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Monk - Warlords of Draenor Alpha Patch Notes Analysis

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Icy Veins asks the experts' opinions on their favorite class changes! Today, Sunnier, Justmonk and Unpl discuss Monk patch notes.

The Warlords of Draenor Alpha patch notes have been out for only a few days, but millions of players are already voicing strong opinions of the direction Blizzard is headed with the game in this coming expansion. Some class changes have received overwhelmingly positive feedback, while others have left many a player scratching their head. A few changes have even caused a substantial outcry of rage!


To see things more clearly, we've invited a handful of our class MVPs to share their opinions on the changes made to their respective class. For this patch notes analysis topic, we have requested feedback from our resident expert on the projected changes being made to the Monk class. Sunnier, Justmonk, and Unpl have been kind enough to share their thoughts on the upcoming Monk changes!

Sunnier maintains the most respected Brewmaster Monk resource site, Sunnier's Art of War. Justmonk, one of the best Windwalker monks in the world, raids with Method. Unpl is a talented Mistweaver Monk who raids in Paragon.

Blizzard Icon Monk WoD Alpha Changes

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Ability Pruning

  • Avert Harm has been removed.
  • Clash has been removed.
  • Adaptation has been removed.
  • Power Guard has been removed.
  • Disable is now available only to Windwalker Monks.
  • Healing Sphere (the spell, not any other sources of healing spheres) has been removed. Mistweavers' Gift of the Serpent, Brewmasters' Gift of the Ox, and Windwalkers' Afterlife still summon healing spheres.
  • Surging Mist is now available to all Monk specializations. It costs 30 Energy in Ox or Tiger Stance, and continues to cost mana in Serpent Stance and Crane Stance. However, it only generates Chi for Mistweaver Monks.
  • Stance of the Spirited Crane now replaces Stance of the Fierce Tiger for Mistweaver Monks (see Monks below for details).
  • Stance of the Sturdy Ox now replaces Stance of the Fierce Tiger for Brewmaster Monks.

Hit and Expertise Removal

  • Stance of the Wise Serpent no longer increases Hit or Expertise.
  • Stance of the Sturdy Ox now also reduces the chance for attacks to be parried by 3%.

Retuning Healing Spells


See the full patch notes for complete details of these changes.

Active Mana Regeneration

  • Crackling Jade Lightning's channel duration has been reduced to 4 seconds.
  • Stance of the Wise Serpent now also causes Crackling Jade Lightning to cost no mana, and restore 2% of the Monk’s maximum mana if the ability is channeled for its full duration.

Crowd Control and Diminishing Returns

  • Fists of Fury no longer stuns a target more than once per cast.
  • Glyph of Breath of Fire’s Disoriented effect now shares Diminishing Returns with all other Mesmerize effects.
  • Grapple Weapon has been removed.
  • Ring of Peace no longer Silences or Disarms enemies. It now incapacitates targets in the area for 3 seconds, or until the target takes damage. The ability now shares Diminishing Returns with all other Mesmerize effects.
  • Spear Hand Strike no longer Silences the target if they’re facing the Monk.
  • Spinning Fire Blossom’s Root effect now shares Diminishing Returns with all other Root effects.

Buffs and Debuffs


Weakened Blows was a debuff that mattered almost exclusively to tanks, and that every tank automatically applied. We removed the debuff and reduced creature damage to compensate.
  • Weakened Blows
    • Keg Smash no longer applies the Weakened Blows effect.
As part of a push to combine the different types of Haste in the game as much as possible, we merged Spell Haste and Attack Speed into just Haste, which benefits everyone.
  • Brewmaster Monks now also learn Legacy of the White Tiger, granting 5% increased Critical Strike chance to all Party and Raid members.
  • Monk (Windwalker): Rising Sun Kick now also increase magic damage taken by the target by 5% for 15 seconds.

Instant Cast Heals

  • Uplift (Mistweaver) now has a 1.5-second cast time (up from instant cast).

Tank Vengeance and Resolve

  • Bladed Armor is a new passive ability for Blood Death Knights, Guardian Druids, Brewmaster Monks, Protection Paladins, and Protection Warriors.
    • Bladed Armor increases Attack Power by 100% of the character's Bonus Armor.
  • Vengeance has been removed and replaced with a new passive ability, Resolve. Resolve increases your healing and absorption done to yourself, based on Stamina and damage taken (before avoidance and mitigation) in the last 10 seconds.
  • Mastery: Elusive Brawler now also passively increases Attack Power by 12% (percentage increased by Mastery), in addition to its current effects.
  • Brewmasters no longer deal 15% less damage.

Raid Utility Balance

  • Avert Harm has been removed.
  • Stance of the Fierce Tiger’s movement speed increase now affects the Monk and all allies within 10 yards.

Class Changes


The brand-new class for Mists of Pandaria, Monks, turned out to be a ton of fun. Brewmasters stayed fairly solid all expansion long. Windwalkers needed a few tweaks here and there, especially to their Mastery, and still have a few shortcomings that we hope to improve, but overall worked quite well. Mistweavers had a bit of a rollercoaster ride, veering between weak and strong over the course of the expansion. Most of our changes to Monks will focus on Mistweavers, to try to get them just right.

About midway through the expansion, it became clear that mana was not valuable for Mistweavers. We tried some adjustments to solve that, but it proved too large of a change to make at the time. We chose to just live with that problem for the time being, and tune them around not really caring much about Spirit or mana (once they reached epic gear).

Now that we have the time to tweak things, and for Mistweavers to acquire new gear, we're going to make changes to get them in the right spot. Initially, we experimented with giving Mistwavers a 1-second GCD akin to that of the Rogue to give them a faster combat feel. However, it's proven difficult to balance. Haste is attractive to healers because it lowers not just cast time but GCD as well. Therefore, Monks valued Haste much less than other healers. We explored a few options, but ultimately landed on changing the core GCD for Mistweavers from 1 second to the standard 1.5 seconds, which you will be able to reduce with Haste. This will feel jarring at first, but we're confident that it's for the best, long-term.
  • All abilities available to Mistweavers now have a 1.5 second global cooldown (up from 1 second).
  • Stance of the Sturdy Ox and Stance of the Fierce Tiger now reduce the global cooldown of the Monk’s abilities by 0.5 seconds.
  • Stance of the Wise Serpent no longer increases Haste from items by 50%.
  • Focus and Harmony is a new passive ability for Mistweaver Monks.
    • Focus and Harmony: Haste effects lower the global cooldown of your spells and abilities.
  • Crackling Jade Lightning's throughput has been increased by 100%, but no longer generates Chi for Mistweaver Monks.
  • Soothing Mist no longer generates Chi for Mistweaver Monks.
  • Thunder Focus Tea now causes the next Renewing Mist to jump up to 4 times (used to cause the next Uplift to refresh the duration of Renewing Mists on all targets).
  • Healing Spheres now heal an ally within 12yd (up from 6yd) for 100% (up from 50%) of their normal healing, when they expire.
  • Detonate Chi is a new spell available to Mistweavers. Detonate Chi: Instantly detonate all of your Healing Spheres, causing each of them to heal a nearby ally within 12 yards of the sphere. 15 sec cooldown.
Another issue with Mistweavers is that of Eminence, which has never really played out how we had hoped. The intent with Eminence was to create an alternate play style to fulfill the fantasy of healing through dealing damage, since we knew a lot of players had that fantasy, and a new class was the perfect opportunity to satisfy that.

Having two play styles in one spec (Eminence, and traditional Mistweaving, healing primarily through casting heals) proved challenging to balance, because we don't want players to take the best parts of both and stack them into an unintended superior spec. The most notorious of these cases was "Jab-Jab-Uplift". In order to solve this problem, we're giving Mistweavers two stances. Stance of the Wise Serpent will continue to be the stance from which to do traditional Mistweaving. The new Stance of the Spirited Crane will be the stance to use for Eminence. You can swap stances at will, with only the cost of a GCD and any current Chi that you've accrued. The intention is that Crane Stance allows Mistweavers to trade healing for damage; it should fall somewhere in the middle between being a full healer, and being a full damage dealer.
  • Stance of the Spirited Crane is a new ability for Mistweaver Monks, which replaces Stance of the Fierce Tiger.
  • The Spell-Power-to-Attack-Power conversion effect has been moved from Stance of the Wise Serpent to Stance of the Spirited Crane.
  • The Eminence effect has been moved from Stance of the Wise Serpent to Stance of the Spirited Crane.
  • Teachings of the Monastery now makes Spinning Crane Kick heal friends instead of damaging enemies, while in Stance of the Wise Serpent (previously, it would heal allies in addition to damaging enemies).
  • Mastery: Gift of the Serpent’s Healing Spheres now scale with Spell Power instead of Attack Power.
  • Serpent's Zeal has been removed. Eminence now always includes Auto Attacks.
  • Muscle Memory and Vital Mists have been merged. Muscle Memory now requires Stance of the Spirited Crane, and passively increases the damage of Crackling Jade Lightning by 100%, causes Tiger Palm to trigger the Vital Mists effect, and causes Blackout Kick to hit 4 additional nearby targets for 50% damage.
  • The following abilities now require Stance of the Wise Serpent for Mistweavers: Enveloping Mist, Renewing Mist, Soothing Mist, Uplift.
  • The following abilities now require Stance of the Spirited Crane for Mistweavers: Blackout Kick, Jab, Tiger Palm.
We also improved all Monk Healing Spheres. You'll no longer waste them when running over multiple at once when you only need a little healing. And we significantly improved the effect when Mistweavers' Healing Spheres expire. We also made Afterlife Healing Spheres consistent with the rest of the class.
  • When a player runs through multiple Healing Spheres at once, only as many as needed to heal the player to full health will be consumed (instead of all of them if the player is injured at all).
  • Healing Spheres from Gift of the Serpent now heal an injured ally within 12 yards (up from 6 yards) for 100% (up from 50%) of their normal effect, when they expire.
  • Afterlife’s Healing Sphere now heals for the same amount as other Healing Spheres (instead of healing for 15% of maximum health).
There were several changes that affected multiple Monk specializations. We’d like to see Monks using Transcendence more often, so its usability has been improved (some baseline, and some in a Draenor Perk). For Touch of Death, we like that it’s a unique execute being usable only once, but found it impractical to use on bosses and have improved its usability. For Tiger Strikes, we buffed it to grant Multistrike ability which it was similar to already, and extended it to work with all Monk specializations.
  • Transcendence: Transfer no longer has an energy or mana cost.
  • Touch of Death is now usable on targets that have 10% or less health remaining, or have less current health than your maximum health. The rules against players remain unchanged.
  • Tiger Strikes is now available to all Monk specializations, and has a chance to trigger on successful auto attacks and their Multistrikes. It has an 8% chance to trigger while using a two-handed weapon, and a 5% chance to trigger while dual wielding.
    • When triggered, Tiger Strikes now grants +50% to Multistrike for 8 seconds instead of +50% to attack speed and double attacks for 4 attacks.
We’re making a few changes that mostly affects Windwalkers, but has a minor impact on Mistweavers and Brewmasters as well. For energy-based gameplay to function well, the primary limitation on ability usage should be energy, not time. As such, we're making the following changes to address GCD-capping problems. First, we’re reducing the effects and mana increase of Ascension, because it became more powerful when combined with several of our other changes to healers. We believe that Ascension will remain as a competitive talent for Brewmasters. Second, energy cost of Jab has been increased for Windwalkers. And Third, we reduced the chance for Combo Breaker to trigger. Individually, these may sound like significant nerfs but Windwalker damage has been adjusted to compensate for these changes. The goal is not to reduce DPS while addressing the issue with GCD-capping.
  • Ascension now increases energy regeneration and maximum mana by 10% (down from 15%).
  • Combo Breaker now has an 8% chance to trigger, per effect, per Jab (down from 12%).
  • Stance of the Fierce Tiger now also increases Jab’s energy cost by 10.
A couple of additional changes for Windwalkers. Storm, Earth, and Fire, got buffed to make it smoother to use. We also buffed Fists of Fury because we felt that the ability wasn’t giving a strong enough damage boost given its restrictions and impact on the Monk's rotation.
  • Storm, Earth, and Fire no longer has an energy cost, and is off GCD.
  • Fists of Fury now deals 100% increased damage, and always deals full damage to your primary target; additional targets are still affected by the damage split.
For Brewmasters, Gift of the Ox has been modified to allow it to scale defensively with the new Multistrike stat. The Black Ox Statue has been modified to aid Monks in establishing aggro on new enemies.
  • Black Ox Statue now also passively attracts the attention of all enemies within 30 yards, causing a minor amount of threat each second.
  • Gift of the Ox now has a chance to trigger only from auto attack Multistrikes, instead of from all auto attacks. It has a 100% chance to trigger while using a two-handed weapon, and a 62.5% chance to trigger while dual wielding.


1. What is your overall impression of Blizzard's changes to the Monk class?


Sunnier (Brewmaster): Brewmasters scraped by mostly unchanged. We had some skills pruned that will likely be missed, but other than that, no mechanics were changed (yet). I think we were in a good position to begin with, and not much needed changing anyways.

Justmonk (Windwalker): The overall impression of the Windwalker changes is very good. There are mostly quality of life changes so far, and some of these improvements are issues that were brought up during Mists of Pandaria’s cycle and are now being addressed. For instance, the Fists of Fury buff and glyph will support the use of it again fully instead of having it as an ability one rather doesn’t use.

Unpl (Mistweaver): I feel like Blizzard have completely scrapped the MoP iteration of what a MW was and are returning to the drawing table. What comes out of that table remains to be seen.

2. Which changes do you think are the best and why?


Sunnier (Brewmaster): Removal of Vengeance. Taking damage to increase damage caused many problems in the tanking sphere, from encouraging very un-tanky behavior to making tank DPS incredibly variable and frustrating. The defensive gameplay that remains and will be moved to Resolve is worthwhile, and the fact that our own baseline damage will be tolerable is a big plus as well.

Justmonk (Windwalker): The Fists of Fury change as mentioned is the best change they are doing for windwalkers so far. Perhaps there will be something better down the line, but for now this change will help bring back the monk feeling a Windwalker had in early Mists (beta) where Fists of Fury was a great spec defining spell that you love pressing.

Unpl (Mistweaver): The separation of Mistweaving and Fistweaving to their corresponding stances. This should allow Blizzard to design MWs to be competitive without having to worry about Fistweave abilities.
Making our Mastery desirable is always a plus.

3. Which changes do you think are the worst and why?


Sunnier (Brewmaster): My initial reaction to most of our level 100 talents is scepticism. With Chi Explosion, I'm not sure what the intent is (whether it's supposed to be a survival increase or DPS increase), and I have trouble finding situations where one would want or need to combine Shuffle and Purifying Brew. I'll reserve my final judgement of this talent for whenever it becomes available for testing, but right now I'm cautious. Chi Serenity is similarly confusing, since all it really allows us to do is spam Shuffle, Purifying Brew, and occasionally Guard at once. None of these abilities particularly benefit from being spammed in such a way, and this talent will require awkwardly pressing two or three buttons at once (or a macro), since Purifying Brew and Guard are off the GCD and can be used at the same time as Blackout Kick. It is, however, a pretty clear DPS cooldown, so there is that.

Justmonk (Windwalker): This is a hard question for Windwalkers, as there aren’t any real bad changes made to us. If anything the worst change so far is adding another beneficial effect to Energizing Brew, with it increasing your Multistrike chance it becomes a button you don’t only press to gain energy but also to stack on top of other cooldowns. This will likely mean we will be pressing it as it comes off cooldown most of the time instead of having some thought put behind it and use it when you know you will not waste any energy. Perhaps our energy regen will not be enough to do so, but it will still end up being a 1 minute button you keep on cooldown in that case.

Unpl (Mistweaver): Monks were sold as a fast-paced, mobile, melee healer. The global cooldown being increased to 1.5seconds and the reduction in the number of Chi Generators available contradict that design. With the current amount of Chi generators the pace is worryingly similar to that of a Paladin.

4. How would you alter any of the existing changes?


Sunnier (Brewmaster): I wouldn't alter any changes at this moment. We didn't see many, and what we know so far is an incomplete picture. Since it's so early in the testing process, and we are still a ways from being able to actually test these changes in a "realistic" environment, I will save my judgement until later.

Justmonk (Windwalker): Let’s stick to the worst here, and I would not have a Multistrike chance attached to Energizing Brew. Suggestions to still have energizing brew stay interesting and not just be a button you press all the time are hard to come up with, because of the way the spell works there is only so much you can do to make it interesting. Perhaps get rid of the energy regen and just supply us with combo breaker procs but still keeping the Multistrike will result in less energy capping but still feel like you get more out of it than just more damage. I’m sure there are several more other options as well to make Energizing Brew an interesting cooldown button you want to press.

Unpl (Mistweaver): Eminence healing is still stuck at 20 yards, which is weak, but might work with the half of a DPS/half of a healer mentality. Also the current implementation of Jade Serpent Statue feels lackluster. The statue and its model are iconic to MW monks, but what it bring to the table is not.

5. What changes would you like to see in WoD?


Sunnier (Brewmaster): I have a couple of minor things I'd like to see, such as a re-evaluation of the Shuffle duration, more interesting glyphs (major and minor), and more interesting tanking encounters. I know that at the very least we'll see the later two.

Justmonk (Windwalker): I was hoping for changing in regard to raid cooldowns, equalizing most DPS and specs and there seems to be a plan there that is still to be shown to us as of writing this so I will let that topic be. Other changes that I would like to see are a few more minor improvements to Storm, Earth and Fire. Adding a debuff to targets your 'wind' image is on so you see that one of your clones is hitting it without the need to use an addon or looking at the model (which is hard to see when raiding).

Another look at our level 90 talents would be nice as well. With the improved Spinning Crane Kick we are getting, Rushing Jade Wind’s power will be diminished and it’s possible our only option will be Xuen. Making it a one option in that tier and that’s not ideal for the talent system.

Unpl (Mistweaver): I’d like for MW monks to retain their fluid and fast-paced gameplay. Being able to channel Mana Tea while moving might help with that.

Patch Notes Last Updated - 24 April 2014

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      New Abilities
      Kill Command Wildfire Bomb Serpent Sting Aspect of the Eagle Kill Command (Rank 2 passive available at level 50) Disengage (Rank 2 passive available at level 95) New Mastery
      Mastery: Spirit Bond Level Talent 1 Talent 2 Talent 3 15 N/A Terms of Engagement *new* Flanking Strike *new* 30 Guerrilla Tactics *new* Hydra's Bite *new* Butchery 45 Trailblazer Posthaste Camouflage 60 Bloodseeker *new* Steel Trap A Murder of Crows 75 Born to Be Wild *new* Intimidation Binding Shot *new* 90 Tip of the Spear *new* Mongoose Bite *new* Arctic Bola *new* 100 Birds of Prey *new* Primal Instincts *new* Chakrams *new* Mage [Return to Top]
      Arcane Intellect is back Arcane
      New Talents
      Mana Adept (level 15) Rule of Threes (NYI) (level 15) Level Talent 1 Talent 2 Talent 3 15 Rule of Threes (NYI) *new* Mana Adept *new* Arcane Familiar 30 Mana Shield Shimmer Slipstream 45 Incanter's Flow Mirror Image Rune of Power 60 Resonance Charged Up Supernova 75 Chrono Shift Ice Ward Ring of Frost 90 Erosion Unstable Magic Nether Tempest 100 Overpowered Temporal Flux Arcane Orb Fire
      New Talents
      Phoenix Flames (level 60) Level Talent 1 Talent 2 Talent 3 15 Firestarter Pyromaniac Conflagration 30 Blazing Soul Shimmer Blast Wave 45 Incanter's Flow Mirror Image Rune of Power 60 Flame On Alexstrasza's Fury Phoenix Flames *new* 75 Frenetic Speed Ice Ward Ring of Frost 90 Flame Patch Unstable Magic Living Bomb 100 Kindling Cinderstorm Meteor Frost
      Level Talent 1 Talent 2 Talent 3 15 Bone Chilling Lonely Winter Ray of Frost 30 Glacial Insulation Shimmer Ice Floes 45 Incanter's Flow Mirror Image Rune of Power 60 Frozen Touch Splitting Ice Ice Nova 75 Frigid Winds Ice Ward Ring of Frost 90 Arctic Gale Unstable Magic Frost Bomb 100 Thermal Void Glacial Spike Comet Storm Monk [Return to Top]
      Leg Sweep is now baseline available at level 60 Brewmaster
      New Talents
      Tiger Tail Sweep (level 60 talent) Level Talent 1 Talent 2 Talent 3 15 Eye of the Tiger Chi Wave Chi Burst 30 Celerity Chi Torpedo Tiger's Lust 45 Black Ox Brew Gift of the Mists Light Brewing 60 Ring of Peace Summon Black Ox Statue Tiger Tail Sweep *new* 75 Healing Elixir Mystic Vitality Dampen Harm 90 Special Delivery Rushing Jade Wind Invoke Niuzao, the Black Ox 100 Elusive Dance Blackout Combo High Tolerance Mistweaver
      New Talents
      Tiger Tail Sweep (level 60 talent) Level Talent 1 Talent 2 Talent 3 15 Zen Pulse Chi Wave Chi Burst 30 Celerity Chi Torpedo Tiger's Lust 45 Spirit of the Crane Mist Wrap Lifecycles 60 Ring of Peace Song of Chi-Ji Tiger Tail Sweep *new* 75 Healing Elixir Diffuse Magic Dampen Harm 90 Summon Jade Serpent Statue Refreshing Jade Wind Invoke Chi-Ji, the Red Crane 100 Mana Tea Focused Thunder Rising Thunder Windwalker
      Ring of Peace is available at level 60 New Talents
      Combo Breaker (level 60) Fist of the White Tiger (level 60) Tornado Kicks (level 60) Inner Strength (level 75) Rushing Jade Wind (level 90) Wind Strikes (level 100) Level Talent 1 Talent 2 Talent 3 15 Eye of the Tiger Chi Wave Chi Burst 30 Celerity Healing Elixir Tiger's Lust 45 Ascension Power Strikes Energizing Elixir 60 Tornado Kicks *new* Combo Breaker *new* Fist of the White Tiger *new*
      75 Inner Strength *new* Chi Torpedo Diffuse Magic 90 Hit Combo Rushing Jade Wind *new* Invoke Xuen, the White Tiger 100 Wind Strikes *new* Whirling Dragon Punch Serenity Paladin  [Return to Top]
      Holy
      Level Talent 1 Talent 2 Talent 3 15 Bestow Faith Light's Hammer Crusader's Might 30 Cavalier Unbreakable Spirit Rule of Law 45 Fist of Justice Repentance Blinding Light 60 Devotion Aura Aura of Sacrifice Aura of Mercy 75 Divine Purpose Holy Avenger Holy Prism 90 Judgment of Light Sanctified Wrath Fervent Martyr 100 Beacon of Faith Beacon of the Lightbringer Beacon of Virtue Protection
      Level Talent 1 Talent 2 Talent 3 15 Holy Shield Blessed Hammer Consecrated Hammer 30 First Avenger Bastion of Light Crusader's Judgment 45 Fist of Justice Repentance Blinding Light 60 Blessing of Spellwarding Cavalier Retribution Aura 75 Hand of the Protector Knight Templar Final Stand 90 Judgment of Light Consecrated Ground Aegis of Light 100 Righteous Protector Seraphim Last Defender Retribution
      New Talents
      Wake of Ashes (level 100) Level Talent 1 Talent 2 Talent 3 15 Greater Judgment Righteous Verdict *new* Execution Sentence 30 The Fires of Justice Blade of Wrath Hammer of Wrath *new* 45 Fist of Justice Repentance Blinding Light 60 Divine Vengeance *new* Consecration Wake of Ashes *new* 75 Cavalier Unbreakable Spirit Eye for an Eye 90 Judgment of Light Justicar's Vengeance Word of Glory 100 Divine Purpose Crusade Inquisition *new* Priest [Return to Top]
      Power Word: Fortitude is back Discipline
      Level Talent 1 Talent 2 Talent 3 15 Castigation Twist of Fate Schism 30 Perseverance Body and Soul Masochism 45 Power Word: Solace Shield Discipline Mindbender 60 Psychic Voice Shining Force Dominant Mind 75 Sanctuary Clarity of Will Shadow Covenant 90 Purge the Wicked Divine Star Halo 100 Power Infusion Grace Evangelism Holy
      Level Talent 1 Talent 2 Talent 3 15 Enlightenment Trail of Light Enduring Renewal 30 Angelic Feather Perseverance Body and Mind 45 Light of the Naaru Guardian Angel Afterlife 60 Psychic Voice *new* Shining Force Censure 75 Surge of Light Binding Heal Circle of Healing 90 Benediction Divine Star Halo 100 Cosmic Ripple *new* Apotheosis Holy Word: Salvation *new* Shadow
      Leap of Faith is available at level 63 New Talents
      Dark Void (level 45) Last Word (level 60) Void Torrent (level 100) Level Talent 1 Talent 2 Talent 3 15 Fortress of the Mind Shadowy Insight Shadow Word: Void 30 Mania Body and Soul San'layn 45 Dark Void *new* Misery Twist of Fate 60 Last Word *new* Mind Bomb Psychic Horror 75 Auspicious Spirits Shadow Word: Death Shadow Crash 90 Lingering Insanity Mindbender Power Infusion 100 Legacy of the Void Void Torrent *new* Surrender to Madness Rogue [Return to Top]
      Assassination
      New Talents
      Master Assassin (level 30) Poison Bomb (level 100) Level Talent 1 Talent 2 Talent 3 15 Master Poisoner Elaborate Planning Dispatch 30 Nightstalker Subterfuge Master Assassin *new* 45 Vigor Anticipation Deeper Stratagem 60 Leeching Poison Elusiveness Cheat Death 75 Internal Bleeding Iron Wire Prey on the Weak 90 Venom Rush Toxic Blade Exsanguinate 100 Poison Bomb *new* Crimson Tempest Marked for Death Outlaw
      Grappling Hook is now an ability that does not have a level requirement listed. New Talents
      Retractable Hook (level 30) Blinding Powder (level 75) Loaded Dice (level 100) Level Talent 1 Talent 2 Talent 3 15 Swordmaster Quick Draw Ghostly Strike 30 Acrobatic Strikes Retractable Hook *new* Hit and Run 45 Vigor Anticipation Deeper Stratagem 60 Iron Stomach Elusiveness Cheat Death 75 Dirty Tricks Blinding Powder *new* Prey on the Weak 90 Alacrity Cannonball Barrage Killing Spree 100 Loaded Dice *new* Slice and Dice Marked for Death Subtlety
      New Talents
      Shot in the Dark (level 75) Level Talent 1 Talent 2 Talent 3 15 Weaponmaster Find Weakness Gloomblade 30 Nightstalker Subterfuge Shadow Focus 45 Vigor Anticipation Deeper Stratagem 60 Soothing Darkness Elusiveness Cheat Death 75 Shot in the Dark *new* Strike from the Shadows Prey on the Weak 90 Dark Shadow Alacrity Enveloping Shadows 100 Master of Shadows Death from Above Marked for Death Shaman [Return to Top]
      Tremor Totem is baseline at level 58 Capacitor Totem is baseline at level 44 Elemental
      Fulmination - passive available at level 13 New Abilities
      Epicenter - passive available at level 13 Fulmination - passive available at level 13 New Talents
      Molten Fury (level 15) Volcanic Rage (level 30) Spirit Wolf (level 45) Seismic Armor (level 75) High Voltage (level 90) Electric Discharge (level 100) Level Talent 1 Talent 2 Talent 3 15 Earthen Rage Molten Fury *new* Totem Mastery 30 Spirit Wolf *new* Earth Shield Static Charge *new* 45 Echo of the Elements *new* Elemental Blast *new* Icefury *new* 60 Aftershock Storm Elemental Liquid Magma Totem 75 Nature's Guardian Seismic Armor *new* Ancestral Guidance 90 High Voltage *new* Primal Elementalist Master of the Elements 100 Elemental Attunement *new* Stormkeeper Ascendance Enhancement
      New Talents
      Totem Mastery (level 15) Spirit Wolf (level 45) Elemental Spirits (level 75) Windfury Totem (level 75) Level Talent 1 Talent 2 Talent 3 15 Landslide Hot Hand Totem Mastery *new* 30 Ancestral Guidance Feral Lunge Wind Rush Totem 45 Spirit Wolf *new* Earth Shield Static Charge *new* 60 Ancestral Swiftness Hailstorm Lightning Shield 75 Elemental Spirits *new* Overcharge Windfury Totem *new* 90 Crashing Storm Fury of Air Sundering 100 Boulderfist Earthen Spike Ascendance Restoration
      New Talents
      Spirit Wolf (level 45) Level Talent 1 Talent 2 Talent 3 15 Undulation Unleash Life Torrent 30 Gust of Wind Graceful Spirit Wind Rush Totem 45 Spirit Wolf *new* Earthgrab Totem Static Charge *new* 60 Crashing Waves Earth Shield Deluge 75 Ancestral Protection Totem Earthen Wall Totem Ancestral Vigor 90 Bottomless Depths Cloudburst Totem Echo of the Elements 100 High Tide Wellspring Ascendance Warlock [Return to Top]
      Shadowfury - is available at level 60 Affliction
      New Talents
      Deathbolt (level 15) Shadow Embrace (level 15) Empowered Healthstone (level 75) Darkfury (level 75 talent) Creeping Death (level 100) Level Talent 1 Talent 2 Talent 3 15 Shadow Embrace *new* Haunt Deathbolt *new* 30 Writhe in Agony Absolute Corruption Death's Embrace 45 Demon Skin Burning Rush Dark Pact 60 Sow the Seeds Phantom Singularity Soul Harvest 75 Darkfury *new* Mortal Coil Demonic Circle 90 Nightfall N/A Grimoire of Sacrifice 100 Soul Conduit Creeping Death *new* Siphon Life Demonology
      Level Talent 1 Talent 2 Talent 3 15 Demonic Calling Fel Strike *new* Doom *new* 30 Riders *new* Power Siphon *new* Summon Vilefiend *new* 45 Demon Skin Burning Rush Dark Pact 60 Raging Imps *new* Demonic Strength *new* Biliescourge Bombers *new* 75 Darkfury *new* Mortal Coil Demonic Circle 90 Grimoire of Synergy Demonic Consumption *new* Grimoire of Service 100 Inner Demons *new* Soul Conduit  Nether Portal *new* Destruction
      Level Talent 1 Talent 2 Talent 3 15 Eradication Flashover *new* Soul Fire 30 Reverse Entropy *new* Internal Combustion Shadowburn 45 Demon Skin Burning Rush Dark Pact 60 Fire and Brimstone Cataclysm Hellfire 75 Darkfury *new* Mortal Coil Demonic Circle 90 Roaring Blaze Grimoire of Supremacy Grimoire of Sacrifice 100 Soul Conduit Channel Demonfire Dark Soul *new* Warrior [Return to Top]
      Battle Shout returns at level 42 Arms
      New Abilities
      Sweeping Strikes - available at level 22 New Mastery
      Mastery: Deep Wounds (Deep Wounds) New Talents
      Skullsplitter (level 15) War Machine (level 15) Unbridled Wrath (level 75) Warbreaker (level 75) Deadly Calm (level 90) Mortal Combo (level 90) Dreadnaught (level 100) Level Talent 1 Talent 2 Talent 3 15 War Machine *new* Sudden Death Skullsplitter *new* 30 Double Time Impending Victory *new* Storm Bolt 45 Trauma Rend Avatar 60 Second Wind Bounding Stride Defensive Stance 75 Coming Soon Warbreaker *new* Cleave 90 Mortal Combo *new* Fervor of Battle Deadly Calm *new* 100 Anger Management Dreadnaught *new* Ravager Fury
      Level Talent 1 Talent 2 Talent 3 15 War Machine Endless Rage Fresh Meat 30 Double Time Impending Victory *new Storm Bolt 45 Wrecking Ball Outburst Avatar 60 Furious Charge Bounding Stride Warpaint 75 Carnage Massacre Frothing Berserker 90 Frenzy Inner Rage Bloodbath 100 Reckless Abandon Dragon Roar Bladestorm Protection
      New Abilities
      Ignore Pain - available at level 40 Level Talent 1 Talent 2 Talent 3 15 Shockwave Storm Bolt Warbringer 30 Safeguard Inspiring Presence Impending Victory 45 Renewed Fury Best Served Cold Avatar 60 Warlord's Challenge Bounding Stride Crackling Thunder 75 Indomitable Devastator Never Surrender 90 Into the Fray Booming Voice Vengeance 100 Anger Management Heavy Repercussions Ravager
    • By Starym

       
      And there we have it, the very first Mythic +28 dungeon has been completed in time! This time around it's the Naowhxoxo, Imbanane, Fragnance, Frankstér and Gingì team that's made a new record, getting to +28 in Lower Karazhan! It was Bursting, Quaking and Fortified week in case you were wondering and they finished exactly 2 minutes and 59 seconds before the timer expired.
      Huge congrats to the team!
      Here's the clip of the moment of victory and the full video below it:



      And here are the main stats, courtesy of raider.io. Click on the image for even more:

      Source.
    • By Stan

      Alpha Build 26095 added totems for the upcoming Zandari Trolls.
      Here are totems of Zandalari Troll Shamans coming in Battle for Azeroth. We'll have a preview of the race up soon. In the meantime you can check out highlights of this week's Alpha Build here or read the latest development notes.
      Air Totem

      Earth Totem

      Fire Totem

      Water Totem

    • By Stan

      A preview of boss encounters found within Uldir - the first raid in Battle for Azeroth. The article contains spoilers.
      The raid was a titan research and quarantine facility, where titans were conducting experiments on Old Gods, creating G'huun. Blood Trolls of Nazmir worship the Blood God and you'll notice his lingering presence in the zone. Let's take a look at early Dungeon Journal entries for Uldir!
      Encounters
      Titan Keeper Hezrel Red Queen Fetid Devourer Titan Discs Blood of G'huun G'huun Titan Keeper Hezrel 
      No information available at this time.
      Red Queen (Red Queen & Remnants of Corruption) 

      Description
      The Red Queen will not allow adventurers into Uldim until they have been cleansed of corruption. First, they must pass through her decontamination chamber.
      Abilities
      Defense Grid (Important) - Passing through the Defense Grid inflicts 12,000 Arcane damage to all players and increases damage taken from Defense Grid by 100% for 6 sec. This effect stacks. Additionally, a Remnant of Corruption is summoned after 3 sec. Remnant of Corruption Clinging Corruption (Interruptible) - Spreads a vile, clinging corruption to players within 10 yds, inflicting 10,000 Nature damage and an additional 5,000 Nature damage every 1 sec for 5 sec. Cleansing Purge (Deadly) - Upon entering a room, the Red Queen begins a countdown to performing a full cleansing purge of all living matter within the space. Once the room has been purged it inflicts 30,000 Fire damage every 1 sec to players within. Sundering Scalpel (Tank Alert) - The caster slices with a focused laser scalpel, inflicting 30,000 Fire damage in a cone in front of them, and increasing damage taken by Sundering Scalpel by 100%. This effect stacks. Purifying Flame - Vents within the chamber unleash jets of purifying flame, each inflicting 20,000 Fire damage to all enemies within 3 yards. Wind Tunnel - Massive air vents throughout the chamber open, moving players towards jets of Purifying Flame. Fetid Devourer 

      Overview
      Fetid Devourer engages players, storing up energy over time to unleash Rotting Regurgitation.
      Periodically, Waste Disposal units around the room will activate, dumping waste into the room and leaving behind Corruption Corpuscles. Players must kill these before they release Enticing Essence, or Fetid Devourer will move to them and Consume Corruption, healing and gaining energy.
      At 50% health, Fetid Devourer will enter into a Fetid Frenzy.
      Damage Dealers
      Kill Corruption Corpuscles before they finish releasing Enticing Essence. When Chimaera nears 100 energy, prepare to avoid Rotting Regurgitation. Healers
      The primary tank on Fetid Devourer will take more consistent - but overall higher - damage, and the secondary tank will take intermittent, high damage from Terrible Thrash. Be sure the secondary tank is near full health when Terrible Thrash is coming. After players affected with Malodorous Miasma, they will develop Deadly Disease, which inflicts high damage and requires focused healing. Tanks
      The primary tank on Fetid Devourer will take more consistent - but overall higher - damage. As the secondary tank, stand nearby the primary tank so that you are targeted by Terrible Thrash, and be prepared for large spikes of damage when it hits. Abilities
      Thrashing Terror (Tank Alert) - Every fourth attack, Fetid Devourer will use Thrash on the closest player to the current tank. Terrible Thrash (Tank Alert) - Thrashes the target, inflicting 300% of a standard melee attack to them. Rotting Regurgitation - When Fetid Devourer reaches 100 Energy, he unleashes a Rotting Regurgitation, inflicting 21,400 Nature damage immediately and an additional 10,700 Nature damage every 2 sec. in a cone in front of him for 8 sec. Shockwave Stomp - Inflicts 10,025 Physical damage to all players and knocks them back. Malodorous Miasma (Healer Alert) - The foul stench of the area sickens players, inflicting 3,210 Nature damage to afflicted players every 1.5 sec. for 18 sec. When this effect expires, it applies Deadly Disease to the affected player. Deadly Disease (Healer Alert) - Inflicts 12,000 Nature damage every 2 sec. for 6 sec. Corruption Corpuscle Enticing Essence - Releases pheromones, drawing Fetid Devourer to consume the Corruption Corpuscle. Consume Corruption - Consumes a Corruption Corpuscle, healing Fetid Devourer for 10% and granting 20 Energy. Fetid Frenzy (Important) - At 50% Health, Fetid Devourer frenzies, increasing damage dealt by 25% and damage taken by 50%. Titan Discs (Zol'thuum the Forgotten, Qiraji Warrior, Anub'ar Voidweaver) 

      Overview
      Zol'thuum assaults players while the compromised Titan Discs come online, calling forth powerful Old God magics and summoning their lesser servants. As new Titan Discs come online, previously activated Discs will go dormant.
      Damage Dealers
      Keep a safe distance from your allies when Chaotic Glare is preparing to fire. Consider your positioning when Roiling Deceit is about to expire. Free allies from Will of the Corruptor by attacking them. Healers
      Titan Spark strikes random targets periodically. Void Surge inflicts substantial damage to all party members in addition to the lethal damage within each eruption. The damage dealt by Corruption Pulse increases with each cast until the Orb of Corruption is disturbed. Tanks
      Avoid being struck by Void Lash multiple times during Might of the Void. Consider the position of your allies when redirecting casts of Void Lash. Abilities
      Titan Spark - Titan energy arcs from the damaged Titan Disc, striking several targets for 3,580 Nature damage. Void Surge (Important, Deadly) - Upon reaching 100 energy, Zol'thuum unleashes a series of eruptions in quick succession. Each eruption inflicts 35,000 Shadow damage to players caught within it. In addition, each eruption inflicts 8,000 Shadow damage to all players. Might of the Void (Tank Alert) - Zol'thuum performs a series of powerful attacks. Void Lash (Tank Alert) - Zol'thuum summons lashing tentacles, inflicting 40,000 Shadow damage in a frontal cone, and reduces healing received by 50% for 8 sec. This effect stacks. Rupture (Tank Alert) - Zol'thuum drives its tentacle into the target, inflicting 80,000 Physical damage and an additional 10,000 Physical damage every 2 sec for 40 sec. This effect stacks. Stage One: Chaos
      At 90% health remaining Protocol: Chaos begins. Summoning projections of C'Thun and replicating minions from the Qiraji empire.
      Chaotic Glare (Deadly) - The Eye of C'Thun penetrates the soul of the target, dealing 13,800 Nature damage and leaping to any nearby allies for increased damage. Qiraji Warrior Fixate - A Qiraji Warrior sets its attention on an enemy. Lasts 15 sec or until it strikes its target. Jagged Mandible - The Qiraji Warrior's melee attacks maim the target, inflicting 5,000 Physical damage every 3 sec and reducing movement speed by 20% for 15 sec. This effect stacks. Stage Two: Deception
      At 60% health remaining Protocol: Deception begins. Summoning projections of Yogg-Saron and replicating servants from Azjol-Nerub.
      Roiling Deceit (Important) - Yogg-Saron corrupts the target, inflicts 10,000 Shadow damage every 2 sec and forms an Ominous Cloud upon expiration. Roiling Deceit Guardian of Yogg Saron (Casts Shadow Nova upon raching 100 energy when defeated). Shadow Nova - Self destructs, Inflicting 20,000 Shadow damage to all enemies. (Deadly) -  Anub'ar Voidweaver Withering Touch (Interruptible) - Launches Shadow energy towards an enemy, inflicting 10,000 Shadow damage and an additional 8,000 Shadow damage every 2 for 20 sec. Stage Three: Corruption
      At 30% health remaining Protocol: Corruption begins. A warped projection appears and shadowy whispers echo through the chamber. The magic released from the damaged Titan Discs appear to be unchecked and more than a demonstration of power...
      Overload - The damaged disc activates, increasing the frequency of Titan Spark. Orb of Corruption - A manifestation of N'Zoth's power forms. Inflicts 10,250 Shadow damage to all enemies every 10 sec, increasing with each pulse. Coming into contact with the orb resets this effect, but afflicts the victim with Will of the Corruptor. Corruption Pulse - Inflicts 10,000 Shadow damage to all enemies, damage increased with each pulse. Will of the Corruptor - Coming into contact with an Orb of Corruption charms the victim, causing them to attack nearby allies. When this effect is removed, the victim gains Corruptor's Pact. Corruptor's Pact (Important) - N'Zoth's power courses through you, increasing your damage, healing, and absorption effects by 25%. You are vulnerable to N'Zoth's influence and coming into contact with an Orb of Corruption will consume you. Servant of N'Zoth (Deadly) - Coming into contact with an Orb of Corruption while affected by Corruptor's Pact consumes the victim, transforming them into a mindless servant of N'Zoth. Blood of G'huun 

      Description
      A sample of G'huun's blood, animated and run amok. Considered by the Titans to be an infection capable of killing every living thing on Azeroth. Its primary disease strain was dubbed the Omega Vector.
      Overview
      The Blood of G'huun creates instances of Omega Vector which bounce endlessly between players during the encounter. When Omega Vector jumps between players it leaves behind a stack of Lingering Infection, which has no duration and cannot be removed.
      Mutagenic Pathogen is the source of new copies of Omega Vector, with one Omega Vector being created whenever Mutagenic Pathogen expires from a player.
      Damage Dealers
      Kill Plague Amalgams quickly to prevent excessive heal absorbs from Immunosuppression. Avoid the area damage from targets affected by Gestate. Communicate with your allies to control each jump of Omega Vector. Healers
      Targets afflicted by Omega Vector and Gestate will require heavy healing to survive. Help tanks survive several attacks of Mutagenic Pathogen as they try to minimize the number of Omega Vector jumping through the raid. Lingering Infection cannot be removed and does not have a duration, making it more virulent as the encounter goes on. Communicate with your allies to control each jump of Omega Vector. Tanks
      Make sure you are close to desirable hosts for Omega Vector targets when Mutagenic Pathogen fades. Hold the Blood of G'huun's threat for as long as you can to prevent generating too many copies of Omega Vector. Abilities
      Lingering Infection - Weakens the player's resistance to future infections, increasing Nature damage taken by 5%. Pestilence Omega Vector (Important) - Omega Vector takes root in a player, inflicting 4,860 Shadow damage every 2 sec for 10 sec. On expiration, Omega Vector jumps to the closest ally and applies a stack of Lingering Infection to its former host. Mutagenic Pathogen (Tank Alert) - Inflictins 2,290 Shadow damage every 2 sec for 12 sec. Each subsequent application of Mutagenic Pathogen doubles the damage per tick of the previous application. On expiration, the Mutagenic Pathogen evolves into Omega Vector and jumps to the target with the fewest Lingering Infections from among the three closest players. Gestate - Inflicts 1,790 damage every 1 sec to a random player and all players within 8 yards for 5 sec. Stuns the initial target while a Plague Amalgam gestates within the player. On expiration, the Plague Amalgam will spawn 5 yards from that player. Plague Amalgam Immunosuppression - Spreads a toxin that absorbs 18,000 healing done to all players within 500 yards. Contagion (Deadly) - Inflicts 10,700 Nature damage to all players.  Carnage Liquefy - Transforms into a pool of toxic blood, triggering Lingering Infection on players who come into contact with the pool. Blood Geyser - A geyser of corrupted blood inflicts 6,430 Shadow damage to all players within 1 yards. Affected players gain a stack of Lingering Infection. Hypergenesis - A pool of blood forms, erupting for 10,750 Shadow damage to players within 6 yards after 8 sec. If no players are hit by the eruption, it instead inflicts 12,850 Shadow damage to all players. G'huun 

      Stage One: My Minions are Endless!
      Arena Floor
      Blood Shield - While shielded, G'huun's regenerates 5% of his maximum health every 0.5 sec. Spew Corruption - G'huun lobs a blast of corruption that sloshes towards a random player, inflicting 12,500 Plague damage to any player within 10 yards of the impact. After bounding 3 times the glob forms a Inflicts 5,000 Plague damage every 2 sec while within the area. Pool of Corruption - Inflicts 5,000 Plague damage every 2 sec while within the area. Call Corruption - G'huun calls all pools of corruption back to him over 12 sec. Thousand Maws - G'huun summons forth minions to assist him. Cyclopean Terror Torment (Interruptible) - The caster assaults a random player's mind, inflicting increasing 0 Shadow damage every 2 sec for 18 sec. Dark Young Massive Smash (Tank Alert) - Filled with unending rage the caster slams their target, inflicting 20,000 Physical damage and knocking them back. Dark Bargain - Increases the damage taken and damage done of all creatures, including players, within 15 yards of the caster by 50%. Blightspreader Tendril - The Blightspreader Tendril slowly loses energy over time. Upon reaching 0 energy, the tendril burrows through the ground to a new location, casting Mantle of Shadow. Decaying Eruption (Interruptible) - Inflicts 7,500 Plague damage to all players, consuming up to 10 energy upon a successful cast. Mantle of Shadow - The caster forms a shield of shadows around itself, absorbing the next 500,000 damage taken. While the absorb shield is active the caster is immune to interrupt and silence effects. In addition, the caster's energy is refreshed to 100. Upper Platforms
      Defensive Countermeasure - Upon dying a Defensive Countermeasure explodes, dropping a Titan Core. Titan Core - A mote of titanic power, depositing this core in a Power Conduit generates 20 energy. While holding the Titan Core, the target's movement speed is reduced by 20% every 2 sec until they become immobile. Throw Titan Core - Throws the titan core up to 20 yards. If the core is not caught by another player it is destroyed. Imperfect Physiology - The lingering effects of the curse of flesh interfere with the titan's power, preventing interaction with the Titan Cores for 2 min. Amorphus Cyst Undulating Mass - Creates an area of mossy growth that, inflicts 250 Plague damage every 1.5 sec and reduces movement speed by 75% while standing within the area. Tendrils of Corruption - Nightmarish tendrils grasp and squeeze any player who touches them, immobilizing the target and inflicting 0 Plague damage every 5 sec for 12 sec. Unclean Contagion - Spores clouds choke the upper platforms surrounding G'huun, inflicting 1,000 Shadow damage every 2 sec for 2 min and growing in intensity every 2 sec while remaining in the area. Stage Two:
      Arena Floor
      Crimson Blight - G'huun's presence corrupts nearby players, inflicting 1,000 Shadow damage every 1.5 sec. This affect intensifies every 8 sec. Blood Feast - G'huun corrupts his current target, inflicting 5,000 Shadow damage every 2 sec. After 10 sec, players within 8 yards of the target have their applications of Crimson Blight reset to 1 and a Gibbering Horror is spawned. Gibbering Horror Blood Might - Each application of Crimson Blight that is consumed by Blood Feast increases the Gibbering Horror's maximum health and damage done by 5%. Mind-Numbing Chatter - The caster babbles incoherently, inflicting Shadow damage to all players and interrupting casting for 3 sec. Gaze of G'huun - G'huun unleashes a wave of terror, causing all players to flee in fear for 3 sec. Spawn of G'huun Dark Purpose - The Spawn of G'huun fixates upon a random player and moves towards them, increasing in speed over time. Upon reaching the target the Spawn of G'huun burrows into the target, making it a Blood Host. Blood Host - The Spawn of G'huun burrows into it's target, inflicting 1,000 Plague damage every 2 sec for 20 sec. Upon removal, 2 Spawn of G'huun erupt from the afflicted player. Upper Platforms
      Defensive Countermeasure - Upon dying a Defensive Countermeasure explodes, dropping a Titan Core. Titan Core - A mote of titanic power, depositing this core in a Power Conduit generates 20 energy. While holding the Titan Core, the target's movement speed is reduced by 20% every 2 sec until they become immobile. Throw Titan Core - Throws the titan core up to 20 yards. If the core is not caught by another player it is destroyed. Imperfect Physiology - The lingering effects of the curse of flesh interfere with the titan's power, preventing interaction with the Titan Cores for 2 min. Amorphus Cyst Undulating Mass - Creates an area of mossy growth that, inflicts 250 Plague damage every 1.5 sec and reduces movement speed by 75% while standing within the area. Tendrils of Corruption - Nightmarish tendrils grasp and squeeze any player who touches them, immobilizing the target and inflicting 0 Plague damage every 5 sec for 12 sec. Unclean Contagion - Spores clouds choke the upper platforms surrounding G'huun, inflicting 1,000 Shadow damage every 2 sec for 2 min and growing in intensity every 2 sec while remaining in the area. Stage Three: Reorigination
      Reorigination - Unleashes a blast of titanic power, inflicting 11,000 Arcane damage to all players every 5 sec for 25 sec. This blast incapacitates G'huun, and increases his damage taken by 500% for 25 sec.