Jump to content
FORUMS
Sign in to follow this  
miyari

Priest - Warlords of Draenor Alpha Patch Notes Analysis

Recommended Posts

5512-priest-warlords-of-draenor-alpha-pa

Icy Veins asks the experts' opinions on their favorite class changes! Today, Jhazrun and Twintop discuss Priest 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 Priest class. Jhazrun and Twintop have been kind enough to share their thoughts on the upcoming Priest changes!

Jhazrun is one of the best healer Priests in the world and he raids in Paragon. Twintop is one of the most renowned Shadow Priest theorycrafters. He runs Shadow Orbs and Mind Spikes (a Shadow Priest theorycrafting blog) and works on How To Priest.

Blizzard Icon Priest WoD Alpha Changes

+ Show- Hide

Ability Pruning

  • Binding Heal is no longer available to Shadow Priests.
  • Heal has been removed.
  • Greater Heal has been renamed Heal.
  • Inner Focus no longer provides any mana cost reduction.
  • Rapture has been removed.
  • Renew is now available only to Holy Priests.
  • Shadow Word: Death is now available only to Shadow Priests.
  • Void Shift has been removed.
  • Inner Fire has been removed.
  • Inner Will has been removed.

Hit and Expertise Removal

  • Divine Fury has been removed.
  • Spiritual Precision has been removed.

Retuning Healing Spells


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

Crowd Control and Diminishing Returns

  • Dominate Mind now shares Diminishing Returns with all other Mesmerize effects.
  • Holy Word: Chastise now shares Diminishing Returns with all other Mesmerize effects.
  • Psychic Horror now shares Diminishing Returns with all other Mesmerize effects.
  • Psychic Scream is now a level-15 talent, replacing Psyfiend, and has a 45-second cooldown (up from 30 seconds).
  • Rapture no longer has any effect beyond removing the cooldown of Power Word: Shield.
  • Void Tendrils’ Root effect now has a chance to break if the target takes sufficient damage.

Buffs and Debuffs


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.
  • Mind Quickening now provides a 5% increase to melee, ranged, and spell Haste to all Party and Raid members (previously they only increased spell Haste).

Instant Cast Heals

  • Prayer of Mending now has a 1.5-second cast time (up from instant cast).
  • Cascade now has a 1.5-second cast time (up from instant cast).
  • Divine Star now has a 1.5-second cast time (up from instant cast).
  • Halo now has a 1.5-second cast time (up from instant cast).

Active Mana Regeneration

  • Atonement is no longer triggered by Penance.
  • Penance now also refunds 1.1% of the Priest’s maximum mana each time it deals damage.
  • Chakra: Chastise in addition to existing effects, now also causes Smite and Holy Fire to restore 0.75% of the Priest's maximum mana each time they are cast instead of costing mana.

Raid Utility Balance

  • Hymn of Hope has been removed.

Class Changes


We've made a few significant changes to Priests as well, focused mostly on reining in Discipline absorbs, improving quality of life for both healing Priest specializations, and solving single-target damage issues for Shadow.

Atonement was the original damage-to-healing conversion ability, but grew out of control during Mists of Pandaria. We decided to reduce its effectiveness, to bring it more in line with our goal of it being an option to trade significant healing for significant damage (ending up somewhere between a full healer and a full damage dealer). Another place where Discipline's absorbs were too strong was in their interaction with the level-90 Talents, especially in large Raids. Near the end of Mists of Pandaria, we uncapped the AoE healing of that Talent row; that has proven to be a mistake in Discipline's case, not because it caused the level-90 Talents themselves to heal for too much, but rather because the gigantic overhealing that that produced translated into gigantic Divine Aegis absorbs. To get back to a balanced place, we've reapplied the AoE caps to the level-90 Talents, making them consistent with all other AoE heals.
  • Atonement now heals for 25% less than before.
  • Halo and Divine Star now follow standard AoE capping rules.
For Holy Priests, our biggest concern is with the Chakras. We think that Chakras are the defining abilities of Holy Priests, but that they haven't lived up to their potential. We decided to move more of their effectiveness from their raw throughput buff (which felt like a penalty for being in the wrong chakra, rather than a bonus for being in the right Chakra) into the Holy Word spells that they grant. We also returned Renew to a normal 1.5-second global cooldown (GCD), so that Renew blanketing is still possible, but less ideal without Haste.
  • Chakra: Serenity now increases healing of single-target spells by 10% (down from 25%).
  • Holy Word: Serenity now heals for 40% more than before.
  • Chakra: Sanctuary now increases healing of area-of-effect spells by 10% (down from 25%).
  • Holy Word: Sanctuary now heals for 60% more than before.
  • Rapid Renewal no longer reduces the global cooldown of Renew.
Shadow Priests had one large problem toward the end of Mists of Pandaria: single-target damage. Their AoE and multi-DoT damage was some of the best around, so they still ended up competitive on most fights. But, in any fight that was mostly single-target, they felt lacking. Additionally, one of the new stats we're adding in Warlords of Draenor, Multistrike, is almost exactly what their current Mastery, Shadowy Recall, does for DoTs. So, we took these two problems and came up with a change that we think will solve both of them. The result is a new Mastery, which primarily increases single-target damage. Shadow Priests who want to focus on single-target damage can aim for Mastery in their gearing; or, when multi-dotting is more valuable, prefer other secondary stats over Mastery.
  • Shadow Priest’s Mastery (Shadowy Recall) has been replaced with a new Mastery: Mental Anguish.
    • Mastery: Mental Anguish: Increases the damage of Mind Blast, Mind Spike, Mind Flay, and Mind Sear by 20%.
There are a few other miscellaneous changes. One is a quality-of-life change for healing Priests. The other is a fix for a problem with Void Tendrils, where it lasts its full duration against creatures that had no way to attack it (such as in certain Raid encounters). Note that the health reduction is to keep it where it was in health, compared to player health doubling. The third is an efficient AoE healing spell for Discipline Priests. And finally, we swapped the Level-15 and Level-60 talent rows so players are presented with core Priest themed abilities earlier in the leveling process.
  • Prayer of Mending from multiple Priests can now be on the same target, and can be on multiple targets from the same Priest.
  • Void Tendrils now have 10% of the Priest’s health (down from 20%), and damage dealt to the rooted target is now also dealt to the Void Tendril itself.
  • Angelic Feathers, if cast on players, will always prefer the casting priest over others, then pick the player closest to the targeted location. If there are no players where it is targeted, it will still create a feather that can be picked up, as before. Additionally, when collecting multiple feathers, the duration will be extended, instead of replaced.
  • Holy Nova is no longer available via a Major Glyph, and is instead a Discipline specialization spell. Its mana cost has been lowered and its healing increased. It is intended as the efficient area-of-effect (AoE) healing spell for Discipline Priests.
  • Inner Focus: No longer provides immunity to Dispels, Interrupts, and Silences. This effect will be returning as a Major Glyph.
  • Cascade, Divine Star, and Halo have received additional changes based on specialization.
    • Discipline and Holy: The abilities now heal for 50% less, costs 67% less mana, and no longer damages enemies.
    • Shadow: The abilities now costs 67% less mana, but no longer heals allies.
  • Purify, Halo, Cascade, and Divine Star can now be cast while in Spirit of Redemption form.
  • Shadowfiend no longer restores mana.
    • Mindbender now restores 0.75% mana per hit (down from 1.75% mana).
  • Level-15 and Level-60 talent rows have swapped places.

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


Jhazrun (Holy / Discipline): The most striking observation is that in the present build, Discipline doesn't exist. All of its current abilities and advantages have been systematically disassembled both directly and indirectly, presumably to be rebuilt from scratch. Anything and everything the spec will be in WoD has yet to be seen, so further commentary on it is limited for now.

On the Holy side of things, the half-measures taken with Chakra paint a concerning continuation of the spec's notorious "Lightwell syndrome": a fixation with a fundamentally unworkable mechanic that no one likes yet which seems to stick around largely unchanged from patch to patch and expansion to expansion.

Overall impression? A strange mix of upheaval and stagnation, and neither feels right.

Twintop (Shadow): Blizzard has, as expected, removed much of the excess healing capability from Shadow. The abilities removed, however, are not of as much importance (Renew, Binding Heal) as the removal of healing from the Level 90 talents. In a world where offhealing is greatly reduced (and being below 100% health doesn't pose the risk of instant death), Shadow will still able to function with Prayer of Mending, Flash Heal, and Power Word: Shield.

The perks and changes to existing talents to synergize the new Level 100 talents with them are varied in both playstyle and mechanics. Coupled with the new Mastery--single target damage bonuses--Shadow should be viable and competitive in more if not most or all encounters.

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


Jhazrun (Holy / Discipline): I get to bind something else in where Hymn of Hope used to be.

Twintop (Shadow): The change to Shadow's Mastery from affecting DoTs to a pure single target damage increase (as well as AoE though Mind Sear) is a logical, albeit unimaginative, fix. The most difficult part about tuning Shadow's damage in MoP revolved around DoT damage and it scaling too high. With that now being a mechanic available to everyone, via multistrike, Shadow can be balanced around a base amount of single target damage and other talents (specifically the Level 100 talents) can be tuned or altered to help fill niche gaps, such as multidotting.

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


Jhazrun (Holy / Discipline): Leaving enough of the Chakra healing "bonus" for the player to feel bad about using the wrong type—yet not enough to meaningfully affect gameplay and reward skilled use—amounts to nothing but the worst of both worlds for everyone.

Moreover, killing Void Tendrils (the one way priests, as the only healers with neither a stun nor interrupt, have ever been able to contribute to mob control) just gets under my skin as disproportionately insulting.

Twintop (Shadow): Though I'm sure this will be addressed, Void Shift being removed and no new Level 87 ability being added as a replacement. Even this isn't a 'bad' change, though, since Void Shift's usability was extremely limited.

Second would be Psychic Scream being made a talent, replacing Psyfiend. Maybe it can be altered via a glyph in the future, but, there are times where Psyfiend was superior to Psychic Scream due to being able to place it at a distance. Perhaps this is too strong for PvP, but a choice between the two (if neither is baseline) would be nice.

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


Jhazrun (Holy / Discipline): Make up your mind with Chakra. Either we're expected to cross-cast single-target and AoE spells (in which case the healing adjustment is to be nothing but 0%. Zero. Nada. Zilch.) or we're expected NOT to (making it into actual stances with a defined spell selections).

Twintop (Shadow): I would make Glyph of Silence baseline (as it stands, 2sec lower duration and all). Having the option to have a 20sec interrupt will bring us on par with every other class, but at the cost of a glyph slot makes it feel forced. An alternative Glyph of Silence could be "Increases the duration of you Silence by 2 sec. but increases its cooldown by 5sec.".

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


Jhazrun (Holy / Discipline): Holy priest is still the only healer without any kind of additional critical chance benefit. If the secondary stats are to be anywhere near equal (as is stated to be the goal), now would be a good time to introduce one.

Twintop (Shadow): I would make Shadowform baseline and not able to be toggled on/off. As it stand, only 2 abilities in WoD will cause you to drop Shadowform: Flash Heal and Resurrection. With healing extremely neutered as is, does the cost of an extra GCD to return to Shadowform after casting Flash Heal make sense?

Patch Notes Last Updated - 26 April 2014
  • Like 2

Share this post


Link to post
Share on other sites

Very interesting to get Jhazrun's PoV on this and for the most part I agree.

 

Holy is in a terrible position right now and has been for a long time. Chakras are something in-between full-blown stances and gimmick boni to selected spells. That has always been a problem, especially given the 30 seconds lock-out period where your AoE or single-target healing would suffer from being in the wrong chakra. They are trying to amend this now by baking most of the healing increase into the actual spells, regardless of chakras, and reducing the cooldown on them. While this serves to lessen the problem it doesn't change the fundamental nature of chakras, they are just made less important, yet as broken as before.

 

I'd rather have them gone than changed into actual stances. No other class up to this point, though things are changing for monks, have had to select between AoE and single-target healing the way holy priests do. Not to mention how often we would have to change stances to deal with different situations, esp. with the changes to Chakra: Chastise to be our mana regen chakra.

 

I can't see how holy priests are the only ones suffering from no real benefit from critical strikes. While monks, shamans and disc priests both priotise this stat above others the former two as a mana regen tool and disc as its primary throughput stat , neither druids nor paladins gain anything substantial from critical strikes. Living seed is not a significant portion of their healing and similarly the comparative value of mastery or haste compared to crit make the stat very unattractive for these two specs as well. In fact crit is, after mastery, likely going to be one of the best resources of throughput for holy priests as it does interact with out mastery(crits double the healing EoL heals for) and haste, atm, only affects our HPCT.

 

While I'm all in favor of making holy have more interesting mechanics(something they lack), adding a trivial mechanic that interacts with crit isn't going to change much. They do have to do something though, as Jhazrun points out, to make the stats have better parity.

 

I don't think discipline is as broken as it's made out to be. Atonement and our L90 talents had to be reigned in. Both were too powerful. One of the biggest issues with atonement was the way one of our most potent heals, penance, interacted with it, which is now gone since Penance has been changed into a single-target heal or a mana regen tool(when used offensively) and atonement now only interacts with HF and Smite mitigating most of the issues with atonement. The AoE cap on Halo and DS brings them in line with similar AoE heals which was a needed change.

 

Even with those changes, the most fundamental change is that we now have to move around to efficiently aoe heal now that our most efficient aoe heal will be through Holy Nova. I don't know how this plays out, but Ive never been a fan of positioning conditions on spells.

 

Our ability to pre-shield the raid or people that will take damage hasn't been removed, we still have PWS and SS. One of our L100 talents will even greatly help us with this giving us a potent, mana-efficient single-target absorb. DA will likely take hit with our crit values going down and both atonement and L90 talents being normalized, but in my opinion that's a good thing. DA was never reliable and even if you could use them to put minor shields on most in the raid, there were never any assurance that the people that needed it the most would be covered. The only reason it worked was our high level of crit. Resorting to more reliable means will probably result in a more enjoyable experience.

  • Like 1

Share this post


Link to post
Share on other sites

Join the conversation

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

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

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

×   Your previous content has been restored.   Clear editor

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

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym
      The hotfixes have finally started shrinking significantly, as we get a relatively small batch today. The previously announced Purification protocol change arrives, with two more essence changes to go with it, we get a big buff to timewarped badge rewards for missions and a whole lot of quest changes.
      July 19 (source)
      Followers and Missions
      Missions that reward Timewarped Badges now reward 50 Timewarped Badges (was 15). Items
      Heart of Azeroth Purification Protocol ’s (Essence) Rank 2 Major Power’s effect no longer causes an annihilated enemy to trigger Bolstering, Bursting, or Sanguine affix effects when it dies. The Well of Existence (Essence) now becomes stealthed when its wielder enters stealth (e.g. Druids’ Prowl or Rogues’ Shroud of Concealment). Vision of Perfection (Essence) no longer grants Guardian Druids with its Minor Power’s Rank 2 healing effect at Rank 1. Quests
      Fixed an issue that prevented some players from receiving a Call to Arms Distinction after completing the weekly “Call to Arms” quests. The amount of Construction Project materials needed for “Cogfrenzy's Construction Frenzy ” has been reduced. Additionally, purchasing access to the Charging Station from Flux now fills 50% of the quest completion bar. Increased the damage of Lord Hydraxis and decreased the health and damage of Zan’jir Scaleguards in “The Lords of Water ”. The length of the time to complete the quest has been adjusted. Fixed a bug where Deepwater Maw sometimes didn’t spawn when using the Hundred-Fathom Lure during “Let's Fish! ”. Clockwork Giants can now be scanned by multiple players in “The Other Place ”. Previous hotfixes.
    • By Stan
      Blizzard just announced an upcoming hotfix for Purification Protocol's major effect at rank 2. Purifying Blast will no longer cause instantly killed enemies to trigger Bolstering, Bursting, or Sanguine affix effects when they die.
      Update: The hotfix is now live.
      Blizzard (Source)
      We’re working on a hotfix for how this Essence works in some affix situations:
      Purifying Blast (Purification Protocol’s rank 2 major effect) will no longer cause an annihilated enemy to trigger Bolstering, Bursting, or Sanguine affix effects when it dies. It’s a unique effect, where Purifying Blast (Purification Protocol Rank 2) sometimes causes an enemy to be “Annihilated” – instantly killed. We think that’s cool and fun, however, it can be frustrating in Mythic Keystone dungeons when you sometimes need to very carefully plan for the Sanguine, Bolstering, or Bursting affixes when killing enemies.
      We’ll let you know soon after the change has been made live.
    • By Starym
      Eternal Palace Race Day 3: The Court Disappoints, Za'qul Does Not
      Eternal Palace Race Day 2: 5/8, Method and Limit Exchanging the Lead
      Eternal Palace Race Day 1: 3/8 Down, Ashvane Stands + Kill Videos
      ______________________________________________________
      The Eternal Palace Mythic progress race has begun in the US and OC regions and we already have three bosses down, with 7 guilds on 3/8! Big Dumb Guild and Limit are fighting neck and neck at the very top at the moment and you can watch all the action live!
      This post will also be the main hub for our own coverage of the race, consisting of daily summaries, videos and updates on what's going on.

      Blizzard has written up a post about the race, covering both the Method and Red Bull streaming events and you can also check out our previous posts on both events here and here.
      Race to World First (source)
      The race to see who can be the first to defeat Azshara in her Eternal Palace begins this week with the best of the best wading in to the depths of this epic raid to see who can make it across the finish line first and claim the World First!
      Live from Redbull’s Gaming Sphere
      Pieces and Limit, take to the big stage at the Red Bull Gaming Sphere on July 16 to begin their quest to be the first to defeat Queen Azshara in her Eternal Palace.
      All the action will be brought to you by world class broadcast talent, including Rich Campbell, Daniel ‘AutomaticJak’ Anzenberger, Caroline ‘Nagura’ Forer, Jack ‘Jacky’ Peters and more.
       
      When: 
      Beginning Tuesday, July 16, Limit will start off the race at 8:00 a.m. PDT and will be followed by Pieces at 4:00 p.m. PDT on Wednesday, July 17. Where to Watch: Red Bull on Twitch Follow on Twitter: Red Bull Esports, Pieces, Limit Learn more on Redbull.com  
      Method's Live Stream
      Live from Take TV in Germany, gaming guild Method will be hosting 24/7 coverage of the race to world first in The Eternal Palace featuring multiple guilds from all over the world (including Alpha, Ji Tian Hong, Skyline, Aversion, From Scratch, vodkaz and Big Dumb Guild), more players onsite than ever before, your favorite WoW commentator line-up from the community, and much more!
       
      When: 
      Stream begins at 6 a.m. with a pre-show event on Tuesday, July 16. Where to Watch: Live on Method's Twitch Channel Follow on Twitter: Method Learn more on Method.gg
      Whose team has what it takes to take it all the way to Queen Azshara and defeat her within her seat of power? Only time will tell.
      The race has begun and this is where you can check out links to all our daily summaries.
    • By Starym
      While only one more boss died today in the race, it was still a very exciting day, as we found both the easiest and hardest of the second batch of bosses in the raid. And while the Queen's Court disappointed with it's drop in difficulty from previous bosses, Za'qul has so far lived up to his penultimate boss status and has defended Queen Azshara successfully.
      We left things off with Limit in the lead yesterday, having taken down Orgozoa World First while Method slept and had already taken the 6th boss, Queen's Court, down to 45% after only a small amount of tries. Limit pushed through quite a bit longer than usual yesterday, finishing up the day with the Court at 25%, around an hour before Method returned - indicating that maybe this wouldn't be that hard a boss.
      We wouldn't find out exactly how hard the Court was for a while yet, as Method still had to push through the giant jellyfish to catch up to Limit, and after getting it down to 5% some 2 and a half hours after their raid start, it ended up taking them another two before it died and Method moved back to even with Limit on 5/8. With the second front-runner having moved on to the next boss, it was time to look back to Lady Ashvane, where we saw a very new and an old face, both from the OC side of things, as Ethical and Honestly claimed the World 4th and 5th, US/OC 3rd and 4th. At this point, only Method had gotten past the Lady gatekeeper of the EU guilds, and we didn't see an Asian 4/8 for a while either.

      As all this Ashvane action was happening, Method were quickly and consistently chipping away at the 6th boss, and only 2 hours and 45 minutes after their Orgozoa kill, we had another World First on our hands! The Queen's Court turned out to be a massive disappointment and a big step down in terms of difficulty, as it was the shortest lived boss since the first three, taking only 16 wipes, compared to Ashvane's 37 and Orgozoa's 55 for Method. And while the boss progress was over far too quickly, it at least gave us a very exciting and hectic finish on the kill:

      Despite the lowering of difficulty standards on the 6th boss, the Eternal Palace had been a very good race so far, with the top guilds switching off the top spot several times, making it very exciting for us following it and a welcome change of pace from the usual US domination on the early days followed by a strong EU finish.
      As for Za'qul, the very first pull Method did on him didn't bode too well for his living long, as Method got him to 58% immediately. After only an hour of pulls the boss was already down to 40%, and on the surface it was looking to be another Queen's Court situation. However, the Harbinger of Ny'alotha not only proved resilient, but also had some very interesting mechanics to offer, as Method took the opportunity to use a creative strategy that helped them push a little further on the boss. In one of the phases the entire raid becomes hostile to each other, making it impossible for the healers to do their job, so self sustain became paramount - however, in a really smart move, Method simply decided to take a few more mages along and have them polymorph their now enemies, heal them up that way, and then break the poly so they wouldn't loose too much time! In the end, that very low 39.9% try from an hour after boss pulls started was also the best try of the entire day! (Small note: the below video starts lagging at the end.)

      (Timestamp is at 00:18:12, in case it's not working for you.)
      Limit quickly took down Queen's Court to catch back up to 6/8 when they woke up, and continued with Za'qul attempts for another 7-8 hours after Method went to sleep, but they didn't get that much further on him, with their best try ending up some 4% lower than Method, at 36%.
      Meanwhile, back in non-penultimate boss territory, it was actually Exorsus that pushed through that 4/8 barrier and managed to get the Lady Ashvane EU 2nd, World 6th, as Pieces caught up under an hour after them. We ended the day with 15 guilds on 4/8 and progressing on Orgozoa, with Ji Tian Hong claiming the Asia first on the lady in 9th spot overall, and Aversion and Practice the EU 4th and 5th.

      And so Za'qul has so far proven to be a worthy penultimate boss, as he's been holding steady around 35-40% for almost a full day of progress. But can Azshara's final gatekeeper hold on a bit longer or are we going to see just what the Queen is made of on day 4? Tune in to either Method or Red Bull's streams, or check in on Method's raid progress page during the day to find out.

    • By Stan
      Today's hotfixes bring adjustments to Blackwater Behemoth and the Queen's Court. Blizzard fixed a bug which caaused some abilities granted by Conflict and Strife to be taught to a character twice, and more.
      Blizzard (Source)
      Classes
      Druid Fixed an issue that could cause Lively Spirit to grant more stacks of Intellect than intended for Balance and Restoration Druids. Creatures and NPCs
      Some snails and slugs in the Coral Forest have managed to wriggle out from underneath the tree they were stuck under.  Dungeons and Raids 
      Azshara’s Eternal Palace Blackwater Behemoth Fixed a bug that sometimes caused Blackwater Behemoth to not drop loot if it was defeated during a phase transition. The Queen’s Court Fixed a bug that sometimes allowed players to avoid Silivaz’s Frenetic Charge in all difficulties. Items
      Heart of Azeroth Resolved an issue that caused some abilities granted by Conflict and Strife (Essence) to be taught to a character twice. The Well of Existence (Essence) now despawns when the player who placed it logs out. Fixed a bug that sometimes prevented Dribbling Inkpod’s passive effect from activating when an enemy reached 30% health and increased the duration of the debuff to 2 minutes (was 1 minute). Player versus Player
      Resolved an issue that prevented Sphere of Suppression's (Essence) movement speed reduction from being removed by effects such as Blessing of Freedom. The Well of Existence's (Essence) stored healing is now reset upon Arena and Battleground start. Resolved an issue that prevented Season 3 Duelists from obtaining the Dreadflame weapon illusion. Items Heart of Azeroth Placing The Crucible of Flame (Essence) in the Major Slot during Arena and Battleground preparation no longer causes it to incur a 30 second cooldown. Quests
      Increased the damage of Lord Hydraxis and decreased the health and damage of Zan’jir Scaleguards in “The Lords of Water”. The length of the time to complete the quest has been shortened.  Horde players can now see Alliance NPCs during “They Came From Behind!” Previous Hotfixes
      Patch 8.2 Hotfixes: July 17th
×
×
  • Create New...