Jump to content
FORUMS
Sign in to follow this  
Stan

Detailed List of Nerfed AoE Abilities in Shadowlands

Recommended Posts

SxBO63C.jpg

Blizzard revisited the maximum number of targets that many abilities can hit in Shadowlands which results in nerfs to many AoE abilities.

AoE Nerfs Reasoning

The main incentive for the nerf came from Blizzard as they observed that large pulls have become a prevalent tactic in much of the game, which has made it difficult for many classes to find a clear role.

They would like to see melee classes excel in situations with 4-5 targets and ranged casters perform better against 5 or more targets.

Blizzard Logo(Source)

We’ve definitely heard a lot of feedback from players that bursting down larger and larger pulls has become an overly dominant tactic in much of the game. This is particularly evident in questing and dungeons, which has made it difficult for many classes to find a clear role.

While there are a number of variables contributing to this trend, high burst area of effect (AOE) damage against an unlimited number of targets has made it increasingly possible for players to take down large groups of enemies without the players ever facing a proportionate level of danger. In Shadowlands, we’re looking at changes that would broaden the field of tactical options, and in the process, more clearly differentiate the strengths of classes in a variety of AOE situations.

For example, we’d like to see Outlaw Rogues or Fury Warriors excel in situations with 4 to 5 targets in close proximity to each other, while ranged casters like Frost Mages or Affliction Warlocks perform better in sustained damage against groups of 5 or more targets. To accomplish this, we need to revisit the maximum number of targets that many abilities can hit (also known as the ability’s “target cap”), and adjust them accordingly. In situations where a target cap doesn’t make sense, we’re adding a new kind of damage falloff that causes the damage done to each target to be reduced gradually as the number of targets increases.

Most players who are used to fighting 3 to 5 enemies at a time will notice very little difference with this approach. On the other hand, players who are accustomed to pulling 10-20 enemies at a time will experience longer, more threatening engagements. Sustained AOE damage may become an equally viable option in that situation, but both approaches will put significantly more pressure on the group to survive.

AoE Ability Changes

And so we looked at the tooltips and compared retail with the latest Shadowlands Alpha Build 34137 and found all the affected abilities. Note that some have been buffed to compensate for the nerfs.

Death Knight

Blood

  • Consumption Consumption - Strikes all up to 8 enemies in front of you with a hungering attack that deals 0 Physical damage and heals you for 100% 150% of that damage.

Frost

  • Frostscythe Frostscythe - A sweeping attack that strikes all up to 5 enemies in front of you for [ 14% of Attack Power ] Frost damage. This attack benefits from Killing Machine. Critical strikes with Frostscythe deal 4 times normal damage.

Demon Hunter

Havoc

  • Blade Dance Blade Dance - Strike all 5 nearby enemies for [ 60% of Attack Power ] Physical damage, and increase your chance to dodge by 100% for 1 sec. Strike your primary target for [ 141% of Attack Power ] Physical damage, all damage and 5 nearby enemies for [ 60% of Attack Power ] Physical damage, and increase your chance to dodge by 100% for 1 sec.
    • Cooldown increased to 15 seconds (from 9 seconds).

Druid

Feral

  • Brutal Slash Brutal Slash - Strikes all up to 5 nearby enemies with a massive slash, inflicting [ 69% of Attack Power ] Physical damage.

Hunter

Beast Mastery / Marksmanship

  • Barrage Barrage - Rapidly fires a spray of shots for 3 sec, dealing an average of [ 156.2% of Attack Power ] Physical damage to all up to 8 enemies in front of you. Usable while moving.

Beast Mastery

  • Beast Cleave Beast Cleave - After you Multi-Shot, your pet's melee attacks also strike all up to 5 other nearby enemy targets for 75% as much for the next 4 sec.

Marksmanship

  • Explosive Shot Explosive Shot - Fires an explosive shot at your target. After 3 sec, the shot will explode, dealing [ 131.04% [ 188.5% of Attack Power ] Fire damage to all up to 6 enemies within 8 yards.
  • Multi-Shot Multi-Shot is now limited to 5 target (s).

Survival

  • Butchery Butchery -  Attack all up to 5 nearby enemies in a flurry of strikes, inflicting  [ 80% [ 88% of Attack Power ] Physical damage to each. Reduces the remaining cooldown on Wildfire Bomb by 1 sec for each target hit, up to 5. hit.
  • Carve Carve - A sweeping attack that strikes all up to 5 enemies in front of you for [ 28% of Attack Power ] Physical damage

Paladin

Retribution

  • Divine Storm Divine Storm - Unleashes a whirl of divine energy, dealing [ 111.4% [ 134% of Attack Power ] Holy damage to all up to 5 nearby enemies.

Rogue

  • Blade Flurry Blade Flurry - Causes Flourish your weapons, striking all nearby enemies for [ 60% of Attack Power ] Physical damage. For the next 12 sec, your single target attacks to also strike all up to 4 additional nearby enemies for 30% 50% of normal damage for 12 sec. damage.

Outlaw

  • Blade Flurry Blade Flurry - Causes your single target attacks to also strike all up to 4 nearby enemies for 30% 40% of normal damage for 12 sec.
    • The ability now has only one charge (down from 2) and a 30 sec cooldown (up from 25 sec recharge).
  • Killing Spree Killing Spree - While Blade Flurry is active, also hits all up to 4 nearby enemies for 100% damage.

Subtlety

  • Secret Technique Secret Technique - Finishing move that creates shadow clones of yourself. You and your shadow clones each perform a piercing attack on all up to 6 enemies near your target, dealing Physical damage to the primary target and reduced damage to other targets.
  • Shuriken Storm Shuriken Storm - Sprays shurikens at all up to 8 targets within 10 yards, dealing [ 16.2% of Attack Power + 16.2% of Off-hand Attack Power ] Physical damage. Damage increased by 50% while Stealth or Shadow Dance is active. Critical strikes with Shuriken Storm apply Find Weakness for 8 sec.

Warrior

  • Ravager Ravager - Throws a whirling weapon at the target location that inflicts [ 309.6% [ 296.8% of Attack Power ] damage to all up to 8 enemies within 8 yards over 7 sec.

Arms

  • Cleave Cleave - Strikes all up to 5 enemies in front of you with a sweeping attack for [ 45% [ 157% of Attack Power ] Physical damage. Hitting damage, inflicting Deep Wounds. Only usable after Whirlwind hits 3 or more targets inflicts Deep Wounds. targets.
    • No longer has a 9 sec cooldown.
  • Ravager Ravager - Throws a whirling weapon at the target location that inflicts [ 309.6% [ 296.8% of Attack Power ] damage to all up to 8 enemies within 8 yards over 7 sec.

Fury

  • Whirlwind Whirlwind - Unleashes a whirlwind of steel, striking all up to 5 nearby enemies within 8 yards for [ 43.5% [ 41.1% of Attack Power ] Physical damage. Causes your next 2 single-target melee attacks to strike up to 4 additional targets for 50% damage. Generates 3 Rage, plus an additional 1 per target hit. Maximum 8 Rage.
    • Now costs 30 Rage.
  • Whirlwind Off-Hand Whirlwind Off-Hand - Unleashes a whirlwind of steel, striking all up to 5 nearby enemieswithin 8 yards for [ 43.5% [ 41.1% of Attack Power ] Physical damage.
    • Causes your next 2 single-target melee attacks to strike up to 4 additional targets for 50% damage. Generates 3 Rage, plus an additional 1 per target hit. Maximum 8 Rage.

Protection

  • Ravager Ravager - Throws a whirling weapon at the target location that inflicts [ 309.6% [ 296.8% of Attack Power ] damage to all up to 8 enemies within 8 yards over 7 sec. Also increases your Parry chance by 35% for 12 sec.

More Class Changes

You can find out more class changes coming in Shadowlands by visiting the links below.

6D5HKWY2GULD1465340163386.png Death Knight KONFY3G21NRT1465340163602.png Mage 4K4NG17DH5OC1465340163651.png Rogue

Death Knight 9.0.1 Class Changes

Mage 9.0.1 Class Changes

Rogue 9.0.1 Class Changes

742W2C4VQJ651465340163518.png Demon Hunter MD3875H6PEN31465340163613.png Monk TGVJ0Y6O051R1465340163670.png Shaman

Demon Hunter 9.0.1 Class Changes

Monk 9.0.1 Class Changes

Shaman 9.0.1 Class Changes

BIML5YS7P8XA1465340163522.png Druid FTPZBBV8LWHM1465340163625.png Paladin Y65BR5SJIAKM1465340163689.png Warlock

Druid 9.0.1 Class Changes

Paladin 9.0.1 Class Changes

Warlock 9.0.1 Class Changes

3AP8QPDFMH191465340163595.png Hunter MMF2M70OD4PY1465340163646.png Priest Q21ASBT2SDXX1465340163697.png Warrior

Hunter 9.0.1 Class Changes

Priest 9.0.1 Class Changes

Warrior 9.0.1 Class Changes

4z99v04.jpg?1

Latest Shadowlands News

Classes Leveling

All Covenant Class Abilities

Covenant Signature and Class Ability Upgrades

Shadowlands 9.0.1 Build 34081 Class Changes

Shadowlands 9.0.1 Build 34081 Covenant Ability Changes

Shadowlands 9.0.1 Build 34137 Class Changes

Shadowlands 9.0.1 Build 34137 Covenant Ability Changes

All Shadowlands Class Changes

Frost Mage Winter's Chill Changes: April 10th

Druid Class Changes Clarifications: April 13th

Druid/Shaman/Warrior Class Changes: April 16th

Hunter Stable Size Increased in Shadowlands

Class Buffs Nerfed in Shadowlands

Allied Races No Longer Require Grinding Reputation to Exalted

Draenor & Legion Pathfinder Removal

Death Knights and Demon Hunters Start at Level 8 in Shadowlands

Exile's Reach Starting Zone (Official Preview)

Leveling from 1-50 Took 7 Hours on Alpha

Flying Available at Level 25 in Shadowlands

Legion Legendaries Disabled in Shadowlands

Level Requirements for Unlocking Talents in Shadowlands

Quest Interface Improvements Coming in Shadowlands

 

Datamining Misc

Shadowlands 9.0.1 Build 33978

Shadowlands 9.0.1 Build 33978 Creature Models

Shadowlands 9.0.1 Build 33978 Mounts: Part 1

Shadowlands 9.0.1 Build 33978 Mounts: Part 2

Shadowlands 9.0.1 Build 33978 Mounts: Part 3

Shadowlands 9.0.1 Build 34137: Flying Updates

Shadowlands 9.0.1 Build 34137: New Horde Race Intro Descriptions

Shadowlands 9.0.1 Build 34137: New Models

All Covenant Armor Sets

Potential Allied Races Coming in Shadowlands

Optional Crafting Reagents in Shadowlands

Runeforging Updates: New Death Knight Runes

Ardenweald Faun NPC Customization Options

Bastion Kyrian NPC Customization Options

Night Fae Covenant Back Attachments

Kyrian Covenant Back Attachments

Kael'thas Sunstrider in Shadowlands (Spoilers)

Nathanos Blightcaller in Shadowlands (Spoilers)

Sprite Darter's Cosmetic Armor Set Preview

Dying in the Shadowlands

Controller Support Coming in Shadowlands

Eye of the Jailer Mechanic in the Maw

Icecrown Skybox Updated for Shadowlands

Item Level Squish in Shadowlands

Unread Mail Indicator on Character Selection Screen

New Graphic Options in Shadowlands

New Character Creation Screen in Shadowlands

NPCs React to Your Presence in Shadowlands

Shadowlands World & Zone Maps

 

 

 

 

 

 

 

 

Development Updates PvP

Initial Shadowlands Developer Update

Shadowlands Development Update Notes: April 9th

Shadowlands Development Update Notes: April 16th

Torghast Changes: April 22nd

PvP Vendors Return in Shadowlands

 

 

 

Interviews Zone Previews

No War/Titanforging or Corrupted Items in Shadowlands: Ion Hazzikostas Interview

Lore Interview with Lead Narrative Designer Steve Danuser

Torghast Interview with Senior Quest Designer Paul Kubit

 

 

 

 

 

Bastion & Kyrian Covenant (Official Preview)

Revendreth & Venthyr Covenant (Official Preview)

Bastion Zone Screenshots

Revendreth Zone Screenshots

The Necrotic Wake Dungeon

Torghast, Tower of the Damned Official Preview

Torghast, Tower of the Damned Sample Run

Orgrimmar & Stormwind Changes in Shadowlands

Share this post


Link to post
Share on other sites

Wow......i hope they alter the AoE makeup of the enemies to compensate for these changes, but i am also sure players will be adjusting who can and can't do raids due to these changes....not sure why you can't just play a class and do all the content without elitists getting in the way.

Share this post


Link to post
Share on other sites

I'm so sad about those change, I love the idea of trash being... trash, like when you have in front of titanic boss hundred of minions to smash, it feel so good.. trash boss of maut, vexiona or hivemind feels good, trash should not be "mini-boss" 

Share this post


Link to post
Share on other sites

I, for one, am fine with this. The total power creep of the game today compared to way back when has created an environment where people pull immense mobs in either dungeons, raids, or in the outside world through questing, and smashes them down with just pure AOE abilities. Albeit it's fun to see all those numbers, but I wanna see a challenge too, even if it's just trash mobs.

  • Like 7

Share this post


Link to post
Share on other sites

Honestly. if you see "limit 5 targets" and think "OH CHRIST THAT'S JUST NOT ENOUGH!" then all I can say to you is Classic WoW Frost Mage is just a click on the launcher away. 

 

Share this post


Link to post
Share on other sites

Hm... no tank abilities.
Curious, they will remain uncapped, but with severe damage reduction/threat buff, I take it? Or back to Classic with it.
And I guess they want to make a distinction of casters being the actual 'AoE' specs, and non-casters being rebalanced into cleave damage? Or a mixture of both, since I don't see Eye Beam there.

Edited by Teufel

Share this post


Link to post
Share on other sites
2 hours ago, Teufel said:

Or a mixture of both, since I don't see Eye Beam there.

I was wondering the same for fist of fury / spining crane kick for my little monkey.

Share this post


Link to post
Share on other sites

My initial reaction to these nerfs is "aw great running old raids will take me a few extra seconds now."

Share this post


Link to post
Share on other sites
7 hours ago, Resnar said:

trash boss of maut, vexiona or hivemind feels good, trash should not be "mini-boss"

Yep the FPS-Drop to 10 or less FPS for many players definitely feels good.

Edited by Baharok
  • Like 3

Share this post


Link to post
Share on other sites
1 hour ago, Baharok said:

Yep the FPS-Drop to 10 or less FPS for many players definitely feels good.

Imagine being so badass that your computer crash.. 

  • Confused 1

Share this post


Link to post
Share on other sites
3 hours ago, TyZone said:

My initial reaction to these nerfs is "aw great running old raids will take me a few extra seconds now."

Drat, hadn't even thought of that. Seems like warriors are getting hit by it pretty hard, too, which is a shame because they're the best for transmog.

Share this post


Link to post
Share on other sites

Thats just stupid, i wonder how you will do old raids and content now. Also when im Lvling a strong Class i sometimes pull a lot mobs and decimate them on cooldowns. These changes take away fun. The game starts to suck more and more, youre not allowed to play and have fun. YOU NEED TO PLAY THE ONLY RIGHT WAY WE TELL YOU TO!

Edited by Dvanom

Share this post


Link to post
Share on other sites
11 hours ago, Manbearpig said:

I guess Unholy DKs will rejoice that they will still be the most op class for the MDI in Shadowlands?

These are probably not the entire list, a couple of specs missing, like WW or Enh (though I imagine their cleave will be Maelstrom-Chain Lightning). Also, Unholy does feel a lot more like a caster spec, especially with Clawing Shadows, so it'd make sense - though I think their scaling with the number of targets needs to be reworked.
...or they stay like they are, and end up in a unique niche like BMs with their 'ranged with complete mobility'.

Share this post


Link to post
Share on other sites

Demon Hunter

Havoc

Blade Dance - Strike all 5 nearby enemies for [ 60% of Attack Power ] Physical damage, and increase your chance to dodge by 100% for 1 sec. Strike your primary target for [ 141% of Attack Power ] Physical damage, all damage and 5 nearby enemies for [ 60% of Attack Power ] Physical damage, and increase your chance to dodge by 100% for 1 sec.

Cooldown increased to 15 seconds (from 9 seconds).

*sigh*

This is going to be annoying when starting the Mythic difficulty of the Dungeons in Shadowlands to prepare for the release of the new Keystone season.  So this gets nerfed along with the talent choice of the bleed dot to chaos dmg over time.  And Fel Barrage get's a cap limit of 5 enemies.  The level 40 talent choices can somewhat buff the ability for a short duration pending on line up of rotation.  I guess pending on gear choice, soul conduits, and covenant abilities will determine max dps output for select content.  And I take this with a grain of salt because this is Alpha and I know more changes will be coming along the way.  Still doesn't mean I am not going to be playing my Main and giving up on the class entirely.

Share this post


Link to post
Share on other sites

I am not sure if i like these changes. "Bombing" is what i really really love in wow! I allways try to optimize my talents and gear arround it with my BM. I get the idea behind it but in my opinion there should be other mechanics to make big pulls harder or more punishing (like affixes for examble). I am afraid it will feel like we are getting weaker and not that the enemys actually feel harder because i will allways compare it to crazy bombing experiences i had in the past.  Rotating affixes are a so well designed way to deal with the fact that there are stronger and weaker "bomb" classes and playstyles. Classes should have different strenghts and weaknesses, that is a good thing! We dont want more or less similar classes or specs in general! BUT its important that these different and individual playstyles also have the same amount of content where they can really shine! Rotating affixes which adress these different playstyles are a much better and more interesting solution in my opinion! 

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan
      The latest wholesome news revolve around a player who sent another person 20K for "accidental ninja-looting" when the Personal Loot system was to blame.
      Reddit user slidewithme helped a player take down the Worldedge Gorger elite in Revendreth and thought he accidentally looted the Loyal Gorger mount because of auto loot being turned on.
      Naturally, slidewithme thought he ninja-looted the mount, so he decided to send the other player 20,000 gold to make up for it.
      Card
      However, the player returned the gold, telling him it was completely fine and that his generosity was truly unmatched.

      Later, other Reddit users explained slidewithme that he didn't ninja loot anything and that the mount drop is based on Personal Loot, meaning it's random for each party/raid member.
      Card
      Card
      Source: Reddit
    • By Starym
      This is one of those issues that you've probably come across yourselves, if you've ever done some random group finder dungeons. Blizzard has put legendary memories as drops from various bosses in dungeons, with relatively low droprates and, as you'd expect, players are immediately leaving after (not) getting their drop.
      While this may not be a huge issue if a DPS drops out, as there's always more waiting in the queue and the additions are pretty fast, when a tank or healer does this, it creates some major problems. A common tactic is to simply go tank or healer for a fast queue to get your DPS legendary memory and then drop. Since some of these legendary memories drop from the first or second bosses, this can be especially frustrating, and even if it's "just" DPS dropping out, sometimes it can be ALL the DPS, and it still messes with the run, despite the relatively short wait time.

      What's worse is that sometimes you get players that need an early, they drop out, you get new ones, and then they either immediately leave because they needed the killed boss or do 1-2 more bosses to get theirs then leave. Then there's the specific dungeon factor, as some dungeons are a nightmare because tanks or healers need their legendaries from non-endbosses there, making places like the Sanguine Depths incredibly frustrating.
      The most annoying thing of all is that Blizzard actually had this EXACT same problem before - and they actually fixed it really fast. Back in Warlords of Draenor there were daily dungeon quests from your Garrison tavern which required a specific boss kill, and players would just leave after it, just like they do now. But in WoD, Blizzard hotfixed the issue very quickly, making it necessary to also kill the endboss of the dungeon to complete the quest. While there isn't really a way to do that exact thing here, simply moving ALL the memories to dungeon enbosses would immediately solve the problem. But it would also very much anger players still farming theirs, as it would extend the time to farm them in LFG but also mess with actual farming setups, like the recent all-Hunter Plaguefall one.

      Players are already coming up with "solutions" to this, however, as one tank explains his strategy:

      There's a very large amount of posts on the subject, with players (rightfully) complaining, especially when tanks and healers are concerned, so don't be one of those that bail as one of those roles in particular. You are after all playing an MMO and affecting other people with your decisions. 
      Legendary recipes that drop from dungeons need to be moved to end of dungeon bosses Blizz, can we make memories drop solely off the last boss? Sincerely, everyone. Legendary farm in Dungeon finder is massive issue Blizzard need to change legendary drops from dungeons, tanks keep leaving Legendary items need to be moved to the last boss Make legendary memories 100% drop rate or fix dungeon queuing. This is absurd. Make all dungeon legendary drops come from the final boss in the dungeon. Having some legendaries drop from the 1st boss and some from the last in dungeons was bad game design And many, MANY more. Hopefully Blizzard hotfixes the issue soon, as this is bound to continue throughout the expansion, with alts coming in all the time.
    • By Starym
      Well this happened significantly faster than expected! Many players have been complaining about Covenant switching, even before Shadowlands went live, and there was plenty of speculation about how/if Blizzard would fix it. It turned out they stuck to their guns and kept the system restrictive for switching, and had quite a lot of fallout from the decision, as the switching part was very bugged at launch. Well, it seems it's still bugged now, but this time in an awesome way!
      Angelicus07 was a victim/winner of a very specific Covenant swapping bug which happened after a crash, as he actually got to keep his old powers (both signature and class abilities) and gained the new ones - meaning he has all 4 from Necrolords and Venthyr!
      Unfortunately for Angelicus07, he's not really having the fun you'd imagine, as the bug also broke his progression in his new Covenant:

      It's actually a very interesting bug in general, as it might just be one of those random things, but it also might indicate potential plans for the future of the expansion. Could we actually be getting more than 1 Covenant later down the line? It would actually make a lot of sense lore and story-wise, as we'll need all we can get to defeat the Jailer, and inter-Covenant cooperation is a big part of the individual Covenant campaigns.
      Now whether that is actually likely is tricky to say, as balancing even one set of abilities will be a challenge, let alone two. It certainly would be a very cool thing to do to ramp up player power later on in the expansion, similar to how we got Essences and Corrupted items in BfA, but in a more organic way.
      Source.
    • By Stan
      If you're farming the Avowed reputation and have tons of Crumbling Pride Extractors in your Mail, here is a macro to help you out!
      Tamevarlor created a useful macro for all Avowed farmers whose Mailbox looks like this.

      You need to drop the macro on any hotkey and press it near a Mailbox while using the "Open All" button. It's still somewhat time-consuming, according to the author, but still faster than having to delete the items one by one manually.
      Crumbling Pride Predators Macro
      /run for b=0,4 do for s=1,36 do n=GetContainerItemLink(b,s);if n and string.find(n,"Crumbling Pride Extractors") then PickupContainerItem(b,s);DeleteCursorItem();end;end;end; Source: Reddit
    • By Stan
      Fracture Chambers and Mort'regar are two new Torghast wings that are available this week, so we are looking at the new Legendary Power recipes that you can acquire from there.
      Keep in mind that Legendary Power recipes start dropping at Layer 3+, and the drop chance isn't guaranteed. Not all specs/classes can receive Legendary Power recipes from Fracture Chambers/Mort'regar.
      Don't forget to check out our Runecarving guide to learn how to craft your first legendary item this week!
      New Legendary Power Recipes from Fracture Chambers
      Unholy Death Knight: Reanimated Shambler (Waist/Legs) - Your attacks have a chance to summon a Super Zombie that shambles forward and explodes, dealing [ 150% of Attack Power ] Shadow damage and applying a Festering Wound to 8 nearby enemies. Havoc Demon Hunter: Darker Nature (Shoulder/Feet) - Enemies slain within 4 sec of taking damage from Eye Beam have a 25% chance to convert their Soul Fragment into a Demon Soul Fragment. Guardian Druid: Legacy of the Sleeper (Waist/Feet) - Berskerk in Bear Form/Incarnation: Guardian of Ursoc grants 25% increased damage, 15% Leech, and immunity to effects that cause loss of control of your character. Its cooldown is reduced by 30 sec. Survival Hunter: Latent Poison Injectors (Head/Hands) - Serpent Sting's damage applies Latent Poison to the target, stacking up to 10 times. Raptor Strike/Mongoose Bite consumes all stacks of Latent Poison, dealing [ 18% of Attack Power ] Nature damage to the target per stack consumed. Mistweaver Monk: Yu'lon's Whisper (Shoulder/Finger) - Activating Thunder Focus Tea causes you to exhale the breath of Yu'lon, healing up to 6 allies within 15 yards for [ 180% of Spell Power ] over 2 sec. Protection Paladin: Holy Avenger's Engraved Sigil (Head/Waist) - Your Avenger's Shield has a 35% chance to have its cooldown instantly reset when used. Shadow Priest: Painbreaker Psalm (Back/Chest) - Shadow Word: Death consumes 8 sec of Shadow Word: Pain and Vampiric Touch, instantly dealing that damage to the target and generating up to 20 Insanity. Rogue: Deathly Shadows (Waist/Legs) - Vanish grants 5 combo points and increases all damage dealt by 15% for 12 sec. Elemental Shaman: Elemental Equilibrium (Legs/Feet) - Dealing direct Fire, Frost, and Nature damage within 10 sec will increase all damage dealt by 15% for 10 sec. This can only occur once every 30 sec. Demonology Warlock: Forces of the Horned Nightmare (Shoulder/Finger) - Hand of Gul'dan has a 15% chance to cast a second time on your target for free. New Legendary Power Recipes from Mort'regar
      Blood Death Knight: Bryndaor's Might (Back/Feet) - Death Strike refunds 15% of Runic Power spent if it heals you for more than 10% of your maximum health. Restoration Druid: Vision of Unending Growth (Head/Feet) - Rejuvenation healing has a 2.5% chance to create a new Rejuvenation on a nearby target. Survival Hunter: Butcher's Bone Fragments (Back/Chest) - Raptor Strike/Mongoose Bite increases the damage of your next Butchery/Carve by 20%, stacking up to 6 times. Frost Mage: Slick Ice (Waist/Legs) - While Icy Veins is active, each Frostbolt you cast reduces the cast time of Frostbolt by 2% and increases its damage by 2%, stacking up to 10 times. Brewmaster Monk: Shaohao's Might (Chest/Finger) - Tiger Palm has a 10% chance to deal 250% of normal damage and reduce the remaining cooldown of your Brews by 1 additional sec. Protection Paladin: Reign of Endless Kings (Wrist/Hands) - When you drop below 20% health, you become infused with Guardian of the Ancient Kings for 4 sec. This cannot occur again for 45 sec. Discipline Priest: Kiss of Death (Legs/Feet) - Reduces Shadow Word: Death's cooldown by 8 sec and causes its damage to trigger Atonement when used on targets below 20% health. Assassination Rogue: Doomblade (Shoulder/Hands) - Mutilate deals an additional 30% Bleed damage over 8 sec. Envenom damage increased by 5% for each Bleed you have on the target. Enhancement Shaman: Witch Doctor's Wolf Bones (Shoulder/Finger) - Increases the chance to gain a stack of Maelstrom Weapon by 3%, and whenever you gain a stack of Maelstrom Weapon, the cooldown of Feral Spirits is reduced by 2.0 sec. Fury Warrior: Deathmaker (Back/Legs) - Rampage has a 30% chance to apply the Siegebreaker effect to your target for 6 sec.
×
×
  • Create New...