Sign in to follow this  
Followers 0
miyari

wow Priest - Warlords of Draenor Alpha Patch Notes Analysis

2 posts in this topic

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
2 people like this

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.

1 person likes this

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan

      The guide focuses on battle pets flipping across multiple realms. The main focus is to buy cheap pets on your realm and resell it for profit on a different one. You can either bring the gold back to your source realm or to a third server to build your own infrastructure.
      Requirements
      Time to do the research Initial investment capital Creation of a character on a second server, it costs 1 silver to post a pet in the Auction House,  You can buy a Illustrious Guild Tabard and vendor it to have gold for auctions. Thanks to @Ammako for pointing out. Research
      Conduct a research using the Undermine Journal Pick your main server and the server you decide to sell your pets on The best bet are populated realms Pay close attention to the Median Price Compare battle pet prices of your server and the target realm The goal is to find pets that you can buy cheap on your server and resell at a higher price on the target realm. Example: My source server is Illidan (US) and I want to sell pets on Tichondrius (US), so I'm comparing battle pets prices of Illidan and Tichondrius. 
      The Guide
      After your research's finished, you will have decided, which pet has the highest profit on your target realm and at the same time lowest investment requirements on your source realm Buy pets and learn them Create a new character on the target realm For posting pets in the Auction House, you need 1 Silver per pet auction, so it's a good idea to buy Illustrious Guild Tabard on your main serer and vendor it to have gold for auctions on the target server. Open the Pet Journal, right-click the pet you bought on your source realm and cage it There's an option "Put in Cage" Put the pets in the Auction House After having sold your auctions, you will start making gold on the target realm. This gold should be spent on battle pets, but the other way around Conduct another research based on your target realm This time, your source realm will be your target realm Buy pets on the target realm to resell on either your primary realm or expand to a third realm. You can now start flipping ("ping-ponging") gold between two or more realms. Example: I've bought pets on Illidan (US) and successfully sold them at higher prices on Tichondrius (US). Having aquired enough gold on Tichondrius (US), I can start buying pets, which are sold on Tichondrius cheaper than they are on Illidan and either bring my gold back to Illidan or expand it to multiple other servers.
      Closing Tips
      Conducting the research is of vital importance Make screenshots of pets you buy, it makes caging faster The Undermine Journal battle pets page can be accessed from the menu bar on the right
    • By Stan

      A guide that focuses on gold gain "on the go", no tedious tasks required.
      Highlights
      All materials sell fast No need to check out crafting value vs. profit You make gold "on the way" engaging in a wide variety of activities that don't focus on gold making, such as World Quests or Glory of the Legion Hero. Blood of Sargeras
      Get Boon of the Bloodhunter. It gives a lot of extra bloods. You will notice Bloodhunter's Quarry dropping from enemies. It will contain anywhere from 1-5 Bloods of Sargeras. Engage in content that gives you a lot of bloods, the best are Mythic+0 dungeons. After having acquired enough bloods at the end of the day, visit this website (EU) to determine the most recent gold value of Blood of Sargeras. On most servers, you will get the maximum value from Potion of Prolonged Power, but we'll be focusing on raw materials. Find Illnea Bloodthorn in Dalaran. If you found which item has the most value, create a macro depending on the item you'd like to buy: /run BuyMerchantItem(1) - Order Resources Cache /run BuyMerchantItem(2) - Lean Shank /run BuyMerchantItem(3) - Fatty Bearsteak /run BuyMerchantItem(4) - Big Gamy Ribs /run BuyMerchantItem(5) - Leyblood /run BuyMerchantItem(6) - Wildfowl Egg /run BuyMerchantItem(7) - Cursed Queenfish /run BuyMerchantItem(8) - Mossgill Perch /run BuyMerchantItem(9) - Highmountain Salmon /run BuyMerchantItem(10) - Stormray /run BuyMerchantItem(11) - Runescale Koi /run BuyMerchantItem(12) - Black Barracuda /run BuyMerchantItem(13) - Aethril /run BuyMerchantItem(14) - Dreamleaf /run BuyMerchantItem(15) - Foxflower /run BuyMerchantItem(16) - Fjarnskaggl /run BuyMerchantItem(17) - Starlight Rose /run BuyMerchantItem(18) - Leystone Ore /run BuyMerchantItem(19) - Felslate /run BuyMerchantItem(20) - Stonehide Leather /run BuyMerchantItem(21) - Stormscale /run BuyMerchantItem(22) - Unbroken Claw /run BuyMerchantItem(23) - Unbroken Tooth /run BuyMerchantItem(24) - Shal'dorei Silk /run BuyMerchantItem(25) - Arkhana /run BuyMerchantItem(26) - Leylight Shard Example: I found that I will get the most value from Fjarnskaggl, So I create this macro:
      /run BuyMerchantItem(16) You can adjust the amount of stacks you want to buy, but the best is to just spam the macro until you're out of bloods if you want to deplete them all.
      Enchanting
      Greatly synergizes with blood farming. You get a lot of gold by disenchanting everything. Don't disenchant BoE purples! Chaos Crystal is the main source of income and disenchanting epic gear has a chance to yield a Blood of Sargeras. The key is to obtain as much gear as possible from World Quests (look for quests that award purple items when doing your daily cache), Mythic+0 dungeons, LFR  and other sources. If you're doing Heroic dungeons, disenchant every rare item to get Leylight Shard. Disenchant all green gear you come across into Arkhana. Sell all crystals, shards and dust. Order Hall Missions
      To further improve your gold gain, don't forget about missions that award gold! If you're success chance is 200%, you're guaranteed to receive bonus gold. Don't forget to put everything in the Auction House.
      Closing Tips
      Mobile Armory is far more comfortable to use than the in-game Auction House. Legion Companion App can be used for Order Hall Missions. Sell all Defiled Augment Runes you get from LFR, Order Hall Missions.
    • By Jovovich
      [US-Arthas][H]Unhuman (Francais) NH:3/10M EN:7/7M ToV:2/3M www.unhuman.ca
      Unhuman est à la recherche de nouveaux visages qui seraient intéressés à joindre ses rangs!
      Forum: http://forum.unhuman.ca/forum/7-recrutement/
      Raiding:
      - [Raid] Starlight Bros NH:4/10M EN:7/7M ToV:2/3M 3soirs Mardi. Mercredi et Dimanche 7hpm à 11hpm (EST)
      - [Raid] Fluffy NH:2/10M EN:7/7M ToV:3/3H 2soirs Mercredi et Jeudi 6h15pm à 9h15pm (EST)
      - [Raid] Les Gosus de Notre-Dame NH:6/10H EN:1/7M ToV:2/3H 2soirs Mardi et Mercredi 7hpm à 10hpm (EST)
       
      PvP:
      - On cherche un membre actif pour s'occuper du Lead de PVP, PST Jovovich#1699
       
      Communauté:
      - Plus de  500 accounts
      Unhuman est plus qu'une guilde de raiding performante, c'est aussi la plus grosse communauté Francophone sur World of Warcraft US. Nous comptons présentement plus de 500 accounts actifs. Depuis sa création en 2006, Unhuman cherche à offrir à ses raiders un environnement de jeu qui favorise la progression et ce avec des joueurs d'excellent calibre. Nous sommes constamment à la recherche de nouveaux joueurs que ce soit PVE ou PVP, mais aussi des masters du Pet Battles, des champions de l'Archéologie ou peu importe ce qui vous branche ingame. Vous êtes donc assuré de trouver ce que vous cherchez chez nous peu importe votre style de jeu.
      Pour toutes questions...
      - http://unhuman.ca/
      - Jovovich-Arthas, Guild Master
      - Jdo-Arthas, Officier
      - Mottuer-Arthas, Officier
      - Nylan-Arthas, Officier
      - Kaiser-Arthas, Officier
    • By Jovovich
      [US-Arthas][H]Unhuman (French) NH:4/10M EN:7/7M ToV:2/3M www.unhuman.ca
      Unhuman is RECRUITING!
      Forum: http://forum.unhuman.ca/forum/7-recrutement/
      Raiding:
      - [Raid] Starlight Bros NH:4/10M EN:7/7M ToV:2/3M 3day Tuesday, Wednesday and Sunday 7hpm to 11hpm (EAST)
      - [Raid] Fluffy NH:2/10H EN:7/7M ToV:3/3H 2day Wednesday and Thursday 6h15pm to 9h15pm (EAST)
      - [Raid] Les Gosus de Notre-Dame NH:6/10H EN:1/7M ToV:2/3H 2day Tuesday and Wednesday 7hpm to 10hpm (EAST)
       
      PvP:
      - We're looking for someone to take on PVP leading, PST Jovovich#1699
       
      Community:
      - More than 500 account
      Unhuman is a performing raiding guild with multiple raid groups, it's one of the biggest, for not saying the biggest one, french community on World of Warcraft US. We have over 500 active accounts. Unhuman has been created in December 2006 and will continue to live for a long time, Unhuman is trying to give to our raiders everything they need to be focus only on good progression!. Unhuman is always looking for new players of all kind, PvE or PvP, even with Battle pets or Archeologists or anything else you can do in the game....You will be sure to find your way with Unhuman!
      For any question...
      - http://unhuman.ca/
      - Jovovich-Arthas, Guild Master
      - Jdo-Arthas, Officier
      - Mottuer-Arthas, Officier
      - Nylan-Arthas, Officier
      - Kaiser-Arthas, Officier
    • By Stan

      Today's blue posts round-up covers a lot of PTR class discussions, like changes to the new golden 7.2 Unholy Death Knight Trait (Festering Talons) or Druid's Intimidating Roar. On Twitter, we learn there are currently no plans to increase the amount of Legendary items one can wear in 7.2. It may come in future, but they're undecided.
      Death Knight
      The new 7.2 golden trait for Unholy (Festering Talons) will be updated in a future build.
      Sigma (Source)
      The gold trait should be changed in an upcoming PTR build to something that doesn't add Festering Wounds (and therefore resources and GCDs) to the rotation, since Unholy is still a bit swamped. Druid
      Intimidating Roar will root targets instead of snaring them in 7.2.
      Sigma (Source)
      While I am somewhat loath to respond to a thread where 23 of 25 posts are by the same person (and I apologize in advance to my colleagues from Community about this), it turns out that this is being changed in 7.2. Intimidating Roar will root targets rather than snaring them by 50%. We felt the current behavior was inconsistent with the tooltip, and also that the talent shouldn't feel like it adds risk to the ability that isn't present in the untalented version. Mage
      Further tuning for Frost Mages is underway.
      Sigma (Source)
      Thanks for the detailed look. We agree there could be some cleanup around proc minutiae and Winter's Chill timing, including getting rid of the possibility of the double Ice Lance.

      Few other minor notes:
      --Frozen Touch is slightly underpowered, but we likely have to be careful with it until we do something about the possibility of infinite Thermal Void rotations.
      --Glacial Spike is intended to double-dip crit on the Icicle (Mastery: Icicles) portion of the damage, but it would be better if it didn't double-dip % damage buffs such as the ones you mentioned.
      --Glacial Eruption should be on PTR soon, but it will be able to Shatter. Rogue
      Discussion revolving around Roll the Bones and True Bearing.
      Sigma (Source)
      Overall it would be more ideal if the Roll the Bones buffs were closer in value. True Bearing has gradually crept up over the course of the expansion (around the time of Legion launch, I believe Shark Infested Waters was considered best, and they haven't changed much since then). I expect True Bearing climbs in value as the rotation gets faster due to stat increases and other bonuses being added over the course of the expansion, which all feed into the True Bearing positive feedback loop. Simply making it baseline would speed up the spec even further and contribute to the energy flood and other issues that it can have. While the similar effect was passive in Warlords, I'm sure (I haven't dug into this closely) that the Legion spec churns combo points much more rapidly. In any case the Legion version of True Bearing has the added synergy with Marked for Death that heaps even more combo points into the rotation during True Bearing.

      Point being, while there's not a specific plan yet for balancing out the different Roll the Bones buffs, we agree that it would be better they were more even again. Longer-term, there's something to be said for tweaking the rules/probabilities of Roll the Bones in a way that would further reduce the value of rerolling frequently. Warlock
      Afflicition should feel most at home when applying dots to multiple targets (multi-dotting) and if Tier 20 Set Bonuses (Item - Warlock T20 Affliction 2P Bonus //  Item - Warlock T20 Affliction 4P Bonus) interfere, they will get changed. Overall, different specs within pure DPS classes should have better delineated distinct strengths than they have right now.
      Sigma (Source)
      We do agree that Affliction should feel most at home when it is applying DoTs to multiple targets. With specs like this where the basic mechanics and history of the spec lean towards being strong in one area, there's often a fine line to draw on how it should perform in the other areas (here, single-target damage). It shouldn't feel useless, but should feel like other players may have the advantage there. It's fine for a talent like Malefic Grasp to exist, but this logic probably implies it's slightly stronger than would be ideal. It's good feedback on the preliminary T20 set bonuses that they might push Affliction _away_ from feeling good when multi-dotting, which is something we'd want to avoid.

      More broadly and looking ahead to the future, we agree that different specs--especially different specs within a pure DPS class--should have better delineated distinct strengths than they currently have in some cases. That doesn't mean the magnitude of the difference has to be very large (see the "useless" comment above). Especially in a context like single-target DPS, which is the subject of intense analysis and scrutiny, even a few % of difference in DPS is more than enough for players to notice and take seriously as a strength or weakness of a spec. Simply that it should be more clear what the scenario is that each spec has to look forward to as the place where it stands out, such as sustained multi-dotting for Affliction, or situations that allow Destruction to leverage Havoc especially well. Twitter
      There are no plans for 7.2 to increase the number of Legendary items you can wear (it may come in the future). Power Ascended is the gating behind new pets, Class Mount tints. To purchase them, one needs a fully- unlocked Artifact weapon. There are only four pets (3 for Death Knights, 1 for Monk), a Pepe toy for Demon Hunters and different Class Mount tints that you get for additional Order Resources. Placeholder for tweet 832328668324130816 Placeholder for tweet 832018705194242048 Placeholder for tweet 83202241408296960