflame damage every 2 sec for 6 sec. If this effect is reapplied, any remaining damage will be added to the new Umbral Blaze. Pact of the Ered'ruin- When Doom expires, is removed, you summon a Doomguard that casts 5 Doom Bolts before departing. Each Doom Bolt deals [ 149.09% of Spell Power ] Shadow damage. Fel Invocation- Soul Strike deals 20% increased damage and generates a Soul Shard. Reduces the cast time of Summon Vilefiend by 0.5 sec and your Vilefiend now deals [ 9.06% of Spell Power ] Nature damage to nearby enemies every 1 sec while active. Diabolic Ritual- Spending a Soul Shard grants Diabolic Ritual for 60 20 sec. While Diabolic Ritual is active, each Soul Shard spent reduces its duration by 1 sec. When Diabolic Ritual expires you gain Demonic Art, causing your next Soul Shard spending ability to summon an Overlord, Mother of Chaos, or Pit Lord that unleashes a devastating attack against your enemies. Imp Gang Boss- Summoning a Wild Imp has a 5% 15% chance to summon a Imp Gang Boss instead. An Imp Gang Boss deals 50% additional damage. Implosions from Imp Gang Boss deal 50% increased damage. Doom Blossom- When Seed of Corruption deals damage to a target suffering from your Unstable Affliction they explode, dealing [ 68.03% 74.84% of Spell Power ] Shadow damage to all enemies within 10 yards. Doom Eternal (New)- Demonic Cores reduce the duration of Doom by an additional 2 sec and when Doom is removed its cooldown is reset. Fiendish Oblation (New)- Damage dealt by Grimoire: Felguard is increased by an additional 10% and you gain a Demonic Core when Grimoire: Felguard ends. Mark of F'harg (New)- Your Summon Vilefiend becomes Summon Charhound and learns the following ability: Infernal Presence Cloaked in the ever-burning flames of the abyss, dealing [ 47.96% of Spell Power ] Fire damage to enemies within 10 yards every 1 sec. Blood Invocation (New)- The cooldown of Power Siphon is reduced by 5 sec and Power Siphon increases the damage of Demonbolt by an additional 20%. Foul Mouth (New)- Increases Vilefiend damage by 20% and your Vilefiend's Bile Spit now applies Wicked Maw. Mark of Shatug (New)- Your Summon Vilefiend becomes Summon Gloomhound and learns the following ability: Gloom Slash Tooth and claw are drenched in malignant shadow magic, causing the Gloomhound's melee attacks to deal [ 1,029.14% of Spell Power ] Shadow damage over 6 sec. If this effect is reapplied, any remaining damage will be added to the new Gloom Slash. Impending Doom (New)- Increases the damage of Doom by 30% and Doom generates 1 Soul Shard upon expiration. The Houndmaster's Gambit (New)- Your Dreadstalkers deal 50% increased damage while your Vilefiend is active. Warrior
      Steadfast as the Peaks- Stamina increased by 5%. Victory Rush increases your maximum health by 10% for 5 sec. When this health increase expires, you heal for any amount of the original Victory Rush that healed you in excess of your full health. Mountain of Muscle and Scars- You deal 5% more damage and take 5% 2.5% less damage. Size increased by 5%. Lightning Strikes- Damaging enemies with Thunder Clap, Revenge, Raging Blow, or Execute has a 25% chance to also strike one with a lightning bolt, dealing [ 60% of Attack Power ] Nature damage. Lightning Strikes occur 50% 30% more often during Avatar. Burst of Power- Lightning Strikes have a 20% 15% chance to make your next 2 Shield Slams or Bloodthirsts have no cooldown. Dominance of the Colossus- Colossal Might now stacks up to 10 times. If you would gain a stack of Colossal Might and are at max stacks, the cooldown of Demolish is reduced by 2 sec. Enemies affected by Demolish take up to 10% more damage from you and deal up to 10% 5% less damage to you for 10 sec based on the number of stacks of Colossal Might consumed by Demolish. Keep Your Feet on the Ground- Armor increased by 8%. Thunder Blast reduces damage you take by 8% for 5 sec. Thunder Blast- Shield Slam and Bloodthirst have a 35% chance to grant you Thunder Blast, stacking up to 2 charges. Thunder Blast Your next Thunder Clap becomes a Thunder Blast that deals Stormstrike damage. damage and generates 5 Rage. Practiced Strikes- Mortal Strike and Cleave Shield Slam damage increased by 20%. Frenetic Flurry- Overpower has a chance to cause you to unleash an empowered partial Bladestorm, striking all enemies around you once for 250% additional damage. You can no wuse Pummel and Storm Bolt while Bladestorming a flurry of steel, striking all nearby enemies for [ 157.5% of Attack Power ] damage applying Overwhelmed. Deals reduced damage beyond 8 targets. Rally- Taking damage has a chance to give you a Second Wind for 2 sec.  When your health is brought below 35%, you gain a Second Wind, healing you for 12% of your max health over 2 sec. This effect cannot occur more than once every 60 sec. Demolish- Unleash a series of precise and powerful strikes against your target, dealing [ 778.8% of Attack Power ] damage to it, and [ 519.2% of Attack Power ] damage to enemies within 8 yds of it. Deals reduced damage beyond 8 targets. While channeling Demolish, you take 10% less damage and are immune to stuns, knockbacks, and forced movement effects. You can block, parry, dodge, and dodge while using this ability use certain defensive abilities while channeling Demolish. Imminent Demise- Sudden Death's chance to reset the cooldown of Execute and make it usable on any target, regardless of health is increased. Using Sudden Death accelerates your next full Bladestorm, striking 1 additional time (max 3). Bladestorm's total duration is unchanged. Flashing Skies- Chance for a Lightning Strike to critically strike is increased by 5% and their critical strike damage is increased by 10%. Thunder Blast calls down a Lightning Strike on an enemy it hits. Colossal Might- Colossal Might increases damage dealt by your next Demolish by 10%. Mortal Strike and Shield Slam grant grants a stack of Colossal Might, stacking up to 5 times. Tunnel Vision- Each strike of Bladestorm deals an additional 20% damage evenly split across all targets.  Your auto attack speed increases by 2% every 3 sec while you are in combat up to a max of 20%. Changing targets resets this effect. Constant Pressure- Cooldown of Overpower reduced by 10%. When Tactician resets Overpower's cooldown, your next Overpower deals 10% additional damage and 10% additional critical damage.  Tide of Battle- Colossal Might increases the damage of your Overpower and Revenge by 5% per stack. One Against Many- Shockwave, Cleave, Whirlwind, and Revenge Whirlwind deal 5% more damage per target affected up to 5. Precise Might- Mortal Strike and Shield Slam critical strikes grant an additional stack of Colossal Might. Unrelenting Onslaught- When you Execute a target that you've Marked for Execution, you both reduce the cooldown of Bladestorm by 5 sec and apply 2 stacks of Overwhelmed to the target per stack of Marked for Execution consumed. You can now use Pummel and Storm Bolt while Bladestorming. Death Drive- You heal for 50% 15% of damage dealt by Sudden Death. Thorim's Might- Lightning Strikes generate 5 Rage. Revenge, Raging Blow and Execute damage increased by 15%. Thrill of the Kill- Execute increases your attack speed by 30% for 10 sec.  Your next Mortal Strike after Bladestorm ends deals 50% additional damage Strength of the Mountain- Shield Slam damage increased by 20% 10%. Bloodthirst and Rampage damage increased by 10%. Snap Induction (New)- Activating Recklessness grants a charge of Thunder Blast.
    • By Stan
      Super Squirt is up on EU servers today, allowing you to level battle pets to max level very quickly with just a few battles.
      The so-called "Super Squirt Day" has arrived on European realms today! 
      You will find Squirt in the Garrison Menagerie, but you will need a Level 3 Garrison. Anyway, use your Garrison Hearthstone toy to get to Draenor if own it.
      Combined with the buff from this week's bonus event (Sign of the Critter) and items like the Safari Hat toy and pet treats (Lesser Pet Treat / Pet Treat), you can level your pets to max in as little as two battles.
      Our friends at Petopia have plenty of strategies on how to defeat Squirt!

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