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Patch 8.2: Conflict and Strife PvP Essence

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42916-patch-82-heart-of-azeroth-updates.

An interesting new Essence has been added to 8.2 PTR yesterday called Conflict and Strife. It allows for the use of a single predetermined PvP talent for each Class in PvE and we have the full list.

If you're late to the party, check out our Heart of Azeroth Changes and the Introduction to Essences in Patch 8.2 to learn about upcoming changes to the system in Rise of Azshara.

Conflict and Strafe (8.2 Build 30495)

The Essence serves as a nice modifier, allowing each Class to use a predetermined PvP talent in PvE, which is different for each specialization.

Rank Source Major Power Desc Minor Power Desc Major Power Actual Minor Power Actual
1 Claim a weekly PVP War Chest in Season 3 or later. Conflict Strife Conflict Strife
2 Reach 1000+ rating then claim your next weekly PVP War Chest in Season 3 or later. Conflict Strife Conflict Strife
3 Collect Burgeoning Battlefield Furor from your weekly War Chest. Conflict Strife Conflict Strife
4 Reach the rank of Elite in the week then claim your next weekly PVP War Chest in Season 3 or later. Conflict Strife Conflict Strife

We datamined the following PvP talents related to Conflict and Strife in the latest 8.2 PTR build:

Death Knight Death Knight

  • BloodUnholy Command Unholy Command -  Your Death Grip has two charges.
  • FrostChill Streak Chill Streak - Deals up to 6% of the target's total health in Frost damage and reduces their movement speed by 70% for 4 sec. Chill Streak bounces up to 9 times between closest targets within 6 yards.
  • UnholyNecrotic Strike Necrotic Strike - A vicious strike that deals [ 30% of Attack Power ] Plague damage, and converts 1 Festering Wounds into a Necrotic Wound, absorbing up to 7% of the target's maximum health in healing recieved.

Demon Hunter Demon Hunter

  • HavocDemonic Origins Demonic Origins - The cooldown of Metamorphosis is reduced by 2 min, but now lasts 15 sec.
  • VengeanceCleansed by Flame Cleansed by Flame - Immolation Aura dispels all magical effects on you when cast.

Druid Druid

  • BalanceMoonkin Aura Moonkin Aura - Starsurge grants 4% spell critical strike chance to 8 allies within 40 yards for 18 sec, stacking up to 3 times.
  • FeralLeader of the Pack Leader of the Pack - While in Cat Form, you increase the melee and ranged critical chance of raid members within 40 yards by 5%. Leader of the Pack also causes affected targets to heal themselves for 4% of their maximum health when they critically hit with a melee or ranged attack. The healing effect cannot occur more than once every 6 sec.
  • GuardianSharpened Claws Sharpened Claws - Maul increases the damage done by your Swipe and Thrash by 25% for 6 sec.
  • RestorationOvergrowth Overgrowth - Instantly applies Lifebloom, Rejuvenation, Wild Growth, and Regrowth's heal over time effect to the target.

Hunter Hunter

  • All SpecsSurvival Tactics Survival Tactics - Feign Death removes all harmful magical effects, and reduces damage taken by 99% for 1.5 sec.

Mage Mage

  • ArcaneArcane Empowerment Arcane Empowerment - Clearcasting can now stack 2 additional times, and increases the damage of Arcane Missiles by 5% per stack. Clearcasting no longer reduces the mana cost of Arcane Explosion.
  • FireFlamecannon Flamecannon - After standing still in combat for 2 sec, your maximum health increases by 3%, damage done increases by 3%, and range of your Fire spells increase by 3 yards. This effect stacks up to 5 times and lasts for 5 sec.
  • FrostConcentrated Coolness Concentrated Coolness - Frozen Orb's damage is increased by 10% and is now castable at a location with a 40 yard range but no longer moves.

Monk Monk

  • BrewmasterHot Trub Hot Trub - Purifying Brew deals 30% of your purified staggered damage to all enemies within 10 yards.
  • MistweaverWay of the Crane Way of the Crane - Increases your Physical damage by 25%, you remove and become immune to all snare and root effects and you heal up to 3 nearest allies for 150% of all damage done. Lasts 15 sec.
  • WindwalkerReverse Harm Reverse Harm - Heals a friendly target for 8% of their maximum health, and causes 100% of the amount healed to instantly be dealt to the nearest enemy as Nature damage within 5 yards.

Paladin Paladin

  • HolyDivine Favor Divine Favor - Your next Holy Light or Flash of Light is increased by 100%, costs no mana and is unable to be interrupted.
  • ProtectionSteed of Glory Steed of Glory - Your Divine Steed lasts for an additional 2 sec. While active you become immune to movement impairing effects, and you knock back enemies that you move through.
  • RetributionUnbound Freedom Unbound Freedom - Blessing of Freedom also increases movement speed by 30%.

Priest Priest

  • DisciplinePremonition Premonition - Heals nearby targets within 20 yards for [ 75% of Spell Power ], and applies Atonement to yourself. Deals [ PS * BC1 ] Shadow damage to yourself for each Atonement you have active, and increases their duration by [ 5 + 0.1% of Spell Power ] sec.
  • HolyRapid Mending Rapid Mending - Prayer of Mending is now instant cast, and its jump range is increased by 10 yards.
  • ShadowVoid Origins Void Origins - Void Eruption is now instant cast.

Rogue Rogue

  • All SpecsSmoke Bomb Smoke Bomb - Creates a cloud of thick smoke in a 8 yard radius around the Rogue for 5 sec. Enemies are unable to target into or out of the smoke cloud.

Shaman Shaman

  • ElementalLightning Lasso Lightning Lasso - Grips the target in lightning, stunning the target and dealing O2% of the target's maximum health in Nature damage over 5 sec. Can move while channeling.
  • EnhancementRide the Lightning Ride the Lightning - If there are more than 2 enemies within 8 yards when you cast Stormstrike, you also cast a Chain Lightning on the target, dealing [ 50% of Spell Power ] Nature damage. Otherwise, you conjure bolts of lightning to up to 2 furthest enemies within 40 yards dealing [ 50% of Spell Power ] Nature damage.
  • RestorationAncestral Gift Ancestral Gift - You become immune to Silence and Interrupt effects for 5 sec after using Spiritwalker's Grace.

Warlock Warlock

  • AfflictionEndless Affliction Endless Affliction - Your Unstable Affliction deals the same damage as normal, but its duration is increased by 6 sec.
  • DemonologyNether Ward Nether Ward - Surrounds the caster with a shield that lasts 3 sec, reflecting all harmful spells cast on you.
  • DestructionDemon Armor Demon Armor - Protects the caster, increasing maximum health by 10% and increases armor by 150%.

Warrior Warrior

  • ArmsSharpen Blade Sharpen Blade - When activated, your next Mortal Strike will deal 15% increased damage and reduce healing taken by 50% for 6 sec.
  • FuryBattle Trance Battle Trance - You go into a trance causing you to regenerate 3% of your health and generate 5 Rage every 3 sec for 18 sec after using Raging Blow twice in a row on a target. Using Raging Blow on a new target will cancel this effect.
  • ProtectionThunderstruck Thunderstruck - Thunder Clap roots all targets for 1 sec.

Tuning

Note that this is the initial push of abilities for the Conflict and Strife Essence. Expect more tuning to follow in future 8.2 builds.

Blizzard LogoBlizzard (Source)

It’s important to know – this is a preliminary look at this Essence. We’ll have changes to it in future PTR builds.

At this time, not all choices have been replaced or modified as needed to be acceptable in PvE.

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I am really psyched for the way of the crane!
Hate that avenging wrath was pally only!

BUT!
It also in a way pushes monks in a fistweaving direction, what if someone does not want to? ONE pvp talent to rule them all?
What's worse:
I mean some are partly irrelevant while other force you to lean in direction to make use of it.
Chill streak looks pretty OP combined to retri's movement speed bonus ='D or hunter/rogue stuff, seems pretty lazy to retract from spec identify for one dps spec and not the other.
One spec gets 15% dmg bonus other spec gets 30% movement speed on a single ability? Really?

Edited by Koxsos

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That list is very very wonky. Some of the talents chosen are insanely powerful, some of them are okay, and some are really really week. I mean look at the warlock ones and then look at the mage ones, very uneven. Then again maybe that will be fine given you'll have a lot of choice for essences.

I'm not looking forward to grinding the PvP for the PvE power though.

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Ride the lightning will be fun in M+. *filtered* my enh is already broken and has 30-35K overall dmg in Dungeons

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4 hours ago, Stan said:

ProtectionSteed of GlorySteed of Glory - Your Divine Steed lasts for an additional 2 sec. While active you become immune to movement impairing effects, and you knock back enemies that you move through.

This will make me change from Ret to Prot main.  

This alone.  Now Gimme back muh Cavalier talent!

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24 minutes ago, Rooach said:

Ride the lightning will be fun in M+. *filtered* my enh is already broken and has 30-35K overall dmg in Dungeons

Saw hunters get Survival tactics and thought to myself great wtf did they give shaman then. Immediately became erect lol

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3 hours ago, Borgoff33 said:

Survival Tactics ? are you shiiting me blizz could you have picked a more trash talent.. (awnser is no they picked the most trash one)

Saw that too and wondered why they are giving a class that can only dps an option that does no damage?

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There is no way this list will go live this way, or this is NOT intended for actual PVE use. Rogue can probably break half the bosses ingame with this or else it wont work, which would be BS. Anythign mentioning % damage obviously cant work, Boomkin and Feral druid are INSANE, 12% spellcrit on 8 (or more depending on if it refreshes or starts new stacks when one group is capped) and 5% phys crit for everyone, with a heal to boot, this isnt balanced or really balancable IMO.

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3 hours ago, Borgoff33 said:

Survival Tactics ? are you shiiting me blizz could you have picked a more trash talent.. (awnser is no they picked the most trash one)

Wait...

Iceblock on a 30 second CD is.. trash?

 

If this goes live, this will be a mandatory essence for Hunters - So many mechanics that you can just go "LOL NOPE"

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1 hour ago, Labi132 said:

There is no way this list will go live this way, or this is NOT intended for actual PVE use. Rogue can probably break half the bosses ingame with this or else it wont work, which would be BS. Anythign mentioning % damage obviously cant work, Boomkin and Feral druid are INSANE, 12% spellcrit on 8 (or more depending on if it refreshes or starts new stacks when one group is capped) and 5% phys crit for everyone, with a heal to boot, this isnt balanced or really balancable IMO.

My raid group was looking at this in discord earlier and my RL said that if it went live like this Feral/Balance would become mandatory in every mythic raid, so I highly doubt they'll actually make it to live in this state, as the article itself said this is datamined untuned stuff.

That being said I've long looked at some of the PvP talents with envious eyes. The Frost Mage orb talent alone is an amazing QoL improvement as there is nothing worse than your orb getting stuck on a pebble twenty yards away from the boss.

I really like this idea, but we'll have to see how the tuning goes to see if it they'll be worth using.

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7 hours ago, Stan said:

 

Demon HunterDemon Hunter

  • HavocDemonic OriginsDemonic Origins - The cooldown of Metamorphosis is reduced by 2 min, but now lasts 15 sec.
  • VengeanceCleansed by FlameCleansed by Flame - Immolation Aura dispels all magical effects on you when cast.

 

Immolation Aura Icon Immolation Aura deals very high Fire damage to all enemies in an 8-yard radius instantly, and then also lower damage every second for 6 seconds. It has a 15-second cooldown (reduced by Haste) and it generates 20 Pain over the course of its 6 seconds. It is excellent for building threat in AoE situations  (Vengence)

 

Ok..........really not an ideal essence to be tied to this skill if most DH tanks use the skill to build threat and help pump dmg with relation to using Spirit Bomb :/

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4 hours ago, tkioz said:

My raid group was looking at this in discord earlier and my RL said that if it went live like this Feral/Balance would become mandatory in every mythic raid, so I highly doubt they'll actually make it to live in this state, as the article itself said this is datamined untuned stuff.

That being said I've long looked at some of the PvP talents with envious eyes. The Frost Mage orb talent alone is an amazing QoL improvement as there is nothing worse than your orb getting stuck on a pebble twenty yards away from the boss.

I really like this idea, but we'll have to see how the tuning goes to see if it they'll be worth using.

Honestly some of these are so broken for some specs and garbage for others. As a fury main it sucks balls to see Arms get it's bis dmg talent as theirs and we get a tiny bit of rage and a small heal on fury which is very conditional. Pretty much useless outside of ST fights or bosses. As you said with the Frost mage Orb, I believe this system would be a lot better if everyone just got Qol talents or non dmg talents rather than making some class talents insane and others useless. Makes you feel *filtered* for playing what you enjoy if you didn't get lucky with which side of the rng blizzards random talent lands you on.

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23 hours ago, tkioz said:

My raid group was looking at this in discord earlier and my RL said that if it went live like this Feral/Balance would become mandatory in every mythic raid, so I highly doubt they'll actually make it to live in this state, as the article itself said this is datamined untuned stuff.

That being said I've long looked at some of the PvP talents with envious eyes. The Frost Mage orb talent alone is an amazing QoL improvement as there is nothing worse than your orb getting stuck on a pebble twenty yards away from the boss.

I really like this idea, but we'll have to see how the tuning goes to see if it they'll be worth using.

Druids were always needed for the mark of the wild buf right. Or they were always mandatory. So this is great right?

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2 hours ago, Glaiver said:

Druids were always needed for the mark of the wild buf right. Or they were always mandatory. So this is great right?

Err not to be rude but when was the last time you raided? Mark of the Wild briefly returned in the BFA Beta but it never made it back to live. The only buffs required for a raid team are Priest for Fortitude, Warrior for Battle Shout, Mage for Arcane Intellect, Monk for 5% physical damage debuff on mobs, and Demon Hunter for 5% magical damage debuff on mobs.

Oh you can make do with scrolls for the three buffs themselves, 7% vs. 10%, but they are expensive and a night of progress raiding can easily cost 10k for a single type of scrolls, but there is no replacement for the two damage debuffs. It's the reason that Demon Hunters were the single melee in the CoS race.

Honestly looking at the buff system as it stands now I'm more convinced than ever that Blizzard deliberately poison pilled the reintroduction. In case people aren't aware poison pilling is common in the business world, it's where you make yourself unattractive to take over by deliberately harming an asset.

This is what Blizzard did with the buff system, which players had been asking for back for years, they deliberately went out of their way to make it cumbersome and an mandatory in the hope that we'll ask them to remove it.

It's not like they weren't aware of the problems they were bringing since those were problems they already solved before removing the system. For example the Priest Fortitude buff provides health, but so did the Warlock Imp Pet, the two didn't stack, so you could have one, or both, in the raid as it fit your composition. The same thing for Blood Lust, it was Shaman only during TBC, which was a problem, so in Wrath they gave it to Hunters and Mages, solving the issue as surely a raid group will have one of the three in there somewhere.

The simplest thing to do would have been to spread the buffs and debuffs to at least two classes for each one and not have them stack, maximising the chances that a organically formed raid group will have them.

It reeks of deliberate sabotage to me, of course it could just be incompetence. Can't really tell with Blizzard these days.

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      Some highlights:
      Chaos Bolt is now baseline for Destruction Warlocks. Avatar of Destruction has been removed. Decimating Bolt is reintroduced to boost the power of your rotational spells. Underutilized talents like Soulfire and Cataclysm have been improved to increase their viability. (Source)
      Today’s Alpha update focuses primarily on Destruction.
      The Path Ahead
      Before we dive in, we want to acknowledge that our work with each specialization tree is not complete. We’ve seen the recent discussions regarding how bloated the Demonology and Destruction tree are in terms of available talents and ranks, as well as thoughts on the pathing of the Affliction tree.
      In the near future, you will see that the Demonology tree is being restructured and condensed. Both the Destruction tree and the Affliction tree will also undergo a restructuring in the near future. In this context, a restructuring means that: the amount of 2-rank talent nodes will be reduced, talents may be removed, talents may be added, new pathing will be added, and talent nodes may be moved.
      Destruction Update
      Here are our stated goals, with the addition of a new goal, for Destruction moving into the War Within:
      Reduce the fluctuation in throughput in relation to the number of targets in combat. Improve underused talents such as Soulfire and Cataclysm. Condense the number of talents and talent ranks available. Beginning with our general changes, we are moving Chaos Bolt to be baseline. This is mainly to provide a Soul Shard spender once your specialization is chosen. We are also removing Chaosbringer but plan to provide additional tuning to Chaos Bolt, Rain of Fire, and Shadowburn baseline to ensure their power remains relatively the same.
      Avatar of Destruction
      We are removing Avatar of Destruction for a couple of reasons. First and foremost, we want to highlight Summon Infernal as a powerful moment and Avatar of Destruction lessens that by increasing the cadence in which an Infernal is present.
      Secondly, Avatar of Destruction provides Destruction warlocks with a powerful, multi-target stun on a frequent basis. We could remove the stun, but we want to stay in line with our philosophy that when a player sees a demon there’s an understanding of what function that demon provides.
      To replace Avatar of Destruction, we want to try bringing back Decimating Bolt as it fits the fantasy of a Destruction warlock well and provides more power to your rotational spells. We plan to iterate on this decision based on feedback we see from the community.
      Inferno
      We have redesigned Inferno to reduce how much throughput fluctuates based on the number of enemies present during an encounter. This will allow us to tune Destruction in all situations, regardless of the number of targets available. Additionally, this allows us to tune this talent to be a competitive option against Cataclysm rather than have it remain the correct choice.
      Soulfire, Shadowburn, Channel Demonfire
      We want to make each of these spells more appealing. In this build, you’ll see a redesign of Decimation as an experiment to accomplish this for Soulfire however we plan to expand more on this as well as Shadowburn and Channel Demonfire with the restructuring of the Destruction tree, mentioned earlier in this post. Stay tuned for future updates as we work to address this goal.
      Thank you for the discussions thus far. We appreciate the continued feedback!
      You will find all the changes that went live for Warlocks this week linked below.
      (Source)
      WARLOCK Hellcaller Seeds of Their Demise has been redesigned – Blackened Soul damage increased by 30%. When Blackened Soul deals damage, you have a chance to gain Ritual of Ruin/Tormented Crescendo. Malevolence, Wither, and Seeds of Their Demise icons have been updated. Demonology You now have a 35% chance (was 100% chance) to generate a Demonic Core from your summoned Dreadstalkers when they fade. Destruction New Talent: Devastation – Increases the Critical Strike chance of your Destruction spells by 5%. New Talent: Emberstorm – Increases the damage done by your Fire spells by 2/4% and reduces the cast time of your Incinerate spell by 10/20%. New Talent: Decimating Bolt – Hurl bolts of decimating magic at your target, dealing Shadow damage and increase the damage of your next 3 Incinerates by 40%. Decimating Bolt’s damage, and the bonus to Incinerate both increase as your target’s health decreases. New Talent: Summoner’s Embrace – Increases the damage dealt by your spells and your demon by 3%. Ruin has been redesigned – Increases the Critical Strike damage of your Destruction spells by 5/10%. Inferno has been redesigned – Rain of Fire damage is increased by 20% and its Soul Shard cost is reduced by 1. Decimation has been redesigned – Your Incinerate and Conflagrate casts on targets that have 35% or less health reduces the cooldown of Soulfire by 5 seconds and reduce its cast time by 40% for 10 seconds. Chaos Incarnate has been redesigned – Chaos Bolt, Rain of Fire, and Shadowburn always gain 70% of the maximum benefit from your Mastery: Chaotic Energies. Chaos Bolt has been removed from the Destruction specialization tree and is now baseline. Conflagrate has been moved to row 1. Backdraft has been moved to row 2. Roaring Blaze and Improved Conflagrate have been moved to row 3. Ruin has been moved to row 9. The following talents have been removed: Avatar of Destruction Chaosbringer
    • By Staff
      The latest Alpha build introduces significant changes to Death Knight's core and Unholy talent trees and here is what the devs had to say about the changes!
      The core class tree has been restructured to provide damage abilities earlier, improving the leveling experience and offering more flexibility in talent choices.
      The Unholy specialization has been streamlined to reduce the complexity of its rotation and cooldown management, making it less reliant on specific talent builds.
      Epidemic and Outbreak are now baseline and Sudden Doom has been updated.
      Here is what the devs had to say about the latest Death Knight changes.
      (Source)
      Greetings, Death Knights.
      This week’s alpha build has our first round of changes to both the core class tree and the Unholy spec tree. As stated in our initial messaging our goals for the core tree updates were to shift some of the damage throughput at the end of the talent tree to earlier in the tree. For Unholy our goal was to address some of the flood of resources, reduce the number of things that need to be tracked to play optimally, increase pathing as well as choice, and reduce the number of nodes you need to pick up to play the spec fluidly. We will go into a little more detail below for both the core and Unholy changes.
      Core
      The core tree has undergone a decent reshuffling of talent placement, node pathing, ability’s becoming baseline and talent rank reduction.
      Due to the unique leveling experience Death Knights have and not starting from level 1, they had a reduced amount of abilities baseline and had to “buy back” several abilities that other classes and specs would have normally earned as they levelled. Heading into The War Within we are reassessing the stance on this for Death Knight not only for abilities they had to talent into in the core tree but also their spec trees. The hope here is by freeing up some of these talent points you had to spend to make a functional leveling experience you gain a few points that allow you to flex into more optional talents without locking you into one build.
      We have also updated several pathing nodes and moved around a few nodes to better fit the new tree philosophy. Structurally the bottom of the tree no longer holds 9 throughput talents and they have been shifted to earlier in the tree and many of them have been reduced to 1 point. Again, allowing for more build variety and the ability to pick up situational talents when you might need.
      We hope that the update to the core tree allows for more expression when building out your talents and not as if you are locked into one talent build with very wiggle room to pick talents reactively for the situation you are facing.
      Unholy
      The Unholy talent update focuses on reducing the number of talents that you had to pick to make the rotation function in a reasonably coherent way. This includes Epidemic and Outbreak baseline and addressing the number of ability cooldown reduction talents. Unholy suffered from having to choose multiple talents that reduced their cooldowns to align in a way that made sense from a gameplay standpoint. This made playing the spec any other way unreasonably convoluted especially if you were new to the spec and trying to learn to play the spec. We have removed any talent that had any sort of cooldown reduction to abilities and baked them baseline into the spec (this includes Army of the Dead which is now a 3-minute cooldown).
      Secondly, we wanted to address Sudden Doom which has been feeling lackluster for awhile now. Most notably we’ve updated its proc functionality to be more consistent instead of using our RPPM system which is usually found on trinkets and other item procs. It now has a base 25% chance to proc with bad luck protection built in. The hope here is this feels more fluid and a normally occurring proc that fits well int your rotation instead of one that feels like you can go long periods of time without it. We are still noodling on the base percentage chance and values are subject to change, but we’ve found this to be a good starting point. We’ve also updated its functionality to cause your next Death Coil or Epidemic to crit to add a little extra punch to the proc. Alongside some talents that interacted with Sudden Doom and the new talent Doomed Bidding we hope that Sudden Doom feels much more impactful as a class proc.
      We’ve also cut several talents that felt somewhat lackluster or just did very little for Unholy, most notably Feasting Strikes and Replenishing Wounds. We hope that with the reduced amount of must pick Cooldown talents, never picked “useless” talents, and new talent choices there are more appealing choices to be made within the tree that allow you customize in a way that fits your needs. Lastly, there are a couple talent nodes that have temporary “Not Yet Implemented” talents. We will be updating in the future build and eyeing talents that add a little more interaction with diseases in potentially exciting ways.
      Thanks for your patience! We look forward to hearing your feedback on the above. Next up-- we’re working to get our planned Frost and Blood changes in.
      And here are the specific adjustments made to the class, from the development notes:
      (Source)
      DEATH KNIGHT New Talent: Subduing Grasp – When you pull an enemy the damage they deal to you is reduced by 4% for 6 seconds. Located at Rune Mastery’s previous location. New Talent: Osmosis – Anti-Magic Shell increases healing received by 15/25%. Located at Unholy Bonds previous location. New Talent: Null Magic – Magic Damage taken is reduced by 15% and the duration of harmful Magic effects against you are reduced by 35%. New capstone choice node with Vestigial Shell replacing Soul Reaper. New Talent: Vestigial Shell – Casting Anti-Magic Shell grants 2 nearby allies a Lesser Anti-Magic Shell that absorbs magic damage and reduces the duration of harmful Magic effects against them by 50%. New capstone choice node with Null Magic replacing Soul Reaper. New Talent: Ice Prison – Chains of Ice now also roots enemies for 4 seconds but its cooldown is increased to 12 seconds. Available in gate 1 after Blinding Sleet. New Talent: Rune Protection – Your chance to be critically struck is reduced by 3% and your Armor is increased by 3/6%. Replaces Icy Talons old position within the tree. Chains of Ice is now granted baseline and learned at level 13. Anti-Magic Shell is now granted baseline and learned at level 14. Rune of the Stoneskin Gargoyle can now be Runeforged on 1-handed weapons. Rune of Hysteria has been removed. Developer’s note: Rune of Hysteria was a problematic design especially as it pertains to Breath of Sindragosa and the volatility of its uptime. We felt that for the overall health of the spec it would be best to remove Hysteria at this time to better enable us to meet our goals with the upcoming changes to Breath. Empower Rune Weapon has been removed. Developer’s note: This will still be available for Frost in their spec tree but both Blood and Unholy were often flooded with resources and a big unnecessary contributor to this was Empower Rune Weapon. To better dial in resources on Blood and Unholy we feel its best to keep Empower Rune Weapon for Frost only. Abomination Limb no longer grants Bone Shield, Runic Corruption, or Rime based on specialization. Developer’s note: In Shadowlands it was important for the spec hooks to exist to better balance between the other covenant ability choices. With its re-introduction in Dragonflight its added to the influx of resources/procs that can often come at inopportune times or add to the feeling of being unable to spend down the bonuses it grants. By removing this it allows the ability to “breathe” on its own and lean into its strength of AoE control and damage. Rune of the Apocalypse has been updated: War Effect Damage taken increased to 4% (was 1%). Duration increased to 10 seconds (was 6 seconds). Pestilence Effect Damage increased by 500%. Famine Effect Damage dealt to the caster reduced to 5% (was 2%). Death Effect Healing reduction increased to 5% (was 1%). Cleaving Strikes now also retains bonus effects for being within your Death and Decay for 4 seconds when leaving its area. Icebound Fortitude cooldown reduced by 60 seconds. Veteran of the Third War now grants 20% Stamina (was 10%). Now a 1-rank talent (was 2). Icy Talons Now increases attack speed per stack by 6% (was 3%). Now a 1-rank talent (was 2). Unholy Bond now increases effectiveness of Runeforge effects by 20% (was 10%). Now a 1-rank talent (was 2). Assimilation now reduces the cooldown of Anti-Magic Zone by 30 seconds. No longer increase Runic Power when absorbing damage. Suppression now grants an additional 6% damage reduction to area of effects when you suffer a loss of control effect. Moved to gate 3. Blood Scent Leech increased to 5%. Moved to gate 3. Blood Draw now also grants a buff reducing damage taken by 10% and reducing Death Strike cost by 10 for 8 seconds when falling below 30% health. Now a 1-rank talent. Moved to the left capstone position. Unholy Ground moved to gate 1 available after Cleaving Strikes. Sacrificial Pact is now a choice node with Enfeeble. Runic Attenuation moved to gate 1 available after Coldthirst. Soul Reaper moved to gate 2 available after Unholy Blond or Death’s Reach The following talents have been removed: Might of Thassarian Merciless Strikes Clenching Grasp Unholy New Talent: Doomed Bidding – Consuming Sudden Doom calls upon a Magus of the Dead to assist you for 8 seconds. Now a choice node with Summon Gargoyle. Ghoulish Frenzy is now available in the 2nd gate replacing Unholy Command. New Talent: Raise Abomination – Summons an Abomination to attack nearby enemies applying Festering Wound with its melee attacks and infecting all nearby enemies with Virulent Plague. 90 second cooldown. Replaces Army of the Dead. New Talent: Foul Infections – Your diseases deal 10% more damage and have a 5% increased chance to critically strike. New Talent: Menacing Magus – Your Magus of the Dead Shadow Bolt now fires a volley of Shadow Bolts at up to 4 nearby enemies. Epidemic is now granted baseline and learned at level 18. Outbreak is now granted baseline and learned at level 13. Sudden Doom is now learned in gate 1 directly after Scourge Strike and also causes your next Death Coil or Epidemic to critically strike Sudden Doom is no longer an RPPM proc and has instead been updated to have a 25% chance on auto-attacks to proc with build in bad luck protection to provide a more consistent proc. Army of the Dead cooldown reduced to 3 minutes (was 8 minutes). Apocalypse cooldown reduced to 45 seconds (was 90 seconds). Dark Transformation cooldown reduced to 45 seconds (was 60 seconds). Vile Contagion cooldown reduced to 45 seconds (was 90 seconds). Festermight now functions like Ironfur, allowing multiple instances to overlap. Ruptured Viscera is no longer a choice node with Magus of the Dead. Ebon Fever is no longer a choice node with Bursting Sores and is available directly after Bursting Sores. Updated to also affect Frost Fever and Blood Plague if Superstrain is talented. Unholy Blight moved to gate 1. The following talents have been removed: Replenishing Wounds Army of the Damned Unholy Command Feasting Strike
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