Jump to content

Incredible Class Armors for Each Race Concept Art (189 Sets!)

Recommended Posts


We have a big one today, as redditor kalamari__ noticed artist Arthur "Handclaw" Lorenz completed his goal of creating unique racial armors for all classes. The idea is to take each race and have class-specific armors for them, which would add a whole lot of variety and racial identity to the game, and Lorenz has managed to create between 5 and 10 unique class armor sets for each race (depending on the available classes to the specific race pre-Shadowlands, when all races get to be Death Knights).

In total, he's created 189 (one-hundred-eighty-nine!!) new armor sets, with the biggest numbers coming from Trolls, Blood Elves, Dwarves and Goblins, as they got 10 armors each , and with Highmountain Tauren and Lightforged Dranei having the least combinations, with 5 pieces each. Pandaren even get both Alliance and Horde variations! We'd already covered some of these entries, but there's so much more to check out.

We can't stress enough how amazing these sets are and just how much work went into them, but it's time you saw that for yourself, with added comments from the man himself. Also, you should absolutely check out the full galleries over at Lorenz's Artstation as well, as they also feature some older concepts that aren't present here and more detailed images for each armor set.




- The Warrior was one of the first sets created in this project. I had a Wielding Mask inspired helm on my mind for years.
- From the very beginning, I wasn't too happy with the hunter design. After finishing all core races, I took a look at it again and decided for a new jetpack themed outfit. (Disengage in style!)
- For the rogue I wanted to create something whimsical at the time. A "stealth suit" with a little mechagnome nod.
- For the monk I enjoyed the idea of using a cog as the strawhat equivalent to the pandaren style.
- (Mage) Back when designing this, I wanted to create a magister type of set with a gnomish flair.
- Many gnomish "priest" npcs have been called medic so for them I went for a literal approach. One thing I experimented with was having untypical shoulder pads via the drones.
- Back then, I thought I needed at least one set with a pointed hat, and Warlocks got the honor.
- (Tinker new class) Before this project began, I had a test run with a few different races. The tinker armor was one of them. It originally was meant to be a starter type gear for a gnome tinker, but I've updated it to include the tinker backpack and added details.






- (Warrior) I wanted to create a footman equivalent for the worgen. Gilneas would embrace the symbol of the wolf and incorporate it into its armor, making it easier for human and worgen soldiers to work together as both have a "wolf head"
- (DK) For the second version I wanted to add more of a wolf theme to the set to make it distinct for worgen, As well as adding a long coat.
- (Hunter) It is pretty clear that this is based on Greymane's master skin in Heroes of the Storm. To me, that is just the right design direction for worgen hunters.
- For the Rogue I wanted to experiment with asymmetry using the collection model system. Primar design direction was a Jack the Ripper inspired set for the worgen. In early drafts I even had loose chains hanging from his hands.
- For the druid I wanted to find a middle ground between Gilneas and Druidisms. A set that could be worn by the gilnean Harvest Witches.
- (Mage) This one was meant to have a very aristrocat-ish aura to him. Fine clothing, gold adornment all around.
- (Priest) A design element that was everywhere in early concept art of Gilneas were the lanterns.




- (Warrior) For this set I wanted to explore a full set of armor made of wood inspired by the Spiritshield Mask helmet in Zul'aman
- (DK) The Darkspear introduced as to Bwonsamdi during Zalazane's Fall, so it felt just right to have this set based on the Loa of Death.
- (Shaman) At the time I drew a bit of inspiration from a troll seen in the cinematics, often referenced as "Zappy Boy" in the community.
- (Druid) As the first troll druid to appear in WoW was using a tiger form, I went for that theme. This first draft was a bit too cartoony and hence I revisited it.









Warriors get two versions in this one, the Bruiser and Footbomb.









PANDAREN (Alliance)











- I felt that the current heritage armor set is a good fit for warriors already, so I explored a different theme. I decided for a blacksmith inspired design to give its own distinct identity.
- The set is meant to along with the Dark Iron Paladin mount. As the Dark Irons are a more darker/sinister race, I want its design to be more threatening. On the back he would have the libram hanging from his belt.
- (Shaman) Ragnaros is a big part of the Dark Iron lore, so I thought fire would be a good thing to design around.
- (Hunter) It started out with a more simple dark iron version of a rifleman. But I've been reminded of the corehounds and thought, they could be a neat hook to spice it up.
- For the dwarven rogues, it was important to me to leave their beards exposed. Since I didn't want another hood, I went with a mask, which was actually inspired by Fable Bandits.
- To give the dark iron monk a unique spin, I went for an innkeeper theme. I wanted to avoid a brimmed hat, so I tried out the
- (Priest) The "Black Anvil" is an important artifact for the Dark Iron dwarves, so it was a good fit as a theme for the set. I tried also a helmet version instead of the hood, but I decided the hood worked better.
- (Mage) I went for a king-y approach as Sorcerers have an important role in Dark Iron society, including the Sorcerer-Thane Thaurissan in BRD.
- (Warlock) My initial design went for a pure fiery look with a lot of reds and yellows. Overtime, I realized that it didn't stand out so I tested other options: after testing fel green I went with this shadow flame direction.




- (Warrior) This set is based on the Blackrock Clan while taking aspects from Blackhand's design. While there is already a pretty good Blackrock Set, the newest tech allows new possibilities with 3d elements for the gloves and boots.
- (Shaman) I decided to go with a Frostwolf clan themed set. While there was a Frostwolf set in WoD, it was only available to leather classes, while Shaman & Hunters were unable to use it.
- (Hunter) This one is based on the Thunderlord Clan. Similar to the Blackrock set, there was a set themed around them already in the game. But with the new tech available since Legion, new ways to design armor are possible.
- (Rogue) This one is based on the shattered hand clan encountered in WoD. Since the armor is intended for player characters, I refrained from replacing the hand, to allow players to use any weapon they want.
- (Monk) My initial plan was to make a Burning Blade monk like I did with my orc armor line. But some of the WoD "monks" were Laughing Skull orcs, so I decided to give this direction a go.
- This one focuses on the Shadowmoon Clan and their Darkcaster Shadow Priests. The helmet is also in reference to Ner'zhul's skull facepaint.
- (Mage) The Bleeding Hollow clan didn't receive a proper design of their own in WoD, instead using armor from classic. For that reason I wanted to base on set at least around them.




In comparision to the Thunderbluff Tauren, I decided to not use Totems as part of the design. That is due to various totems being available either trough the heritage armor or useable items from a vendor in their capital city.
- (Warrior) Themed after the Bloodtotem Tribe.
- (Shaman) Based on the Rivermane Tribe.
- (Hunter) Based on the Skyhorn tribe.
- (Druid) Based around Eche'ro. As Cenarius blessed Huln Highmountain due to him saving Eche'ro, I thought it would be a fitting theme for the Druid set.
- (Monk) Based on the Drogbar. As the Stonedark Drogbar played their part in uniting the Highmontain tauren, I wanted to give them a little nod through one of the sets.




- (Warrior) Based on Spellblade Aluriel of the Nighthold Raid, I felt this direction offers a distinct design with a more elite appeal. I was thinking of going with a more regular Suramar guard look, but I felt it would be look like low level gear.
- (Hunter) Based on Nighthuntress Syrenne, rare spawn and hunter champion.
- Inspired by Arluin, an NPC you encounter during the Suramar questline. For rogues I wanted the gear being based more on the style worn by the civilians instead of the military/royalty.
- (Monk) This design is based on the Arcan'dor tree. As storywise it represents the nightborne being freed from their mana thirst, I felt it would be a good fit for the monk.
- (Priest) Based on Star Augur Etraeus. While he isn't a priest, I felt the design would be a good and distinct fit nonetheless.
- (Mage) Inspired by some nightborne gear as well as Grand Magistrix Elisande
- (Warlock) Went with a general nightborne design with the legion colour scheme. Initially I was thinking about mixing in some Nightfallen design elements like rags, giving them an outcast vibe, but I decided against it in the end.




- For the warrior I wanted to keep the Crystal elements to a minimum to differentiate it from the Paladin. In the first designs I wanted to give it "armored forehead" akin to the Aegis set from Ulduar, but it evolved into a full helmet over time.
- For the Lightforged Paladin I wanted to make a set inspired by the WoW Judgement set, but mixed with Draenei/Naruu design elements.
- (Hunter) With the regular draenei I had a "ranger" approach to its design. For the Lightforged I wanted a more high tech design, hence the stronger use of crystals in its design.
- (Mage) In the first draft, the colour scheme was very similar to the Priest set. To make it more distinct I decided to use silver as the main colour.




- The warrior draws the most from the existing heritage armor, but also influenced by armor worn by the Highelven Swordman unit in the warcraft 3 campaign. Also, making stronger use of the "void crystals".
- (Hunter) For the ranger I wanted to make something akin to a ranger, but with a twist of their own. What if instead of a quiver, they used the void to create arrows from nothing? To help that idea I gave him one "mutated" arm.
- For the rogue, I made the decision to not give him a mask in a traditional sense. Why cover your face if you can hide it in a shroud of void energy?
- (Monk) The eye motif was born from the idea of the "third eye". I initially wanted to have the helmet be a third eye, but wasn't happy with the results. In general,
- (Priest) Influenced by Voidcallers and one of the first Voidelf items found in the files, a lantern off-hand, I decided to make lanterns a design element for this class.
- I wanted the mage to be more traditional than the other voidelf classes, so I didn't go crazy with Voideffects. One thing I am curious about is if it possible to give players similar sleeves like Lor'themar Teron in his newest model in WoW
- The Warlock is meant to be the most liberal user of Void energy, displayed by void tentacles grasping from his shoulder pads into our reality.




- As Mechagnomes have replaceable limbs, I wanted to use the fact to give the Warrior "beefier" arms. This one is of a more experimental nature because of that.
- (DK) A small nod to the Terminator Skeleton felt like a good fit to Mechagnomes.
- (Rogue) For them I wanted to go with the Junker theme. Gnomes going through the heaps and stealing parts.
- (Monk) The general idea with the Mechagnomes was: How would a Mechagnome enhance himself for his role? As the 'martial art' class, I decided to give the monk additional arms as part of their "shoulderpads".
- For the Mage I combined gears into his design, which should spin and possibly glow during spellcasts.
- (Warlock) As part of this character I felt he needed a fuel tank filled with fel energy to further enhance his capabilities as a warlock.
- (Tinker new class) As always, there is my little push for Tinkers on Gnomes and Goblins. The backpack is inspired by the robot fought at the end of the Mechagon dungeon.




Once again, thanks to Arthur "Handclaw" Lorenz for this truly incredible and massive piece of fan art, showcasing the amazing creativity and passion the WoW community can produce! Perhaps even Blizzard might take note here and have a chat with the man?

  • Like 7
  • Thanks 1

Share this post

Link to post
Share on other sites

Blizzard should hire this guy. This is one of the most creative and imaginative sets I've ever seen. For Christ sake, he even did the Alliance and Horde Pandaren.

Now THAT is dedication

Edit: Someone send this to Asmongold or Preacher or Nobbel. I want to see their reaction

Edited by Dejo93
new info
  • Like 3

Share this post

Link to post
Share on other sites

Worgen Priest, Kul Tiran Warrior, Dark Iron Shaman, Human Hunter, Night Elf and Tauren Death Knight are my pics!

Share this post

Link to post
Share on other sites

There are some great concepts in here (and some decidedly meh ones) and the fact that one guy did them all is really impressive.

But if you think for one second that drawing a concept from one angle is anywhere near close to the effort needed to sculpt and texture a single model for a single gender, nevermind THIS many?

You're looking at an expansion's worth of asset dev time, probably more than one. Keep dreaming


Edited by Syridian
  • Like 1

Share this post

Link to post
Share on other sites



the effort, creativity and inspiration for almost all of the individual gear sets is mindblowing. Hire this guy indeed.


This would take months of work to actually realise in-game, but this will make an incredible portfolio for the artist! The least Blizzard should do is learn from his class/race fantasy and adopt some of his insights (preferrably giving the artist credit)

Share this post

Link to post
Share on other sites

This art is all I want the game to be, its just amasing. No more Titans and stuff, back to basics and explore the old and more simple lore. The way you have captured the essence of each race and their history in these armor sets is so freaking awesome. Love it.
The shapes and patterns and the use of wood is something I hope we could get in-game, it is just so well done.  

It would be a dream to have an armor set so true to the lore.

I'm not drawn to the current armor sets in wow, I don't think they capture the style and theme of the raids that well. And can't wrap my head around, that my Troll shaman should wear Titan or Naga armor? But maybe thats just me?





  • Like 1

Share this post

Link to post
Share on other sites

well i had to create an user just so i can comment on this amazing art

these sets remember me about some of the most amazing sets available in game right now which are mop challenge sets

just hire this guy

good style and nice details



Edited by zabiela

Share this post

Link to post
Share on other sites

Absolutely incredible work! Not just the level of detail and beauty of each individual armor set, but each one manages to capture the feel of the class, without losing the feel of the race at the same time. Stunning! If Blizzard hired him as a full-time artist and dedicated one or more devs to creating his designs in-game, then it would be money very well-spent on their part. 

Share this post

Link to post
Share on other sites

Are you fuckin kidding me? These sets look sick af! It makes me want to lvl all classes on all races just so that I can have them all! Blizzard! Don't let this be forgotten!

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.

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.


  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym
      Many players seem to be having trouble getting their Feldrake mount Twitch rewards and are  asking for help and asking what to do. There doesn't seem to be a definitive answer or solution, unfortunately, but several players have offered a couple of potential workarounds that might work, so let's take a look.
      Again none of this is guaranteed, but considering responses to tickets are "we can't help you, but are looking into it", they may be worth a try. So first off, actually claiming the mount seems to be working, as in clicking the claim button on Twitch, however players aren't finding the mount in the game.
      First things first, make sure to check in the right place - the top of the mount journal where the mount will appear as a present box, similar to the Dragon Kite for pets.

      The second thing you can try is re-syncing/reconnecting your battle.net with your Twitch account, waiting a few minutes, and hope that updates the process, as it did work for some players (source). You can go to your battle.net connections page and try reconnecting Twitch there.

      And lastly, if the above didn't work, you may be one of the unfortunate players affected by a known issue Blizzard are working on. This will get resolved eventually, so just be patient and wait for a fix, but know you're not alone with this issue.

      Hopefully some of this helps and you can get your Feldrake soon, or at least puts you at ease that Blizzard are working on it.
    • By Stan
      Find out how to get a free 34-slot bag fast on live servers!
      Misty Satchel is looted from the Misty Treasure Chest object located behind the waterfall in Crumbling Life Archway (The Waking Shores).  If you're using TomTom, here are the exact coordinates:
      /way The Waking Shores 58.71 53.13 Free 34-Slot Bag Jump down from the top of the waterfall and you will find a secret cave behind it.

      Inside the cave, you will find a chest, which contains the Misty Satchel bag.

      Thanks to Reddit user crispycrown for noticing.
    • By Stan
      Neutral Pandaren Doubleagent has reached Level 65!
      Five levels are remaining until Doubleagent hits the Level 70 cap in Dragonflight. Every expansion, the player reaches max-level with Herbalism and Mining on the Wandering Isle.
      Placeholder for tweet 1598949810853187584
    • By Staff
      Blizzard have announced a huge slate of class tuning, going over 10 classes in PvE, as well as a big buff to tank threat, and also changing 9 classes in PvP.
      December 6 (Source)
      We’re working on a slate of tuning adjustments to classes in Dragonflight. The following changes are scheduled to be implemented with weekly maintenance, Tuesday, December 6 in this region.
      Tank Specializations
      Tank-specialized characters now generate 650% additional threat (was 550%). Developers’ notes: We’ve heard feedback that on-pull burst in dungeon content is causing damage dealers to pull threat more often than is desirable. This change represents roughly a 15% increase to tank threat generation, which should help alleviate these cases, while still requiring tanks to actively engage with enemies to hold threat. Demon Hunter
      The Hunt damage reduced by 10%. Fodder to the Flame proc rate no longer scales with Haste. Druid
      Restoration Regrowth healing decreased by 6%. Hunter
      Steel Trap damage has been reduced by 20%. Explosive Shot damage has been increased by 15%. Barrage damage has been increased by 15%. Marksmanship All damage increased by 10%. Heavy Ammo now causes Trick Shot ricochets to deal an additional 25% damage (was 10%). Survival All damage increased by 5%. Mage
      Fire Flamestrike damage increased by 8%. Pyroblast damage increased by 5%. Fireball damage increased by 10%. Scorch damage increased by 10%. Ignite damage increased by 5%. Rogue
      Assassination Exsanguinate cooldown increased to 3 minutes (was 45 seconds) and bleed effect magnitude reduced to 80% (was 100%). Developers’ notes: Recent data indicates that Exsanguinate is drastically overperforming its historic and intended power level. We recognize that this is a heavy nerf for an individual talent, but it is important that Exsanguinate’s power be similar to alternative available talent choices. We see this as a temporary measure as we head towards the opening of Dragonflight’s first season, and we will reconsider Exsanguinate’s position and role as an available talent for Assassination. We may move, replace, or redesign it in a future patch. Monk
      Brewmaster Brewmaster’s Balance now grants 45% increased stamina (was 30%). Mistweaver Awakened Faeline Spinning Crane Kick now heals 3 nearby allies for 60% of the damage done (was 50%). Vivify heal to primary target increased by 20%. Peaceful Mending now increases healing received by Enveloping Mist and Renewing Mist by 15/30% (was 10/20%). Yu’lon’s Whisper now heals 5 targets (was 6), and healing increased by 15%. Paladin
      Protection Aegis of Light now grants 50% increased stamina (was 45%) and 30% increased armor (was 15%). Shaman
      Restoration All healing spells healing increased by 5%. Acid Rain damage increased by 50%. Warlock
      Soul Leech now converts 3% of damage dealt to an absorb shield (was 6%). Warrior
      Arms Fueled by Violence now heals for 85% of the damage done by Deep Wounds (was 65%). Protection Fueled by Violence now heals for 85% of the damage done by Deep Wounds (was 65%). Brutal Vitality now causes 15% of the damage you deal to add to your active Ignore Pain (was 30%). Player versus Player
      Thank you to those who participated in and provided feedback during the Play with the Blues event in the Dragonflight Beta a few weeks back, as it gave us valuable data and information. That, alongside what we’ve observed on live realms since Dragonflight’s launch, contributed to these PvP adjustments as we head into Season 1.
      Death Knight
      Anti-Magic Shell absorption amount reduced by 25% in PvP combat. Will of the Necropolis damage reduction reduced by 50% in PvP in combat. Anti-Magic Barrier increase to Anti-Magic Shell duration and amount absorbed has been reduced by 50% in PvP combat. Abomination Limb will no longer pull individual enemy players more than once over its duration (was every 4 seconds). Improved Death Strike increase to Death Strike’s healing has been reduced by 50% in PvP combat. Frost Death Strike’s healing increased based on recent damage is reduced by 50% if the damage was dealt by players or their pets. Unholy Death Strike’s healing increased based on recent damage is reduced by 50% if the damage was dealt by players or their pets. Developers’ notes: Death Knight survivability has been substantially higher than we’re comfortable with, so we’re targeting several aspects of their defensive kit. We feel that with these adjustments, Death Knights will maintain durability with options to counterplay defensively. Additionally, the multiple grips from Abomination Limb created scenarios of unfun gameplay with minimal counterplay in PvP. We’re changing this talent to be able to pull in a unique player in once per talent usage. We believe this change will allow the talent to be an attractive talent to pick while maintaining counterplay options for opponents. Druid
      Restoration Budding Leaves is now 70% effective in PvP combat. Fixed an issue that caused Focused Growth’s buff to only apply to one Lifebloom at a time while using the Undergrowth talent. Developers’ notes: Lifebloom has been a higher percentage of Druid healing’s breakdown in PvP than we’d like, so we’re reducing Budding Leaves to bring it more in line. Evoker
      Scarlet Adaptation’s cap is reduced by 30% in PvP combat. Fire Breath’s initial damage is reduced by 30% in PvP combat. Disintegrate and Pyre deal 15% increased damage in PvP combat. Developers’ notes: The goal of this tuning change is to reduce the very high burst from fully charged Fire Breath, which we felt was unfair, as it had the potential to kill enemy players without any time to react. Living Flame also had the potential to deal high burst with all of its modifiers combined together, so we’re reducing Scarlet Adaptation’s cap in PvP. To compensate for the lost power, we’re increasing the damage of Disintegrate and Pyre so that Evoker can contribute more meaningful consistent damage. Note that this will affect both Devastation and Preservation specializations. Preservation Mana regeneration is reduced by an additional 10% in PvP combat. Developers’ notes: All healers have reduced mana regeneration in PvP, so that fights end after a reasonable period of time. Preservation receiving this reduction brings them closer in line with the other healers so that mana is relevant in PvP. Mage
      Arcane Nether Precision is now 75% effective in PvP combat. Prodigious Savant is now 80% effective in PvP combat. Arcane Bombardment is now 65% effective in PvP combat. Developers’ notes: We’re looking to address Arcane’s instant burst damage through adjustments targeting Arcane Blast and Arcane Barrage modifiers. Arcane Bombardment in particular has been too powerful of an execute effect in PvP for its current availability. Frost Piercing Cold is now 50% effective in PvP combat. Ice Lance damage increased by 20% in PvP combat. (PvP Talent) Snowdrift no longer has a cast time (was 1.5 seconds). (PvP Talent) Snowdrift’s cooldown reduced to 45 seconds (was 60 seconds). Developers’ notes: Glacial Spike critical strikes are hitting harder than we would like, despite the long cast time attached to this spell. We’re reducing Piercing Cold’s critical strike damage modifier in PvP to help address this without impacting the base damage of the spell. We’re also increasing the damage of Ice lance as the Splitting Ice talent is less valuable in PvP, given the unpredictable and constant movement of players. Additionally, Snowdrift has been requiring more ramp up than intended, so we’re removing its cast time and lowering its cooldown. Monk
      Mistweaver Ancient Teachings of the Monastery now heals for 375% of damage done (was 240%) in PvP combat. Developers’ notes: We would like to see more aggressive playstyles from Mistweaver Monk to be possible in PvP, so we’re targeting Ancient Teaching of the Monastery to bolster the playstyle. Rogue
      Echoing Reprimand damage is reduced by 30% in PvP combat. Developers’ notes: We’ve seen that the ability could have extremely high burst, more than we’re comfortable with, so we are partially reverting the change made in last week’s hotfixes, where Echoing Reprimand’s damage was no longer reduced in PvP. Shaman
      Enhancement Improved Maelstrom Weapon increases the damage and healing of spells by 8%/15% per stack of Maelstrom Weapon in PvP Combat (was 10%/20%). Raging Maelstrom increases the effectiveness of Maelstrom Weapon stacks by 3% in PvP Combat (was 5%). Stormstrike and Windstrike damage increased by 30% in PvP combat. Developers’ notes: Damage and healing from fully stacked Maelstrom Weapon are higher than intended in PvP, so we’re reducing the value of the associated talents. Separately, we’d like for Enhancement’s sustained damage to be more well-rounded in PvP, so we’re increasing Stormstrike’s damage. Elemental Magma Chamber effectiveness reduced by 50% in PvP combat. Developers’ notes: Earth Shock and Elemental Blast from Elemental Shamans deal more damage than intended with high stacks of Magma Chamber, so we are lowering its effect in PvP. Warlock
      Curse of Tongues reduces cast time by 10% in PvP combat (was 15%). Curse of Tongues applied through Amplify Curse reduces cast time by 20% in PvP Combat (was 35%). Developers’ notes: We’re reducing the overall power of Curse of Tongues in PvP. We’d like for the spell to be valuable to cast, but not cause casters to have a frustrating time trying to cast spells. Warrior
      Arms Mortal Strike’s damage is no longer reduced by 30% in PvP combat. Sharpened Blades now increases critical strike damage by 5% (was 10%) in PvP combat. Martial Prowess now increases Mortal Strike’s damage by 15% per stack (was 30%) in PvP combat. Execute damage increased by 20% in PvP combat (Arms only). Rend damage reduced by 15% in PvP combat (Arms only). Developers’ notes: We’re looking to increase Mortal Strike’s consistent damage while keeping its burst potential in line through targeted adjustments to its modifiers. We’re also reducing Rend’s damage in PvP as Skullsplitter has been a culprit for one-shots. We’re finalizing additional tuning, and we will continue to keep an eye on class balance over the next week, as we have additional adjustments planned for the week of December 13 (the beginning of Season 1).
    • By Starym
      More Dragonflight hotfixes have arrived and it's another huge batch, with class, profession, dungeon, reputation fixes and much more.
      December 2 (Source)
      Druid Fixed an issue where Tireless Pursuit was only granting 30% movement speed, not the correct 40% movement speed. Balance Fixed an issue where Sunfire applied to multiple targets would not correctly trigger the Mastery benefit. Evoker Fixed an issue where Eternity Surge could be casted while locked out of its spell school. Fixed an issue where attempting to recast an empowered spell during its GCD would cause your action bars to grey out. Preservation Emerald Communion may now be cast while moving while Hover is active. Hunter Marksmanship Fixed an issue where Wind Arrows from Legacy of the Windrunners or Windrunner’s Barrage were gaining bonus damage from your Mastery twice. Monk Fixed an issue preventing the Touch of Death effect of Fatal Flying Guillotine from always being anImproved Touch of Death. The tooltip for this will be clarified in a later update. Priest Holy Fixed an issue causing Answered Prayers to sometimes get stuck at its maximum stack count and fail to trigger Apotheosis. Creatures and NPCs
      The Azure Span Tatto the Iskaaran Stable Master will now correctly allow you to stable your pet. Ohn’ahran Plains Beastmaster Oken will now stable pets properly for hunters who find themselves in the Broadhoof Outpost. Dungeons and Raids
      Algeth’ar Academy Echo of Doragosa’s health has been increased by 12%. Brackenhide Hollow Fixed an issue where if players entered the gauntlet toward the final boss from the Den of Decay instead of through Treemouth’s area, the gauntlet could become impossible to complete. Fixed an issue where Bracken Warscourge could spawn inside of the environment in the area leading up to Hackclaw’s War-Band. Neltharus Qalashi Thaumaturge’s Magma Conflagration damage reduced by 40%. Magmatusk’s health has been increased about 15%. Items and Rewards
      Players can now choose to cancel certain Transporter Malfunctions caused by new and old Wormhole Generators. The Trial of the Elements (Primalist Tomorrow) and Trial of the Flood (Ohn’ahran Plains) events rewards were scaling higher than expected and have had their base item level reduced. Armoire of Endless Cloaks is now a correctly categorized as a Toy. Integrated Primal Fire trinket damage reduced by 19%. Fixed an issue where items purchased from Sabellian and Wrathion quartermasters displayed incorrect reputation requirements. Player versus Player
      War Mode Fixed an issue that the War Mode and Primal Storm cloak rewards were all using the same stat allocation. Warlock Demonology Axe Toss and Solar Beam can no longer trigger the Precognition PvP Talent. Professions
      Enchanting Fixed an issue where Enriched Earthen Shard was appearing underground. Engineering Fixed an issue where Tinker: Plane Displacer was not properly going on cooldown if it malfunctioned. Lilliam Sparkspindle will now offer Alliance players the option to unlearn and change their Classic Engineering Gnomish and Goblin specializations. Herbalism Fixed an issue where Rich Soil was spawning too quickly. Quests
      Fixed an issue causing players above level 60 to be unable to enter certain legacy quest scenarios. A small number of characters who were able to able access a Renown Campaign early have had their access corrected. However, characters who have already started the Campaign questline will be allowed to finish it. The Azure Span Fixed an issue where Kraunot could become unattackable during “A Wrestle of Wind and Water.” Ohn’ahran Plains Fixed an issue where characters could be unable to complete “Shady Sanctuary.”" Thaldraszus
      Fixed an issue where Therazane could be killed in the Black Empire. Players attempting to turn in “Race Through Time” could be knocked off the platform by the opposing faction preventing quest completion. The Black Empire is now flagged as a sanctuary to prevent this from occurring. Fixed an issue where the starting location for “Moving On” was in the wrong location on the map. Reputation
      Dragonscale Expedition Fixed an issue with Ancient Waygates. Players who hit Rank 7 may begin their adventures in exploring these curious ancient stones, scattered throughout the Dragon Isles. Fixed an issue where players were unable to begin the Ancient Waygate questline. Maruuk Centaur Fixed an issue where “Sharing the Bounty” was not appearing at different Renown levels.
  • Create New...