Jump to content
Sign in to follow this  

Shadowlands DPS Specs: Performance and Outlooks

Recommended Posts


There are a whole lot of DPS specs to cover, so we've separated our guide writers opinions on their performance in the Shadowlands from our usual pre-patch DPS rankings, as there was just too much to cover in one place. Each of our writers will go over the general situation for their respective spec or specs in the Shadowlands, to give you a better idea of what the changes might do to them, so let's get started.

SL Tank Specs Overview SL Healer Specs Overview Pre-patch DPS  Raid Rankings

Or you can just head to the Shadowlands class guides themselves for a more comprehensive look!


Unholy and Frost Death Knight by Abyssalwave:


Frost and Unholy Death Knights are looking like very strong melee options in Shadowlands. With the addition of Anti-Magic Zone Anti-Magic Zone, Death Knights have group and raid utility making them very valuable in some to most encounters. Unholy Death Knights did take a hit to their AoE damage with the AoE cap introduced in Shadowlands, however they still offer incredibly powerful AoE burst and sustained damage.

Frost Death Knights have 2 major builds going into Shadowlands, Obliteration Obliteration and Breath of Sindragosa Breath of Sindragosa giving players an option of the play style that they prefer. Frost still offers amazing burst AoE and single-target damage while the Obliteration build offers great sustained damage. Overall Frost and Unholy Death Knights look like powerful options going into Shadowlands.


Havoc Demon Hunter by Wordup:


Havoc is going to have a bit of a strange feeling transitioning to Shadowlands because not a whole lot changes, trading in Furious Gaze Furious Gaze and Chaotic Transformation Chaotic Transformation from Azerite for the passive effects during levelling just seems like maintaining the status quo. The toolkit that made it good in BfA is still there though, with good cooldowns and burst AoE, so all the reasons that made it appealing for the last two years are still going to be there. It also has some real stand out gains in Conduits with both Growing Inferno Growing Inferno and Relentless Onslaught Relentless Onslaught providing good improvements for different scenarios which are available to all of the Covenants.

The one question mark is how much the hits to defensives will actually hurt them in the long run. Taking out raw survival coupled with a shift in preferred talents away from things that gave free sustain might alter how durable they are especially come raid time. With all that being said, it is just a matter of where number tuning lands because the tools available are enough to let Havoc slot into any fight style quite well, and also has some great legendaries to specialize even further into one.


Feral Druid by Wordup:


For Feral things are looking up, with the mix of uncapped AoE and solid sustained damage and the unlocking of Berserk Berserk Rank 2 to improve the strength of its burst window both in single-target and AoE, the flexibility here is really good. It also finally gets away from the extremely fast kill times of the pre-patch so that it can finally actually see returns on ability casts.

Getting a boost to survival as well is really nice to see given how important that is for raid situations. No extra meaningful utility was added though which could mean it may still run into the same issue of competing for melee spots that simply aren't available. It does however have some good Covenant & Conduit options to improve its toolkit and even specialize further to different damage profiles with a few stand out Legendary picks and the Sudden Ambush Sudden Ambush Potency slot that gives a more dynamic way to capitalize on all of the Steath boosts Feral has in combat.

Balance Druid by Bora:


Balance is looking to be among the top ranged DPS classes going into Shadowlands. Balance Druid was one of the few classes that did not receive target capping nerfs, and Starfall Starfall is proving to be a powerful ability once more. In addition to this, the reworks to the Eclipse (Lunar) Eclipse (Lunar) bonuses have made Starfire Starfire cleave relevant on multi-target. Starfire cleave can become a substantial chunk of our damage, especially when inside cooldowns allowing us to feed into the Eclipse buffs more easily. Single target was more middle of the pack up until the recent buffs to Night Fae's Convoke the Spirits IconConvoke the Spirits, which could potentially put us in a high tier spot on both single and multi-target.


Marksmanship Hunter by Azortharion:


Marksmanship has been looking like the ideal Hunter spec since the beginning of Beta, and it looks like it will go live this way. BfA saw Hunters playing Beast Mastery having great consistent damage, but lacking in burst, at least when there was not 20 targets to deal with. Marksmanship is completely different, with a spiky, bursty damage profile that emphasizes flawless timing, execution, and never letting a cast go to waste.

Beast Master Hunter by Azortharion:


Beast Mastery is currently in a pretty average position on the predicted single-target DPS of Castle Nathria, but as usual it is expected to make up for this with its completely unlimited mobility to some extent. It is one of the specs that has changed the least from BFA to Shadowlands in general, so if you enjoyed how it played and performed before, you likely won't be disappointed going into Shadowlands.

According to current simulations, it has been somewhat usurped by Marksmanship as the best of the Ranged Hunter Specs, being about 5-10% worse in terms of single-target DPS potential, and a bit worse for AoE situations like Mythic+ where Marksmanship's burst AoE puts it ahead.

Survival Hunter by Azortharion:


Survival has only changed very little, the Haste-heavy spec still having a number of viable talent options for different playstyles. It is somewhat lacking in the DPS department however, although we think that it could be a bit of a sleeper choice for Mythic+, as I have seen it beat both BM and MM in AoE sims by a decent margin. Time will tell if this potential can be realized in the real world.


Arcane Mage by Dutchmagoz:


Arcane is currently the top performing Mage spec in Ny'alotha. This has been caused by a combination of various pre-patch things coming together. A big reason is the fight lengths in Ny'alotha (during pre-patch), which are very short, or have downtime during which Arcane can regenerate mana, allowing Arcane to effectively only use Arcane Missiles Arcane Missiles without risk of running out of mana. This combined with the better knowledge gained by the playerbase on how to effectively play the Arcane Missiles build and the strength of the Azerite traitArcane Pummeling Arcane Pummeling has made Arcane very strong.

In Shadowlands, the fights won't be this short (for a long time, at least) and the Arcane Pummeling trait will no longer exist, which means the Arcane Missiles only spam is most likely not going to be a thing in Shadowlands, even with conduits buffing an Arcane Missiles focused rotation.

Early simulations and raid testing suggest that Arcane is most likely still going to be the best Mage spec on pure single target, although Fire is getting very close in that department as well due to having access to a very strong legendary compared to Arcane. Where it falls off is going to be on cleave.

How exactly this will all end up working out still remains to be seen, but we are not expecting Arcane to be as ahead as it has been in the pre-patch.

Fire Mage by Dutchmagoz:


Fire is currently the middle Masge spec in Ny'alotha. It ended up here after being the best Mage spec by a a lot, largely due to all the borrowed power it had in 8.3. With the removal of this borrowed power, and the removal of automatic Mastery: Ignite Ignite spreading, Fire lost a lot of power in the pre-patch.

Although with Shadowlands launching, Fire will not get back the automatic Ignite spread, it is getting back some of the mechanics that made it so great in 8.3. The new conduit Infernal Cascade Infernal Cascade works similar to Blaster Master Blaster Master, in the sense that it greatly boosts your damage during Combustion Combustion. Additionally, there are various ways in which Fire will be able to reduce its cooldown of Combustion in Shadowlands, (Shifting Power IconShifting Power, Kindling Kindling) allowing Fire Mages to get a very potent burst window, very often.

Due to these reasons, we are expecting Fire to be a very potent force in Shadowlands, and it is currently looking like one of the top ranged specs in Castla Nathria.

Frost Mage by Kuni:


Frost going into Shadowlands will probably perform fairly well. Relative to Fire and Arcane, it's a bit behind unless you can double up on Focus Magic Focus Magic partners, at which point it's functionally balanced. Quite a shock to see all three specs so close together for single target, really. It's still the best cleaver of the three Mage specs, and the best priority damage in that scenario. You will very likely see a lot of Frost in both Mythic raiding and high M+. Absent accurate sim rankings or raid tests that both include recent changes and aren't filled with people running old gear for maximum gem slots, I cannot say how it performs relative to other classes, but I am sure that it will perform well enough, lest Mages are left behind as an entire class again.

That said, the changes made to the spec have been nothing short of atrocious. The only real change we got, the Winter's Chill (no tooltip available) change, did nothing to address the embarrassing amount of issues the spec has in terms of internal balance, or even the very issue that Blizzard quoted as reason for the change. All it did was tilt the spec even further towards an Ice Lance Ice Lance-centric gameplay loop. And yes, Ice Lance is one of the payoff spells in the kit, it is not the only one. This means that the talents are completely cemented; you take Lonely Winter Lonely Winter, Chain Reaction Chain Reaction, Splitting Ice Splitting Ice, and Thermal Void Thermal Void because they either buff Ice Lance or they benefit from said Ice Lances. There is no room to argue these in non-Torghast forms of PVE.


Windwalker Monk by Babylonius:


Windwalker should be reasonably decent in raids at the start of the expansion, probably upper middle of the pack. It suffers from no utility if you have a Brewmaster, but damage should be just fine. With the discovery of Invoker's Delight IconInvoker's Delight as the strongest legendary, combined with Xuen and the Kyrian covenant, Windwalkers will have very larger burst windows of 20-30 seconds every two minutes.

Being a melee continues to hurt WW, but anything will be better than where it is finishing BfA at. The position in BfA is largely due to absolutely awful scaling, which won’t be a problem at the start of Shadowlands. Historically Windwalker does quite well in the first tier then falls off later as gear improves, unless Blizzard buffs to compensate. This happened regularly in Legion, and almost not at all in BfA, which is what led to the current situation. It’s impossible to perfectly predict where Windwalker will be in Shadowlands, but most signs point to upper-middle of the pack.


Retribution Paladin by Urthearso


In Shadowlands, Retribution will not suddenly rise to the top of the charts, but we certainly will at at least stay in the middle of the pack, with the new twist that we now have excellent single-target burst via talents and the Venthyr Covenant Ability Ashen Hallow IconAshen Hallow in combination with our new top performing legendary The Mad Paragon IconThe Mad Paragon. Compared to BFA, the increased utility thanks to Devotion Aura Devotion Aura, Blessing of Sacrifice Blessing of Sacrifice, and the Night Fae Covenant's Ability Blessing of the Seasons certainly will help.

While leveling from 50 to 60, we will again learn how to use Hammer of Wrath Hammer of Wrath during Avenging Wrath Avenging Wrath, which brings us back to the gameplay we had in BfA while using the Hammer of Wrath talent. Retribution Paladins had always been made fun of due to their low mobility, but with Shadowlands, we are welcoming many new mobility options. First from Covenants, the Venthyr teleport Door of Shadows IconDoor of Shadows, and the Night Fae repeatable blink ability Soulshape IconSoulshape. We also gain extra mobility in form of two finesse Conduits, the Light's Barding Light's Barding Conduit and the Echoing Blessings Echoing Blessings Conduit. Additionally, many of the Soulbinds have extra mobility traits that we can make use of. Some of these we even can pick while using potency Conduit oriented Soulbind routes.


Shadow Priest by Publik:


Shadow Priest has excelled in the pre-patch environment in no small part due to the amazing synergy of the old Azerite Traits with the new Shadow Priest rework. As we head into Shadowlands you can expect some of these changes to have effects on talent diversity and overall options with the spec, as we are less reliant on an Azerite Traits to synergize our damage around.

Specifically, in Shadowlands we will have access to somewhat lackluster Covenant abilities, but more importantly we will get Power Infusion Power Infusion back as a 2 minute Haste cooldown. This will give Shadow Priests an amazing amount of burst damage for that first Voidform Voidform, especially if this lines up with Bloodlust where we can use Voidform, Shadowfiend, Power Infusion, our Covenant ability, and one of the many on-use Trinkets in Shadowlands for a large damage boost on the opener. Pair this with an incredibly diversified talent tree and we will have options for several common patterns of damage required to defeat bosses in Castle Nathria or Mythic+ dungeons.


Subtlety Rogue by Seliathan


Subtlety Rogue has received a big rework going into Shadowlands and looks all the better for it. It is the highest-simming single-target DPS spec for Rogues, and a strong contender for Mythic+ as well. As it still retains its increased Combo Point generation when multiple targets are around, it remains to be seen if raids or Mythic+ groups will be able to utilize this unique damage profile by keeping mobs around a priority target for rogues funneling damage. For now it will most likely be the most-played rogue spec in Castle Nathria, and might even be able to topple Outlaw off its Mythic+ throne.

Outlaw Rogue by Seliathan


Outlaw Rogue is looking strong going into Shadowlands, in particular in terms of its cleave and multi-target potential. It is likely that it will retain its spot as the go-to Mythic+ spec for Shadowlands. The biggest gain the spec has seen since BfA is in its single-target potential however, where even on pure single-target fights the spec has become very competitive. As Blade Flurry Blade Flurry can be maintained with almost 100% uptime after the changes it received in the 9.0.1 pre-patch, it still excels in any cleave or AoE scenario, however. While it is target-capped to 5, it will still be a force to be reckoned with as we go into Shadowlands Mythic+ Season 1 - Prideful Prideful.

Assassination Rogue by Seliathan


Assassination Rogue is the worst of the three Rogue specs unless it receives some major attention during a tuning pass before Castle Nathria releases. Both its single-target and AoE damage are behind by ~15% compared to the other two specs, let alone any of the other classes. While it does offer some unique damage profile for fights that benefit from heavy execute by utilizing Zoldyck Insignia IconZoldyck Insignia and the talent Blindside Blindside, it is still too weak by comparison. Until some of the DPS tuning issues are remedied, there is no reason to bring an Assassination rogue to any fight or dungeon, especially since both Outlaw and Subtlety now cover all group-utility options as good or better than Assassination.


Enhancement Shaman by Wordup:


Enhancement is looking quite good at the outset of Shadowlands. We finally gain access to an important passive in Chain Lightning Chain Lightning Rank 2 to help our AoE, and shed some of the baggage from BfA systems that didn't do us many favours. With a lot of talent flexibility and good damage profiles for both single target and AoE, there's a lot of room for us to shine, but that all comes down to numbers. The one worry though still is survival, so we'll see how much of a problem that ends up being at endgame.

There's also some really good pickups from the endgame systems, particularly Legendaries, that round out the spec really well and add in some extra mechanical depth to our rotation in the form of either burst windows or a heavy switch-up to gameplay. Unfortunately, we do have to wait a while to gather the resources to craft them but once we can things are looking good.

Elemental Shaman by Stormy:


Coming into Shadowlands, Elemental's place is looking to remain fairly close to what it was in the pre-patch. Elemental's newly acquired utility and mobility, especially combined with the Covenant signature abilities, allows it to close the gap with more universally strong specs, keeping its versatility and significantly bolstering its toolkit.

While it is unlikely to be top tier in raids, Elemental may well be very strong in a few select fights, and is unlikely to be bad in any situation. Elemental will be significantly stronger in solo play in Shadowlands, and although diminished from early beta, should be a formidable spec in Mythic+ and PvP. The ideal legendary powers might not be quick to acquire unfortunately, unless world bosses end up guaranteeing drops. As for Covenants, most are somewhat close in power and all are viable, although Blizzard's (sensible) decision to break the interaction between Echoing Shock Echoing Shock and Chain Harvest Chain Harvest likely made Venthyr go from a top choice to the worst covenant.


Affliction Warlock by Motoko:


In the last week of BfA the situation has, to nobody surprise, solidified with Affliction being a top performer with a well rounded and versatile kit sporting no weaknesses, unlike Destruction which lacks single target and Demonology that has plenty of it but severely lacks spread multitarget capabilities.

So what can we expect from Shadowlands release? Essences going away means Affliction will lose a certain degree of burst, especially AoE on a 1.5 minutes timer with Blood of the Enemy Blood of the Enemy. The new borrowed power system, Conduits, Soulbinds and Legedaries will not take over and augment the spec burst, but instead will provide the spec with increased execute potential, or stacked cleave depending on what the player will choose. In general the spec will turn its damage profile in a less burst oriented, higher sustained output variant, with a more balanced damage breakdown.

In Shadowlands, Affliction looks to be THE benchmark spec for all the casters, being able to tackle any kind of content competitively. It has a highly mobile toolkit that has no weakness, short of those situations like normal or heroic dungeons where targets outside of bosses will be dead before DoTs and Malefic Rapture Malefic Rapture can start outputting damage.

Demonology and Destruction Warlocks by Motoko:


Transitioning into the Shadowlands, Demonology and Destruction Warlocks are 2 tellings of the same tale. There is the proud son, basking in the glory of Fel Fire, trading blows with its Affliction peer, competing for the top spots in any conceivable content, donning a majestic toolkit that turns heads and makes bitter Mages and melee together pout with envy. And then in the distance, struggling at every step, scorned by everyone, parents included, stumbles the shameful son. The one people often do not speak of, or treat with pity. The one that turns heads.. just in the other direction. Sadly.

In Shadowlands Demonology has received dozens of quality of life changes, making pets more responsive, enjoyable, snappy, and able to charge every 7 seconds too! Alas, that is not enough. When the numbers in your "supposed niche" are so low that not only fail to compensate for the lack of spread cleave or ability to funnel DPS, but ends up being underwhelming in the bigger stack, it just gets.. depressing. Sure, spec aura tuning has yet to come but the echoes of "We'd rather you not play Demonology" are scarily close, for the 2nd expansion in a row, if I may add.


Fury Warrior by Archimitros:


Fury going into Shadowlands only looks to be about average in terms of competitive damage dealing, but it also happens to be one of the smoothest designed playstyles in the game. It's constantly active and very engaging, which made it one of the most popular specializations throughout Battle for Azeroth and promises to do the same in the latest expansion. Combined with strong throughput, good burst, strong defensive cooldowns, and above average self healing, it is a downright joy to play for those who want the feeling of "going fast".

One of the best things about Fury is that its Covenants are actually very well balanced, giving players a lot of choice without sacrifice, so that they can customize the way they want. While there is a clear winner in single target and another in multitarget, and so on, they all come with their own strengths and weaknesses, and are numerically close enough together that players will not feel shortchanged in any content.

Arms Warrior by Archimitros:


Arms may not be the strongest spec going into Shadowlands, looking to be just on the edge of average, but it has a very strong and flexible toolkit, which allows it to handle virtually any damage deailng situation, whether it be single target, close-range cleave, sustained multitarget, or burst AoE. On top of that, it has several strong defensive cooldowns which can be used regularly to mitigate both physical and spell damage, as well as defensive group utility in Rallying Cry Rallying Cry and Intervene Intervene backed by the Safeguard Safeguard conduit.

One of the best things about Arms is that its Covenants are actually very well balanced, so that players can choose whichever they want. There are clear choices in single target, multitarget, and so on, but they come with their own ups and downs, and are are close enough in terms of numbers that no one should feel bad for making the "wrong" choice.


So there you have it, the overall state of the specs going into Shadowlands. You can read a lot more about all the changes and how each plays, as our guides have all been updated! As a very general recommendation we'd still say just play the spec you're most comfortable/have the most fun with, as tuning will affect things many times throughout the expansion.

You can also check out tank and healer spec overviews here and here and the final pre-patch DPS rankings.

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.

Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym
      In the official 9.0.5 patch notes Blizzard added a fairly major change to how the level of the first weekly Mythic+ keystone everyone receives is calculated, reverting the new Shadowlands method to the old Battle for Azeroth one. The change itself seems more detrimental to players than not, as you will now have to keep up with your M+ key levels every week if you want to run higher ones directly:
      Mythic+ Keystones (source)
      Mythic Keystone Dungeons The formula for determining the level of the first Mythic Keystone players receive each week has been adjusted. Previously, players would always receive a Keystone 1 level below the highest they'd completed so far in Season 1. After this change, Keystone level will continue to decrease by 1 per week until players again complete a higher level Keystone. For example, a player who completes a level 15 Keystone will receive a level 14 Keystone the following week. If they do not complete a 15 or higher Keystone that week, they will receive a level 13 Keystone the week after. One interpretation could see it as a benefit for those that got sort of stuck on a high key every week when they completed a very high one, as they will now have control over their levels in the long run. Another theory is that this change was, at least in part, made to combat the rampant boosting, as a player could just get a boost once in the season and have access to a high key for the rest of it.
      Regardless of what the reason behind the change is, the community reaction to the news wasn't all that great, with posts popping up immediately after the patch notes were announced. And while the Valor Point system has been greeted fairly warmly (aside from that whole "regrind all the items you already have thing), this 9.0.5 change is being torn apart fairly unanimously.
      Even the more level-headed players and those that don't actually care about it aren't quite fans of the system:
      On the other hand a fair number of players didn't even notice the system had changed since BfA, so perhaps it's not as dramatic as it's being made out to be. Whatever the reason for this change, whether it's to combat boosting, to get more players playing additional M+ keys, or just to add more challenge/work in, as Keystone Master and its new lower level achievement siblings are now worth a lot more, due to the Valor Point system item level being based on them, we'll see how it plays out and whether Blizzard re-revert it in the future.
    • By Staff
      Patch 9.0.5 arrives with the next reset on Tuesday/Wednesday and here are the full patch notes! There's plenty of updates to the game, from Adventure table to class, Covenant, dungeon, raid, legendary and more tuning, with the highlight of the patch being the new Mythic+ Valor points system. There's also updates for the WoW Companion App!

      There's even the Wandering Ancient mount to look forward to and the way we get our first weekly Mythic keystones has been reverted to the BfA method.
      9.0.5 Patch Notes (source)
      The World of Warcraft 9.0.5 update arrives with scheduled weekly maintenance on 10 March in this region (9 March in NA, 11 March in Asia).
      The 9.0.5 update is focused on improving systems, rewards, Covenant and Legendary tuning, and bug fixes. Valor Points are now earnable in Mythic Keystone dungeons, and Valor can be used to upgrade new Mythic Keystone gear rewards. Changes to Covenants and Legendaries are intended to provide more gameplay options for crafting and utilizing Legendary items in specific situations, and to make sure that more players feel that the Covenant that suits their aesthetic, narrative, or other preferences for their character also feels more viable for their preferred playstyle.
       Table of Contents
      Adventures Characters Classes Covenants Dungeons and Raids Items and Rewards Legendary Items Player versus Player The Maw Torghast, Tower of the Damned WoW Companion App Adventures
      Kyrian Covenant Companions Kyrian Phalanx health increased by 16%. Developers’ note: Phalanxes still feel underpowered relative to Halberdiers, so giving them some additional durability to allow them to fill the tank role before players have maxed out their roster. Necrolord Covenant Companions Fixed an issue where Bonesmith Heirmir Serrated Shoulder Blades weren’t inflicting damage back to the enemy. Maldraxxus Plaguesinger’s Plague Song has been redesigned – Plague Song now deals damage to ranged enemies every round. Rencissa the Dynamo spell effectiveness increased by 40%. Assembler Xertora spell effectiveness increased by 10%. Rattlebag spell effectiveness increased by 20%. Developers’ note: We fixed a few issues where some Necrolord Covenant Companions weren’t dealing damage reliably. Additionally, a few companions have received an improvement that fits with their purpose. Night Fae Covenant Companions Qadarin spell effectiveness increased by 24%. Blisswing’s damage reduction now correctly applies to enemies. Yira’liya health increased by 16% and spell effectiveness increased by 50%. Duskleaf health increased by 20% and spell effectiveness increased by 25%. Lloth’wellyn health increased by 33% and ability damage increased by 25%. Developers’ note: A few Night Fae Covenant Companions were not as well established in their different roles as we hoped, to address this we’ve improved many abilities and decreased some Companions’ overall fragility. Venthyr Covenant Companions Venthyr Nightblade attack increased by 25%. Developers’ note: We’re generally happy with how the changes to Venthyr in the 9.0.2 landed, but wanted to offer some additional help for players using Nightblades to fill out their compositions. Characters
      Undead cloaks will now be as tattered as the forsaken wearing them. Classes
      Ashen Hallow (Venthyr Paladin), Abomination Limb (Necrolord Death Knight), Swarming Mist (Venthyr Death Knight), Death’s Due (Night Fae Death Knight), Wild Spirits (Night Fae Hunter), Resonating Arrow (Kyrian Hunter), and Ancient Aftershock (Night Fae Warrior) visual effects will now appear less overwhelming to allied players when cast in dungeons or raids. These changes are still going through iterations and may not be final. Many abilities are now better at avoiding in-combat enemies that the player is not engaged with (e.g. Convoke the Spirits, Starfall, Chain Harvest, Fel Bombardment, Divine Toll). DEATH KNIGHT Frost Fixed an issue that caused Inexorable Assault (Talent) to consume Spell Reflection. Unholy Fixed an issue that caused Unholy Pact (Talent) to sometimes not hit large raid bosses. Covenant Abilities Shackle the Unworthy (Kyrian) damage increased by 15% and damage reduction debuff increased to 8% (was 5%). Abomination Limb (Necrolord) now correctly deals damage and pulls in enemies while the Death Knight is crowd-controlled. Abomination Limb (Necrolord) no longer pulls in enemies that are in Stealth. Death’s Due (Night Fae) damage reduction debuff and Strength buff increased to 2% per stack (was 1%). Now stacks up to 4 times (was 8). DEMON HUNTER Havoc Unbound Chaos (Talent) damage increased to 500% (was 300%). Covenant Abilities Elysian Decree (Kyrian) damage reduced by 10% for Vengeance Demon Hunters. Fodder to the Flame (Necrolord) has been redesigned – Your damaging abilities have a chance to call forth a demon from the Theater of Pain for 25 seconds. Throw Glaive deals lethal damage to the demon, which explodes on death, dealing damage to nearby enemies and healing you for 30% of your maximum health. The explosion deals reduced damage beyond 5 targets. The Hunt (Night Fae) damage decreased by 10% for Vengeance Demon Hunters. Sinful Brand (Venthyr) damage decreased by 10% for Vengeance Demon Hunters. Conduits Repeat Decree (Kyrian) base damage now 15% (was 25%). Fel Defender now affects Fel Devastation for Vengeance Demon Hunters (was Fiery Brand). Demonic Parole will no longer engage creatures in combat when Imprison expires. DRUID Restoration Rejuvenation’s periodic healing increased by 12%. Wild Growth healing increased by 7%. Covenant Abilities Adaptive Swarm (Necrolord) damage and healing increased by 25% and the effectiveness of periodic effects increased to 25% (was 20%). The effectiveness of periodic effects increased to 35% for Balance Druids. Convoke the Spirits (Night Fae) can no longer cast Full Moon and Feral Frenzy for Guardian or Restoration Druids. Conduits Endless Thirst (Venthyr) now increases your critical strike chance by .8% per stack at Rank 1 (was .5%). HUNTER Fixed an issue that allowed Hunters to avoid the Sated debuff when casting Primal Rage. Fixed an issue that caused Feign Death to be cancelled when Hunters opened their map or used an emote. Beast Mastery Spitting Cobra (Talent) damage is increased by 260%. Marksmanship Fixed an issue where casting Volley (Talent) right after an Aimed Shot that benefitted from Trick Shots would sometimes not apply the Trick Shots effect. Survival Fixed an issue that caused Steel Trap (Talent) to be usable while Aspect of the Turtle was active. Covenant Abilities Fixed an issue where Resonating Arrow (Kyrian) could fail to be cast behind your character. Death Chakram (Necrolord) damage increased by 15%. Flayed Shot (Venthyr) duration increased to 18 seconds (was 14 seconds) and costs no Focus (was 10). Flayer’s Mark now also increases the damage of your next Kill Shot by 25%. Conduits Fixed an issue that sometimes caused the Markman’s Advantage buff to be removed when another player’s Hunter Mark was applied. Fixed an issue that sometimes caused Brutal Projections to expire early. MAGE Covenant Abilities Radiant Spark (Kyrian) damage increased by 20%. Deathborne (Necrolord) duration increased to 25 seconds (was 20 seconds) and Spell Power buff increased to 15% (was 10%). Mirrors of Torment (Venthyr) Arcane: Now grants a stack of Clearcasting when a mirror is consumed (was mana). Fire: Fire Blast cooldown reduction increased to 6 seconds (was 4 seconds). MONK Mistweaver Vivify now costs 3.8% mana (was 4.1%). Renewing Mist now costs 1.8% mana (was 2.2%). Windwalker Xuen, the White Tiger is now vulnerable to Hibernate, Polymorph and Fear crowd-control effects. Touch of Death is now affected by Mastery: Combo Strikes. Fixed an issue that caused Storm, Earth and Fire’s cast to sometimes break nearby enemies’ Stealth. Fixed an issue that caused Xuen, the White Tiger to be able to target enemies in Stealth. Fixed an issue that caused Tiger Palm to grant an additional stack of Mark of the Crane when Storm, Earth and Fire is active. Fixed an issue that allowed Mark of the Crane to be maintained permanently at maximum stacks while fighting a single target. Fixed an issue that could prevent Storm, Earth, and Fire spirits from using Fists of Fury, Rising Sun Kick, and Whirling Dragon Punch (Talent). Fixed an issue that allowed Storm, Earth and Fire spirits to continue channeling Fists of Fury after the Monk's Fists of Fury channel ended. Fixed an issue that could cause Spinning Crane Kick's damage to not be properly increased by Mark of the Crane if targets die with the Monk's mark active. Covenant Abilities Fixed an issue that caused Faeline Stomp (Night Fae) to not deal damage when used to engage creatures in combat. Fallen Order’s (Venthyr) fallen Tiger and Ox adepts have had their stats increased by 20%. PALADIN Holy Holy Shock now costs 16% mana (was 14%). Protection Ardent Defender’s heal now has a visual effect. Covenant Abilities Vanquisher’s Hammer (Necrolord) now generates 1 Holy Power when used. Conduits The extra spells from Ringing Clarity (Kyrian) now have a longer delay between hits. Additionally, area-of-effect Judgment hits from Divine Toll are no longer reduced by 25% in PvP, and Judgment triggered from Ringing Clarity is reduced by 25% in PvP. Virtuous Command no longer plays an attack animation when it triggers. Fixed an issue that caused the additional Templar’s Verdict from Templar’s Vindication to not deal damage based on the initial Templar’s Verdict. PRIEST Discipline Spirit Shell (Talent) now absorbs 80% of healing done (was 100%) and the absorption limit is now based on the caster’s Spell Power rather than maximum Health. Holy Divine Hymn increases healing taken by 4% (was 10%) for 15 seconds (was 8 seconds). Stacks up to 5 times (was no stacks). Shadow Mastery: Shadow Weaving no longer benefits multiple times from damage amplifying effects. Shadowy Apparitions no longer causes targets to drop Stealth if they deal no damage. Covenant Abilities Fae Guardians (Night Fae) Guardian Faerie now grants 20% damage reduction (was 10%), and Wrathful Faerie will now automatically be sent to the closest enemy target if Fae Guardians is used while an ally is targeted. Wrathful Faeries (Night Fae) now properly grant resources to the casting Priest when there are multiple Wrathful Faeries active on the target. Mindgames (Venthyr) no longer reverses damage or healing from itself when reflected. Conduits Fae Fermata (Night Fae) Fae Guardians now leave a 80% effective copy of their benefit (was 60%) and can no longer be stacked on top of a Faerie for double benefit. ROGUE Assassination Level 56: New Passive: Cut to the Chase – Envenom extends the duration of your Slice and Dice by up to 3 seconds per combo point spent. Venomous Wounds now restores 8 Energy (was 7). Slice and Dice (Rank 2) has been removed. Fixed an issue that prevented Crimson Tempest (Talent) from triggering Alacrity (Talent). Fixed an issue that allowed Poison Bomb (Talent) to deal damage to Sapped targets while not breaking the crowd-control. Subtlety Fixed an issue that caused Premeditation (Talent) to rarely not be applied when entering Stealth. Covenant Abilities Fixed an issue that caused Echoing Reprimand (Kyrian) to apply Find Weakness for non-Subtlety Rogues when cast from Stealth. Serrated Bone Spike (Necrolord) initial damage increased by 300% and now grants 1 combo point plus 1 per active bone spike after it strikes the target. Serrated Bone Spike (Necrolord) is now removed when the target leaves combat and no longer refunds a charge and gets removed when the target is healed to full. Fixed an issue that prevented Serrated Bone Spike's (Necrolord) initial damage from dealing a critical strike. Fixed an issue that prevented Serrated Bone Spike's (Necrolord) bleed debuff from being counted towards the Envenom damage bonus from Doomblade (Legendary Power). Serrated Bone Spike’s (Necrolord) damage is now correctly increased by Assassinations’ Mastery: Potent Assassin. Broadside (Outlaw Talent) now correctly causes Sepsis (Night Fae) to generate an additional combo point. Flagellation (Venthyr) no longer costs Energy (was 20 Energy), duration reduced to 12 seconds (was 20 seconds), Haste is now granted immediately, and no longer has a second activation. Flagellation’s initial damage increased by 270%, additional damage from spending combo points increased by 160%, and deals damage 1 time upon use (was 3). Conduits Lashing Scars (Venthyr) now causes 4 additional lashes (was 2). This will allow the Rogue to start at 5% Haste upon activation. Fixed an issue that caused the Count the Odds buff to be removed when any Roll the Bones enhancements expire. SHAMAN Chain Lightning damage increased by 35%. Lightning Shield damage increased by 415%. Elemental Earth Shock damage increased by 30%. Earthquake damage increased by 70%. Lava Beam damage increased by 35%. Lava Burst damage reduced by 10%. Enhancement Lava Lash damage increased by 40%. Stormkeeper (Talent) now increases Chain Lightning by 300% (was 2 Lightning Bolts by 150%). Stormbringer can now correctly trigger from Ice Strike (Talent) and Sundering (Talent). Fixed an issue where Stormkeeper (Talent) and Maelstrom Weapon (Talent) were both increasing the damage of Chain Lightning at the same time. Restoration Lava Burst damage reduced by 10%. Fixed an issue where Earthen Wall Totem (Talent) could absorb more damage than intended when an area damage spell hit multiple allies. Covenant Abilities Vesper Totem (Kyrian) damage and healing increased by 25%. Fae Transfusion (Night Fae) damage increased by 25%, the healing from damage conversion increased to 60% (was 40%) and the heal radius increased to 20 yards (was 12 yards). Primordial Wave’s (Necrolord) Enhancement Lightning Bolt effect now deals 150% damage (was 100%). Fixed an issue that caused Primordial Wave (Necrolord) to not be usable on allies that are in Mercenary Mode. Chain Harvest (Venthyr) the damage and healing increased by 15% for Elemental and Restoration Shaman. Chain Harvest (Venthyr) will now light up on the Action Bar when players can cast it instantly through Maelstrom Weapon. WARLOCK Curse of Tongues now lasts 1 minute (was 30 seconds) and lasts 20 seconds against enemy players (was 12 seconds). Affliction Malefic Rapture no longer causes targets to drop Stealth if it deals no damage. Seed of Corruption now properly deals damage and applies Corruption if the Warlock is crowd-controlled when the seed detonates. Demonology Summon Dreadstalkers, Demonic Tyrant, Vilefiend, Nether Portal demons, and Grimoire: Felguard will now listen to primary pet commands. Call Dreadstalkers attack power increased by 10%, and Dreadbite and Dreadlash damage increased by 10%. Destruction Mastery: Chaotic Energies now properly increases the damage of Corruption. Covenant Abilities Scouring Tithe (Kyrian) now requires the Warlock to be facing its target. Decimating Bolt (Necrolord) bonus damage from the target’s missing health increased to 100% (was 60%). Impending Catastrophe (Venthyr) damage while moving towards its target has been increased by 10% and its explosion damage increased by 15%. Impending Catastrophe (Venthyr) no longer damages Totems in its path to the target. WARRIOR Fixed an issue that allowed Intervene to be applied to targets under the effect of Cyclone. Fury Fixed an issue that prevented the Whirlwind buff to not be applied to the Warrior if Whirlwind was cast during Charge. Protection Damage of all abilities increased by 10%. Damage of Thunder Clap increased by an additional 10%. Covenant Abilities Conqueror’s Banner (Necrolord) has been redesigned – Brandish the Conqueror’s Banner, granting 400 Mastery and 30% increased movement speed to you and your 2 nearest allies and preventing movement speed from being reduced below 100%. The cooldown is now 2 minutes (was 3 minutes), duration is now 15 seconds (was 20 seconds), and the Rage generation is now 4 Rage per second for Arms and Protection, and 6 Rage per second for Fury. Conduits Veteran’s Repute (Necrolord) no longer causes Conqueror’s Banner to grant stacks of Glory. Covenants
      Necrolord Covenant Ability Fleshcraft has been redesigned – Form a shield of flesh and bone over 3 seconds (was 4 seconds) that absorbs damage equal to 40% of your maximum health for 2 minutes. While channeling, your damage taken is reduced by 20%. Passive effect – Moving near an enemy’s corpse consumes their essence to reduce Fleshcraft’s cooldown by 1 second. The slime creatures within the Plaguefall dungeon will now grant their buffs when their corpses are consumed by Fleshcraft’s passive effect (was when Fleshcraft was used on their corpses). Soulbinds Volatile Solvent (Plague Deviser Marileth) now triggers when Fleshcraft’s passive effect consumes a corpse’s essence (was when Fleshcraft is cast). Resourceful Fleshcrafting (Bonesmith Heirmir) has been redesigned – When Fleshcraft’s passive effect consumes a corpse, the cooldown of Fleshcraft is reduced by an additional 1 second. Anima Conductor: Flowing Power – House of Rituals Skelton Command now summons a skeleton when Fleshcraft’s passive effect consumes a corpse. This effect has a 5 second cooldown between summoning skeletons. Night Fae Spirits within The Queen’s Conservatory are eager to return to life and will now automatically provide players with their reward without having to speak to them first. Soulbinds Fixed an issue that sometimes caused players to die through Podtender (Dreamweaver) if the lethal blow had a large overkill. Venthyr The Ember Court Permanent RSVPs Guests who you have reached Best Friend status with now give you a permanent RSVP. The Permanent RSVP will allow all characters on your account to invite that guest to future Ember Courts without completing their RSVP quest again. Temel in Sinfall now sells a Bind on Account book at Exalted with the Ember Court. The book will teach your Dredger Butler how to handle the Cleanup and Restocking quests that follow the Ember Courts. One-time reputation items from Temel and Lady Ilinca will no longer appear once learned. Droman Aliothe’s RSVP no longer requires players to venture to Bastion and Maldraxxus for items. Soulbinds Fixed an issue that allowed Service in Stone (General Draven) to be parried. Dungeons and Raids
      Halls of Atonement Loyal Stoneborn now persists for 45 seconds when Charmed by a Venthyr player (was 30 seconds). Loyal Stoneborn damage is now reduced by 50% while Charmed and Stoneborn Boon duration increased to 45 seconds (was 30 seconds). Sanguine Depths Anima Cage's now persist for 1 minute after activation (was 45 seconds). While active, Sinfall Boon is applied to players when any enemy is slain nearby (was certain enemy types) and duration increased to 75 seconds (was 60 seconds). Moved one of the Anima Cages away from a patrolling Chamber Sentinel. Mythic Keystone Dungeons The formula for determining the level of the first Mythic Keystone players receive each week has been adjusted. Previously, players would always receive a Keystone 1 level below the highest they'd completed so far in Season 1. After this change, Keystone level will continue to decrease by 1 per week until players again complete a higher level Keystone. For example, a player who completes a level 15 Keystone will receive a level 14 Keystone the following week. If they do not complete a 15 or higher Keystone that week, they will receive a level 13 Keystone the week after. Plaguefall Domina Venomblade Brood Assassins no longer trigger the Necrotic Affix. Sanguine Depths General Kaal’s Gauntlet Stonewall Gargons no longer trigger the Necrotic Affix. Items and Rewards
      The community voted mount, The Wandering Ancient, is now available! Gear acquired from Mythic Keystone dungeons are now upgradable with Valor, a new currency that is earned from completing Mythic Keystone dungeons and covenant Callings. The weekly Valor cap will start at 5000 Valor earnable in the first week, and will increase by 750 Valor each week. There will be a maximum of 1500 Valor a character can hold at a time. Gear that dropped before the patch is unable to be upgraded. 200 Item Level: Initial item upgrade level. 207 Item Level: Requires the Keystone Explorer achievement – Earned by completing all eight Shadowlands dungeons at Mythic 5 or higher, within the time limit. 213 Item Level: Requires the Shadowlands Keystone Conqueror achievement – Earned by completing all Shadowlands dungeons at Mythic 10 or higher, within the time limit. 220 Item Level: Requires the Shadowlands Keystone Master achievement – Earned by completing all Shadowlands dungeons at Mythic 15 or higher, within the time limit. Completing a Mythic Keystone dungeon after the timer has ended will now reward a second item. The item level of the second item will be slightly lower (e.g. finishing a Mythic 7 Keystone dungeon, but not completing the timer now rewards the party with a 200 iLvl item and a 197 iLvl item. The Great Vault raid loot requirements is now defeat 3/6/9 raid bosses (was 3/7/10). Potency Conduits now also drop in Castle Nathria. Once players reach 40 Renown with their Covenant, the weekly quest to gather 1000 Anima will now award you with 1500 gold. Once players have recruited the maximum amount of Souls for their Covenant, your weekly quest to rescue Souls from the Maw will now award you with 500 Anima. Rhinestone Sunglasses can now be used in transmogrification and will appear in your collection once found. Vendor prices for items below item level 75 have been adjusted. The Lightless Force weapon enchant no longer targets out-of-combat or crowd-controlled enemies. The Hunger of the Pack trinket now grants the Speed stat instead of movement speed percentage. The Barrier Generator Toy can no longer be used in instanced PvP. Runecarving Legendary Items
      Death Knight Blood Phearomones now grants 10% Haste while inside your Death and Decay (was 8%). Crimson Rune Weapon now causes Dancing Rune Weapon to generate 5 Bone Shield charges and reduces the cooldown of Dancing Rune Weapon by 5 seconds (was 3 seconds). Vampiric Aura now increases the duration of Vampiric Blood by 3 seconds and grants 5% Leech for the duration. Gorefiend’s Domination now also grants 45 Runic Power when Vampiric Blood is used. Unholy Reanimated Shambler explosion damage increased by 5% and now approximately procs every 1.75 minutes (was 1.5). Demon Hunter Fel Bombardment’s buff duration has been increased to 40 seconds (was 30 seconds) and the chance to trigger increased by 5%. Darkglare Medallion’s chance to trigger increased to 40% (was 20%) and now also refunds the Fury of the casted Eye Beam or Fel Devastation. Havoc Burning Wound damage over time damage increased 100% and Immolation Aura damage increased by 65% (was 50%). Vengeance The casted Eye Beam from Collective Anguish’s summoned ally now always deals critical strikes. Spirit of the Darkness Flame’s Fiery Brand instant damage increased by 20% (was 15%). Druid Feral Cat-Eye Curio now restores 30% Energy (was 25%). Increased both Frenzyband effects by 50%. Guardian Legacy of the Sleeper’s Berserk description now notes that the Druid is immune to crowd-control while active. Restoration Verdant Infusion extends the duration of your heal over time effects on the Swiftmend target by 10 seconds (was 8 seconds). Hunter Beast Mastery Dire Command now has a 30% chance to trigger (was 20%). Rylakstalker’s Piercing Fangs critical damage increased to 35% (was 20%). Flamewaker’s Cobra Sting now has a 50% chance to trigger (was 25%). Qa’pla, Eredun War Order now resets the cooldown of Kill Command (was reduces the cooldown by 5 seconds) and has an additional passive effect – Barbed Shot deals 10% increased damage. Marksmanship Surging Shots now causes Rapid Fire to deal 35% additional damage (was 25%). Eagletalon’s True Focus now also increases the duration of Trueshot by 3 seconds and reduces all Focus costs by 25% (was 50%). Serpentstalker’s Trickery no longer triggers Wild Spirits (Night Fae Ability) twice. Survival Latent Poison Injectors damage increased by 15%. Mage Disciplinary Command increases Critical Strike damage by 20% (was 15%). Expanded Potential procs per minute increased to 2 (was 1.66). Arcane Arcane Harmony damage per stack increased to 8% (was 7%) and the effect stacks up to 18 times (was 15). Fire Molten Skyfall now calls down a Meteor after casting 18 Fireballs or Pyroblasts (was 25). Sun King’s Blessing now requires consuming 8 Hot Streaks (was 12) and grants Combustion for 6 seconds (was 5 seconds) Frost Cold Front now calls down a Frozen Orb after casting 30 Frostbolts or Flurries (was 60). Freezing Winds now triggers Fingers of Frost every 2 seconds (was 3 seconds). Monk Shaohao’s Might now causes Tiger Palm to have a 40% chance (was 10%) to deal 300% of normal damage (was 250%) and reduce the remaining cooldown of your Brews by 2 additional seconds (was 1 second). Brewmaster Mighty Pour now causes Celestial Brew to increase your Armor by 50% (was 25%) for 8 seconds (was 7 seconds), and causes Purifying Brew to have a 35% chance to not consume a charge (was 25%). Mistweaver Clouded Focus healing increased by 20% (was 15%) and mana cost reduced by 20% (was 15%). Windwalker Xuen’s Battlegear critical strike chance increased by 50% (was 30%) and Fists of Fury cooldown reduced by 5 seconds (was 2.5 seconds). Paladin Vanguard’s Momentum increases Holy damage done by 4% (was 3%) for 10 seconds (was 8 seconds). Of Dusk and Dawn buff duration increased to 12 seconds (was 8 seconds) and Blessing of Dusk damage reduction increased to 4% (was 3%). Holy Inflorescence of the Sunwell increases Infusion of Light effects by 30% (was 20%). Shadowbreaker, Dawn of the Sun buff duration increased to 8 seconds (was 6 seconds). Maraad’s Dying Breath’s healing bonus to Light of the Martyr no longer increases self-damage taken. Additionally, Maraad’s Dying Breath now causes all Light of the Martyr self-damage to be dealt over 5 seconds Protection The Ardent Protector’s Sanctum has been redesigned – When Ardent Defender saves you from death, it restores 40% additional health. When Ardent Defender expires without saving you from death, its remaining cooldown is reduced by 40% (was 60 seconds). Fixed an issue with The Ardent Protector’s Sanctum that caused Ardent Defender casts to put nearby Protection Paladin’s Ardent Defender on cooldown. Fixed an issue that caused The Magistrate’s Judgment to be consumed when casting a free Word of Glory through Shining Light. Retribution Final Verdict damage has been increased by 15%. The Magistrate's Judgment now grants the proper amount of Crusade stacks when Holy Power is spent while under its effect. Priest Cauterizing Shadows’ healing increased by 36% and can now critically strike. Discipline Cauterizing Shadows now functions with Mastery: Grace. Kiss of Death reduces the cooldown of Shadow Word: Death by 12 seconds (was 8 seconds). Holy Divine Image now casts Searing Light when Shadow Word: Pain or Mindgames (Venthyr Ability) are used, and casts Holy Nova when Unholy Nova (Necrolord Ability) is used. Additionally, if the Priest is crowd controlled while Divine Image is active, the image will cast single target healing spells on nearby low-hp allies. Divine Image spell-mirroring cooldown removed (e.g. queueing a Shadow Word: Death after a Holy Fire will now trigger 2 Searing Lights). Flash Concentration buff duration increased to 20 seconds (was 15 seconds). Measured Contemplation is now cleared upon starting an Arena match. Shadow Painbreaker Psalm generates up to 30 Insanity (was 20) and now functions with Death and Madness (Talent). Shadowflame Rift’s damage has been increased by 40%. Rogue Mark of the Master Assassin now only affects auto-attack and Rogue abilities’ critical strike chance. Tiny Toxic Blade now causes Shiv to deal 500% increased damage (was 350%). Essence of Bloodfang damage increased by 30%. Assassination Doomblade now deals an additional 45% Bleed damage (was 30%). Duskwalker’s Patch reduces Vendetta’s cooldown for every 30 Energy you expend (was 50 Energy). Outlaw Guile Charm increases your damage dealt by up to 15% (was 10%) and lasts up to 12 seconds (was 10 seconds). Greenskin’s Wickers increases the damage of your next Pistol Shot by 300% (was 200%). Concealed Blunderbuss now has a chance to fire your next Pistol Shot 3 additional times (was 2). Subtlety The Rotten now causes Backstab to deal 50% increased damage (was 30%). Deathly Shadows increases all damage dealt by 20% (was 15%) for 15 seconds (was 12 seconds). Shaman Elemental Echoes of Great Sundering now causes Earthquake to deal 120% additional damage (was 175%). Enhancement Legacy of the Frost Witch now causes Stormstrike to deal 30% increased damage (was 15%). The debuff from Doom Winds now persists through death. Restoration Jonat’s Natural Focus now increases the next Chain Heal by 20% (was 10%). Spiritwalker’s Tidal Totem now reduces mana cost of Healing Wave and Chain Heal by 40% (was 25%). Warlock Affliction Malefic Wrath duration increased to 10 seconds (was 8 seconds) and damage per stack increased to 35% (was 25%). Wrath of Consumption duration increased to 30 seconds (was 20 seconds) and periodic damage increased to 6% (was 5%). Wrath of Consumption now properly increases the damage of Scouring Tithe’s (Kyrian) periodic effects. Demonology Implosive Potential’s Haste buff duration increased to 12 seconds (was 8 seconds). Balespider’s Burning Core increases the damage of Demonbolt by 15% per stack (was 8% per stack). Grim Inquisitor’s Dread Calling increased to 4% per stack (was 3% per stack). Destruction Madness of the Azj’aqir duration increased to 4 seconds (was 3 seconds). Embers of the Diabolic Raiment now properly generate 6 Soul Shard Fragments when dealing a critical strike with Incinerate. Warrior Arms Enduring Blow’s chance to apply the Colossus Smash effect increased to 25% (was 15%) and duration increased to 6 seconds (was 5 seconds). Battlelord now triggers from Overpower (was Slam) and reduces the Rage cost of your next Mortal Strike by 15 Rage (was 12). Exploiter’s Mortal Strike damage bonus increased to 50% (was 25%) and the damage bonus for Venthyr Warriors increased to 36% (was 18%). Fury Cadence of Fujieda duration increased to 12 seconds (was 8 seconds). Will of the Berserker duration increased to 12 seconds (was 8 seconds). Reckless Defense now triggers from all Rampage hits (was Rampage critical strikes) and reduces the remaining cooldown of Recklessness and Enraged Regeneration by 1 second (was 3 seconds). Protection Reprisal has been redesigned – Charge and Intervene grant you Shield Block for 4 seconds, Revenge!, and generates 20 Rage. Unbreakable Will now also grants an additional charge of Shield Wall. Seismic Reverberation damage increased to 75% (was 40%). Player versus Player
      Battlegrounds The Horde flag size in Warsong Gulch and Twin Peaks have been increased to match the size of the Alliance flag. Focused Assault and Brutal Assault now increase damage taken by 10% per stack and reduces healing received by 5% per stack in Warsong Gulch, Twin Peaks, and Eye of the Storm. Deepwind Gorge side-capture point flags now spawn 14 seconds after the battleground has begun, and the central flag spawns 18 seconds after the battleground has begun (was immediately at start). Fixed an issue that caused Battle Flags to not be usable in Wintergrasp or Ashran Battlegrounds. Bloodlust, Heroism, Time Warp, Primal Rage and Drums of Heroism/Maelstrom are no longer usable during the Battleground preparation phase. Ashran Maximum player count per faction is now 35 (was 30). Starting reinforcements are now 175 (was 150). To allow both factions to have easier access to Star Root Tubers and Song Flowers, both these tasty treats will now spawn alongside each other in the Dark Woods and Root Den. Artifact Fragment cost to summon Kronus and Fangrall reduced to 1500 (was 3000). Horde and Alliance tower mages are now worth 30 Reinforcements when slain (was 50). Horde and Alliance tower mages have had their spells adjusted: Rylai Crestfall – Alliance Tower Mage Northrend Winds now deals 15% of the target’s maximum health in Frost damage. Frostbolt now deals 8% of the target’s maximum health in Frost damage. Frostbolt Volley now deals 15% of the target’s maximum health in Frost damage. No longer casts Mass Polymorph. Jeron Emberfall – Horde Tower Mage Fireball now deals 8% of the target’s maximum health in Fire damage. Combustion Nova now deals 15% of the target’s maximum health in Fire damage. Ignite now deals 1% of the target’s maximum health in Fire damage. Living Bomb initial spell now deals 5% of the target’s maximum health in Fire damage. Living Bomb explosion now deals 15% of the target’s maximum health in Fire damage. Living Bomb no longer causes a knockback when exploding. Magma Blast cast by Jeron’s summoned Lava Fury now deals 5% of the target’s maximum health in Fire damage. Isle of Conquest Glaive Thrower health has been increased by 40%. Alliance and Horde Commander health increased by 50%. Demolisher health increased by 25%. Catapult health increased by 100%. The amount of siege damage required to break down keep walls has been increased by 20%. Wintergrasp Broken Temple and Sunken Ring Workshops are now controlled by the attacking team when the battle starts. Wintergrasp Wall, Wintergrasp Fortress Wall, and Wintergrasp Fortress Gate health has been reduced by 20%. Destroying Towers reduces match time by 8 minutes (was 5 minutes). Siege Engine’s Steam Rush ability deals 20-35% of a player’s health (was 30-45%). Demolisher’s Hurl Boulder ability deals 20-25% of a player’s health (was 36%). Demolishers will now more consistently deal siege damage when striking fortress walls and towers. After 5 minutes, all players in the battleground who do not have a rank (including players who join late) will now be granted the rank of Corporal. Classes Ashen Hallow (Venthyr Paladin), Spear of Bastion (Kyrian Warrior), Resonating Arrow (Kyrian Hunter), and Wild Spirits (Night Fae Hunter) visual effects are now more easily distinguishable when cast by enemy players. Death Knight Removed the stun when summoning the temporary ghoul version of Raise Dead (Rank 1) in PvP. The Satiated debuff from Rune of Sanguination is now removed when entering PvP instances. Demon Hunter Vengeance Corrected an issue that was causing Illidan’s Grasp (PvP Talent) recast effect to not toss the target. Hunter Roar of Sacrifice (PvP Talent) can no longer be cast while the Hunter’s pet is dead or crowd controlled. Mage Ice Form (PvP Talent) is no longer on the global cooldown to match Icy Veins, the ability it replaces. Icy Propulsion conduit now correctly functions with Ice Form (PvP Talent). Nether Precision and Arcane Prodigy conduits now correctly function with Arcane Empowerment (PvP Talent). Paladin Holy Divine Vision (PvP Talent) now reduces the cooldown of Aura Mastery by 1 minute (was grants Shadow Resistance Aura). Ultimate Sacrifice (PvP Talent) now causes Blessing of Sacrifice to last 6 seconds in addition to its existing effects. Fixed an issue that sometimes caused Cleanse the Weak (PvP Talent) to not dispel multiple debuffs. Protection Steed of Glory (PvP Talent) will now grant immunity to roots and snares only (was all crowd controlling effects). Fixed an issue that prevented the Royal Decree conduit from affecting Guardian of the Forgotten Queen (PvP Talent). Retribution Fixed an issue that was causing the resurrection bonus from Ultimate Retribution (PvP Talent) to not be applied to the Paladin when an ally died. Priest Greater Fade is now cancelled when players attempt to capture a PvP objective. Mass Dispel no longer cancels Greater Fade. Shadow Greater Fade (PvP Talent) is no longer cancelled when Mind Bomb triggers or Shadow Crash (Talent) deals damage. Rogue Outlaw Control is King (PvP Talent) can no longer override an Adrenaline Rush with a longer duration. Subtlety Shadowy Duel (PvP Talent) can no longer be cast on targets that have immunities active, such as Ice Block or Divine Shield. Shaman Hex now interrupts players that are channeling to capture a PvP objective if the player is susceptible to Hex. Warlock Amplify Curse (PvP Talent) cooldown reduced to 30 seconds (was 45 seconds). Casting Circle (PvP Talent) no longer causes Unending Resolve to stop granting its interrupt immunity. Demon Armor (PvP Talent) increases Armor by 160% (was 90%). Affliction Fixed an issue where Rapid Contagion (PvP Talent) could be used while under the effects of crowd control abilities. Warrior Barbarian (PvP talent) no longer resets the cooldown of all Heroic Leap charges when used with Leaper (Legendary Effect). Arms Fixed an issue that caused War Banner (PvP Talent) to expire early if there were multiple War Banners active. Protection Fixed an issue that caused Overwatch (PvP Talent) to be incorrectly consumed by reflected damage procs and area of effect spells. The Maw
      A new account-wide unlock has been added to Ve'nari that reveals teleport nodes on all the long walkable chains in Torghast so you can quickly cross the chains and no longer have to face your fear of heights. Reduced the health and amount of Anima Devourers required for Stage 1 of the Winged Soul Eaters Hunt. Torghast, Tower of the Damned
      A brief description of each wing is now available before embarking on any given Torghast run. To better increase your odds of success, a recommended item level will now be displayed when selecting which Layer difficulty to attempt. Reduced the amount of enemies on multiple floors. Anima Powers Kyrian Parliament Stone increases speed by 50% (was 30%) and now also increases dodge chance by 25%. Can be obtained 1 time (was 2). Necrolord New Anima Power: Desolate Chitin (Uncommon) – Fleshcraft absorbs 50% more damage. Can be obtained 3 times. Malevolent Stitching increases your primary stat by 20% (was 8%) and is now Uncommon rarity (was Rare). Can be obtained 1 time (was 3). Musophobic Femur has been removed. Night Fae New Anima Power: Frigid Wildseed (Epic) – Activating Soulshape stuns enemies within 12 yards of the departure and destination location for 6 seconds. Can be obtained 1 time. New Anima Power: Ethereal Wildseed (Uncommon) – Soulshape and Flicker heal you for 20% of your maximum health. Can be obtained 2 times. Clinging Fog and Crystallized Dreams have been removed. Venthyr Gnarled Key reduces Door of Shadows cast time by 20% (was 10%) and reduces its cooldown by 6 seconds per stack (was 3 seconds). Stacks up to 5 times (was 10). Death Knight New Anima Power: Entropic Pool (Epic) – Dealing damage with Death and Decay increases damage you deal to the target by 2%. This effect stacks. New Anima Power: Bone Borrower (Rare) – Death Grip reduces the target’s damage dealt to you by 20% for 10 seconds, and animates a Risen Skulker or Magus of the Dead for 1 minute. Damage dealt by the minions summoned by Bone Borrower and Bone Harvester have been significantly increased. Occult Emitter has been redesigned – Now increases Runic Power generation by 100% while affected by your Anti-Magic Shell or Anti-Magic Zone. Monstrous Concoction has been redesigned – Now increases damage and attack speed for you and all your minions by 10% for 8 seconds whenever you cast Death Coil. Exterminator has been redesigned – Now gives 2 additional max charges of Death Grip and killing a Mawrat resets all charges. Stacks 2 times. Darkreaver’s Ward now also increases Anti-Magic Shell duration by 3 seconds and no longer increases the spell damage reduction of Anti-Magic Zone. Darkreaver’s Lens spell reflection now also applies to Anti-Magic Shell. Creeping Decay now has an additional charge and no longer grants 10% damage reduction while in your Death and Decay. Death Turf now also reduces damage you take from enemies by 10% while in your Death and Decay. Unbreakable Cuffs now also increases Physical and Frost damage you deal to affected enemies by 15% and no longer increases the duration of Chains of Ice. Blood-Tinged Poker now increases Sacrificial Pact damage by 400% (was 300%) and reduces Raise Dead’s cooldown to 20 seconds (was 25 seconds). Lich Robes now reduces the cooldown of Lichborne by 4 seconds (was 10 seconds) per 10 Runic Power spent (was using Death Strike). Stacks 2 times (was 3). Force Pull has been renamed Death Hook and has an additional effect – Causes Death Grip to instead pull you to the target. Phearomones is now Uncommon rarity. Deathlord’s Lesson, Deathlord’s Legacy, and Animate Armaments have been removed. Demon Hunter Soarstone now heals for 6% per second (was 3%). Shifting Signet now reduces the Metamorphosis cooldown by 30% (was 15%). Stacks up to 3 times (was 4). Phantasmal Iris damage increased by 5% (was 1%). Seeker’s Rage now increases the damage of your Demon Blades, Demon’s Bite, or Shear by 2% per stack (was 20%) when destroying an Ashen Phylactery, and the effect is no longer consumed when casting Demon Blades, Demon’s Bite, or Shear. Ragehoof now reduces the cooldown of Metamorphosis by 6 seconds when killing a Mawrat (was extends the duration). Furywing no longer deals damage to you if Fel Rush or Infernal Strike fail to deal damage. Sacrificial Soul-Ash now properly increases the damage of Elysian Decree (Kyrian Ability). Druid Fixed an issue that rarely caused Druids to remain in a stunned state if they died while inside Podtender (Dreamweaver Soulbind). Hunter Bag of Mawrat Eyes can no longer be overwritten by a shorter duration self-cast Bestial Wrath. Fixed an issue that caused Fogged Crystal and Amplifying Crystal to sometimes remain active once Misdirection has expired. Mage New Anima Power: Gravity Dynamo (Epic) – Knocking, Rooting, or Incapacitating enemies grants you 50% extra damage to fire, arcane, and frost spells for 8 seconds. New Anima Power: Chronomancer’s Hourglass (Rare) – During Alter Time, you and your Mirror Images gain Time Warp. New Anima Power: Sorceror’s Frozen Soul (Rare) – Ice Block has no cooldown. New Anima Power: Incanter’s Ward (Uncommon) – Damage absorbed by your Barriers grants up to 20% increased Intellect, based on the amount absorbed. New Anima Power: Eldritch Teachings (Common) – Pyroblast, Flurry, and Arcane Barrage damage increased by 25%. Dimensional Blade now refreshes your Blink cooldown when blinking through an enemy, and blinking through Mawrats will kill them instantly (was blinking through a Mawrat will instantly kill it and grant 3 charges of Blink). Sapphire Prism now summons 2 additional Mirror Images per stack (was 1) and is now Common rarity. Creeping Freeze now functions without Everwarm Socks, and can now be acquired at any time. Lingering Torments (Venthyr) increases damage of Mirrors of Torment by 25% (was 10%). Malevolence (Venthyr) now causes Mirrors of Torment’s cooldown to reset if the target dies while afflicted (was: Mirror damage had to be the killing blow). Maldo’s Enchanted Cane, Polymorbid Rat Liver, Tome of Zoomancy, and Alluring Cheese have been removed. Priest New Anima Power: Dark Technique (Rare) – Enemies affected by Mind Bomb or Psychic Scream suffer 5% of your health in damage every 1 second. This damage cannot break Mind Bomb or Psychic Scream. New Anima Power: Voidwraith Signet (Rare) – Killing an enemy with Shadow Word: Death summons a Voidwraith guardian for 1 minute that casts Void Flay, dealing 100% additional damage against enemies that are above 50% health. New Anima Power: Soul of an Archon (Rare) – Power Infusion now also increases all periodic damage and healing by 100%. New Anima Power: Cowl of Influence (Uncommon) – You can now control your character during Mind Control, but it has a 30 second cooldown. New Anima Power: Light-Infused Egg (Uncommon) – Smite / Mind Flay have a 15% / 5% chance to grant you Power Infusion. New Anima Power: Fallen Priest’s Blessing (Common) – Casting Holy Fire or Mind Blast increases the damage or healing of your next Devouring Plague by 30%, Penance by 30% or Chastise by 60%. This effect stacks, but its duration is not refreshed. Enduring Spirit spell duration increased by 80% (was 50%). Puppetmaster’s Strings can no longer be offered to the player unless Cowl of Influence is known. Earworm chance to trigger increased to 5% per stack (was 3%). Mindmancer’s Handgloves now increases the damage of Mindgames by 20% (was reduce cast speed). Vandal’s Zeal can now be obtained 3 times (was 1). Psychic Wallet, Soul Sapper, and Art of Phantasmal Healing have been removed. Catharstick now properly triggers from Shadow Word: Pain cast by Vampiric Touch through the Shadow talent, Misery. Rogue Fixed an issue that caused Silent Footpads to not increase Rogue’s melee damage. Silent Footpads can now activated from Stealth through Vanish. Shaman New Anima Power: Depleted Tesla Coil (Epic) – Gain the effects of Stormkeeper every 15 seconds. New Anima Power: Pure Elemental Core (Rare) – Increases the duration of your Fire Elemental or Storm Elemental) by 50% for Elemental. Increases the duration of Feral Spirits by 100% for Enhancement. When you drop Spirit Link Totem, immediately heal all allies for 15% of their maximum Health, and harm all enemies in the radius for 15% of their max Health for Restoration. Stacks up to 2 times. New Anima Power: Bottle of Swirling Maelstrom (Common) Increases Earthquake and Earth Shock damage for Elemental, increases Maelstrom Weapon bonus damage and healing for Enhancement, and periodically deals nature damage to enemies inside of your Healing Rain for Restoration. Stacks up to 3 times. Storm Conduit now increases nature and frost damage by 50% (was Lightning Bolt and Chain Lightning). Tsunami Relic now increases healing done by 50% (was casting healing spells faster). Blood of Heroes now also causes your first Bloodlust or Heroism per floor to not incur its cooldown and is now Rare rarity. Deathseer Choker damage and healing per totem increased by 10% (was 5%). Heart of the Deathseer has been redesigned – Chain Lightning hits 3 additional targets and damage increases by 20% per jump for Elemental and Restoration. Lava Lash now spreads Flame Shock to 5 nearby targets, and Lava Lash damage is increased by 500% for Enhancement. Ghost Bone and Shield of Spirits have been removed. Warlock Detonation Torch has been redesigned – Increases Shadowbolt, Drain Soul (Talent), Demonic Core, and Incinerate damage by 75% per stack. Stacks up to 3 times. Inferno Skewers has been redesigned – Increases the damage of Seed of Corruption, Implosion, and Rain of Fire by 75%. Stacks up to 4 times. Pact of Thickness now increases summoned demons health and damage by 50% (was only demon health). Smoking Shard of Teleportation buff duration increased to 15 seconds (was 10 seconds). Bottled Shadow duration increased to 30 seconds (was 15 seconds). Visage of Lethality has been redesigned – When you are struck in melee by an auto-attack, you fear all nearby enemies for 8 seconds. The effect can happen once every 45 seconds. Hellfire Pact and Crystal of Perpetual Displacement have been removed. Warrior New Anima Power: Glory of Skyhold (Rare) – Heroic Leap gains 2 additional charges. Can be obtained 1 time. New Anima Power: Blade of the Tideskorn (Rare)– You yell a Demoralizing Shout (Protection) or a Piercing Howl (Arms and Fury) when you land your Heroic Leap. Can be obtained 1 time.Repulsive Pennant now deals damage to all enemies within 15 yards of you every 3 seconds while Conqueror’s Banner is active. Can be obtained 2 times (was 3). New Anima Power: Weathered Runestone (Uncommon) – Berserker Rage increases the damage of Overpower, Raging Blow, or Revenge by 40%. Can be obtained 3 times. New Anima Power: Thorium Hairpin (Uncommon) – Whirlwind generates 10 Rage for Arms and Protection, and 4 additional Rage for Fury. Can be obtained 3 times. New Anima Power: Gargolmar’s Shattered Hand (Uncommon) – Victory Rush reduces the remaining cooldown of Heroic Leap by 10 seconds. Can be obtained 3 times. New Anima Power: Ancient Rubble (Common) – Heroic Leap shatters the ground where you land, dealing Physical damage over 10 seconds to enemies within 16 yards. Can be obtained 4 times. Brawler’s Brass Knuckles increases Rage generation by 25% (was 20%). Can be obtained 4 times (was 5). Edge of Hatred increases the damage of Rampage, Mortal Strike, and Shield Slam by 25% (was 20%). Can be obtained 4 times (was 5). Fan of Longswords chance to cast Whirlwind increased to 100% (was 33%). Can be obtained 1 time (was 3). Succulent Carpaccio now also reduces the cooldown of Ignore Pain by 3 seconds for Arms and Fury. Unchanged for Protection. Voracious Culling Blade increases Condemn’s (Venthyr Ability) damage by 50% (was 100%). Smoldering Inertia damage bonus decreased to 100% (was 200%) and the duration increased to 6 seconds (was 4 seconds). Spattered Soles, Ragemote, and Champion's Decree have been removed. WoW Companion App
      Changed the expansion select button action to a tap and added a button to switch expansions in the menu. Developers' note: We received feedback that players were having trouble remembering the expansion switch tutorial so we simplified the action and added a second way to switch expansions. Clarified the region and character select flow. Developers' note: We changed the flow based on feedback to help clarify and resolve the wrong region being selected versus having no characters in a region. Fixed an issue where news articles didn't show content when the phone's language did not match the article's language. Fixed an issue with duplicate Missions and Callings. Various updates to Adventures. To view all content update notes, click here.
      For World of Warcraft customer support, please visit our Support Site or our Customer Support discussion forum. If you’ve found a bug, please let us know about it in our Bug Report Forum.
      Back to Top
    • By Staff
      Blizzard have clarified/reminded players that their loot from the Great Vault for next week will still be 9.0.2-based, meaning the Mythic+ items you get from it WILL NOT be upgradeable via Valor points. They will be starting from the reset after this one.
      M+ Reminder (source)
      9.0.5 will arrive on Tuesday, March 9.
      Please be reminded that the Great Vault rewards items based on your efforts in the previous week. That means that you should not feel pressured to push Mythic Keystone dungeons excessively over the next few days, as your Mythic Keystone dungeon reward(s) from the Great Vault immediately after the patch goes live will not be an item that can be upgraded with Valor. Keeping items unclaimed through the first week will have no impact on this.
      After the first week of the patch, the Great Vault will offer gear that can be upgraded.
      Thank you!
    • By Starym
      Ogrimmmar has tried to express various WoW zones via emojis, and there's a pretty fun guessing game in there as well!
      It's pretty fun trying to decipher the pictograms and where they belong exactly, with some being pretty obvious, and one even being a bit misleading/confusing (see if you can spot that one). You can check out the solutions below the image, and see how well you did (the last one is especially solid)!

      And here are the answers:
      Number 8 was the problematic one, as the author combined Silithus and Uldum, but the rest are pretty much on point. Also, this obviously needs to be a thing for WoW terms in general, as it's pretty fun spotting the intended meaning, and we could use some tougher ones!
    • By Starym
      We've seen the rise of the new breed of specless players back in the pre-patch, but now they're coming to Shadowlands as well!
      Jirasonis took things to the next level with a Priest and got to 60 without choosing a spec, but then also continued playing without one! A Black Temple timewalking raid completed, they're now gearing up to actually do Mythic+ and Shadowlands raids as well, without the aid of Holy, Discipline or Shadow! Being specless beings some other endgame issues, however, as you can't pick a Soulbind without a spec due to the way the quest works.

      In case you weren't aware, the Shadowlands pre-patch made choosing a spec optional, as one isn't chosen automatically for you anymore, which saw players get to level 50 in this new way. This also isn't the first 60 specless, as willwarb, who was also the first 50 specless, has already done it, but we didn't quite catch that at the time. 
      Here's what Jirasonis had to say about the experience:
  • Create New...