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Druid - Warlords of Draenor Alpha Patch Notes Analysis

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Icy Veins asks the experts' opinions on their favorite class changes!

The Warlords of Draenor Alpha patch notes have been out just over a week now, but millions of players have already voiced 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!


We've invited a handful of our class MVPs to share their opinions on the changes made to their respective top class. For this patch notes analysis topic, we have requested feedback from our resident experts on the projected changes being made to the Druid class. Pacteh, Owld, Stenhaldi and Arielle have all been kind enough to share their thoughts on the upcoming Druid changes!
 
Pacteh and Owld both raid in Method. Stenhaldi raids in Midwinter. Arielle is a renowned theorycrafter and main contributor of The Inconspicuous Bear.

Blizzard Icon Druid WoD Alpha Changes

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Ability Pruning

  • Bear Hug has been removed.
  • Enrage has been removed.
  • Innervate is now available only to Restoration Druids. Mana costs for Druids have been adjusted accordingly.
  • Mangle (Cat Form) has been removed. Mangle (Bear Form) remains unchanged.
  • Nourish has been removed.
  • Shred is now available to all Druids.
  • Swipe (Bear Form) has been removed. Swipe (Cat Form) remains unchanged.
  • Symbiosis has been removed.

Crowd Control and Diminishing Returns

  • Cyclone now shares Diminishing Returns with Fears, and can be canceled by immunity effects (i.e. Divine Shield, Ice Block, etc.), and can be dispelled by Mass Dispel.
  • Disorienting Roar has been renamed to Incapacitating Roar, incapacitates enemies instead of disorienting them, and its effect now shares Diminishing Returns with other Mesmerize effects.
  • Nature’s Swiftness can no longer turn Cyclone into an instant-cast spell.
  • Solar Beam no longer Silences a target again more than once per cast. Additionally, the Silence effect from this spell now shares Diminishing Returns with other Silences.

Hit and Expertise Removal

  • Balance of Power has been removed.
  • Nature’s Focus no longer increases the chance to hit with Moonfire and Wrath.
  • Thick Hide 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

  • Innervate has been redesigned to now have a 2-second cast time with no cooldown, and restore 2.5% of the Druid's maximum mana every 4 seconds for 8 seconds. Spending any mana on a healing spell will cancel this effect.

Tank Vengeance and Resolve

  • Mastery: Primal Tenacity now also passively increases Attack Power by 8% (percentage increased by Mastery), in addition to its current effects.

Raid Utility Balance

  • Tranquility is now only available to Restoration Druids.

Quality of Life Improvements


Strict facing requirements can be frustrating to deal with, especially in hectic Raid combat or PvP environments. In order to ease this frustration, we decided to remove or significantly loosen the facing requirements of all attacks that required the player to be behind their target.
  • Ravage no longer requires the Druid to be behind the target.

Buffs and Debuffs

  • Faerie Fire no longer applies the Weakened Armor effect, now applies Physical Vulnerability, increasing Physical damage taken by 4% for 30 seconds.
  • Thrash no longer applies the Weakened Blows effect.
  • Moonkin Form 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

  • Wild Growth (Restoration) 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: Primal Tenacity now also passively increases Attack Power by 12% (percentage increased by Mastery), in addition to its current effects.

Resurrection Mana Costs

  • Druid: Revive, Monk: Resuscitate, Paladin: Redemption, and Shaman: Ancestral Spirit now cost 4% of base mana (down from between 10% and 50%).

Class Changes


Druids have seen a few significant changes. The loss of Symbiosis (see Ability Pruning above) will primarily impact druids’ survival, as many of the abilities received through Symbiosis were defensive cooldowns. To compensate for that change, we buffed Survival Instincts significantly and the ability is now available for all specializations.
  • Survival Instincts is now available to all Druid specializations. Survival Instincts now reduces damage taken by 70% (up from 50%) with a 2-minute cooldown (down from 3), and for Feral and Guardian specializations can have up to 2 charges (up from 1).
Guardian Druids have had increased Armor as their Mastery for a while now. However, one of the new secondary stats available to all tanks is Bonus Armor. We didn't feel that the difference of being additive vs. being a multiplier was significant enough to warrant keeping their Mastery around. Additionally, active mitigation hasn't played out as well for Guardians as it has for some other tanks. We decided to redesign the Mastery for Guardian Druids to something that compliments the Avoidance-heavy nature of Savage Defense, and also to improve the usability of Tooth and Claw for more consistent damage reduction. Note that Primal Tenacity's calculation uses the damage before any other absorbs you have, and before Tooth and Claw's effects, so that it isn’t negatively affected by any of those. Note that Primal Tenacity's calculation uses the damage before any other absorbs you have, and before Tooth and Claw's effects, so that it isn’t negatively affected by any of the changes.

Rage for Guardian Druids has been problematic throughout Mists of Pandaria. Most of their rage generation was extremely passive, and most of their button presses either didn't affect their survivability, or only trivially did so. We made changes to Haste and Crit, to try to solve these rage generation problems, and improve their rotation. We also added Ursa Major, in order to give a defensive value to the new Multistrike stat.
  • Guardian Druids' Mastery (Nature’s Guardian) has been replaced with a new Mastery: Primal Tenacity.
  • Mastery: Primal Tenacity causes the Druid to gain a Physical absorb shield equal to 16% of the attack’s damage when they are hit by a Physical attack. Attacks which this effect fully or partially absorbs cannot trigger Primal Tenacity.
  • Tooth and Claw can now accumulate 2 charges, its effects stack on the target, and are affected by Resolve.
  • Auto-attacks now generate 5 Rage (down from 10.9 Rage).
  • Lacerate now generates 10 Rage, has no cooldown (down from a 3-second cooldown), but no longer has a chance to reset Mangle's cooldown.
  • Thrash now generates 2 Rage every time it deals direct or periodic damage, has no cooldown (down from a 6-second cooldown), but no longer has a chance to reset Mangle's cooldown.
  • Faerie Fire no longer has a chance to reset Mangle's cooldown.
  • Primal Fury now generates 5 Rage (down from 15 Rage) when you dodge or non-periodically critically strike (up from only Auto Attacks and Mangle).
  • Mangle now generates 30 Rage, and its cooldown is reduced by Haste.
  • Bear Form no longer increases Haste and Crit from items by 50%, but instead causes Haste to reduce the global cooldown.
  • Ursa Major is a new passive ability for Guardian Druids:
    • Ursa Major: Multistrikes from auto attacks and Mangle grant the Druid Ursa Major. Ursa Major increases maximum health by 5% for 15 seconds. When this effect is refreshed, the remaining portion is added to the new effect.
Feral Druids received one major change, and few tweaks beyond what's been mentioned above in Ability Pruning and Facing Requirements. Combo Points are now stored "on the player", meaning that when you switch targets, any accumulated Combo Points remain with you. Pounce was buffed significantly, in order to bring it up to par with Ravage. Primal Fury was changed to let it affect area attacks as well. Glyph of Savagery was reworked to better achieve its intended effect.
  • Combo Points for Feral Druids are now shared across all targets, and are no longer lost when switching targets.
  • Pounce's damage has been increased by 100%.
  • Primal Fury now also grants a combo point for area attacks that critically strike the Druid's primary target.
  • Glyph of Savagery now grants a free 5 combo point Savage Roar when leaving Prowl, instead of allowing Savage Roar to be used with 0 combo points.
Overall, we are happy with Balance's rotation, however there are a few tweaks coming through Draenor Perks. With the changes to Periodic Effects, we're slightly modifying Eclipse to allow it to retain the gameplay it had before.
  • Eclipse now increases the damage of all Nature spells (or Arcane, depending on which Eclipse state is active) cast while it is active. This means that for example: a Moonfire cast during Eclipse will receive the Eclipse benefit through its whole duration, even after leaving Eclipse. The reverse also holds true; a Moonfire cast before entering Eclipse will not benefit from that Eclipse until it is recast.
Tranquility has an amazingly strong effect (pour a ton of healing into the whole Raid/Party), but had excessive complexity for a relatively simple task (5 different targets per tick, a short HoT, stacking, varied strength by raid size). So, we simplified it significantly. It still will be used just as it always has been.
  • Tranquility now heals every Party and Raid member within range every 2 seconds for 8 seconds. It no longer places a periodic effect on each target. The total amount of healing it generates in Raids should be approximately the same as before this change.
Restoration Druids got a few changes as well. In Patch 5.4, a Glyph was introduced where you could choose to attach your Efflorescence to Wild Mushroom, instead of to Swiftmend. That was a rousing success, taken by nearly all Restoration Druids, and felt like a much better situation to us, so we decided to remove the glyph choice, and bake it in permanently. Secondly, while we are fine with the playstyle where a Restoration Druid blankets their Raid in Rejuvenations, the Swift Rejuvenation passive made that too strong, and also limited their scaling with Haste. We removed that passive, to encourage using other spells more, but still allow Rejuvenation blanketing as a playstyle choice.
  • Swift Rejuvenation has been removed.
  • Swiftmend no longer causes Efflorescence. Instead, Wild Mushroom (Restoration) now causes Efflorescence to appear at the mushroom’s location.
The level 90-Talent row for Druids was designed to encourage hybrid gameplay. We decided that, while you shouldn't have to give up a significant amount of your primary role throughput in order to gain the off-role benefit, you also don't need to gain an actual benefit to your primary role throughput benefit either. We've reduced the power of their primary role benefit, making them roughly neutral in their effect on your primary role. Note that the increase to off-role healing from Nature's Vigil is not actually a buff (see Healing and Player Health above).
  • Heart of the Wild no longer provides an increase to Hit chance or Expertise while active, and no longer increases Stamina, Agility, and Intellect.
  • Dream of Cenarius
    • Balance: Casting Healing Touch no longer increases the damage bonus of the Druid’s next Eclipse. Eclipse now causes the Druid’s next Healing Touch to become instant cast and reset the cooldown on Starsurge.
    • Feral: Casting Healing Touch no longer increases the damage of the Druid’s next 2 melee abilities, or increases the healing of Rejuvenation.
  • Nature’s Vigil, while active, increases single-target damage and healing caused by healing spells by 16% (down from 25%), and all single-target damage spells also heal a nearby friendly target for 35% of the damage done (up from 25%).
And the Druid changes are capped off by merging Glyph of Stampede's effects into Glyph of Stampeding Roar.
  • Glyph of Stampede has been removed. Its effects have been merged into Glyph of Stampeding Roar.


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


Pacteh (Balance): Mechanically they seem happy with how balance druid is at the moment which is a worry for me after the removal of snapshotting from DoTs. The rotation is staying the same and without the ability to play with your procs I feel the rotation will become too basic, how is a really good Boomkin going to distinguish himself from another when the skill ceiling is set so low?

Owld (Restoration): Optimistic. The path to perfect the healing system has been quite the trial and error type and we are just seeing another iteration of an ever-changing paradigm. Class-wise, druid has never drastically changed and WoD will definitely not see an overhaul of the class either. But obviously the biggest changes to the spec are actually changes to the game design itself, be it the healing system or the stats interactions. Overall resto druids won’t see too many differences from their existent toolkit. Removing less used abilities and centering the gameplay on the core is always a good idea as long as it doesn’t lower the skill cap or turn the gameplay into a rotation.

Arielle (Guardian): Overwhelmingly positive. I’m pretty much prepared to declare victory in all of the battles I’ve been fighting this entire expansion. I still expect to see some iteration on the stats and how they interact with Guardians, but everything definitely looks good.

Stenhaldi (Feral): The major observation is that Blizzard is significantly reducing the complexity of the feral druid damage rotation. This arises from two changes: periodic damage effects no longer snapshot stats, and Dream of Cenarius loses its damage-increasing effect. Essentially, a lot of the gameplay of making our bleeds as strong as possible is going away.

As someone who enjoys complex damage rotations, I'm naturally not enamored with this change. But I also don't think it's all bad -- especially the removal of periodic damage stat snapshotting. Stat snapshotting was a substantial anti-versatility mechanic for us. It forced us to keep resources pooled to plan for trinket procs, and it also meant that most of our burst damage capabilities were tied to uncontrollable trinket procs. Without it, we'll be a lot freer to pick when and on what target we do our damage.

This criticism does not apply to Dream of Cenarius, however -- it was a mechanic that was entirely under our control. The problem with Dream of Cenarius is that it was a misplaced talent: a damage dealing talent in a utility tier. Other than that, it was a fun mechanic that I am sorry to see go.

The other big change is that we will be able to cast Rejuvenation in cat form (and bear form). While this has no effect on our damage output (assuming Blizzard fixes Nature's Vigil to not produce damage from healing), we have enough free global cooldowns that it will likely be standard to cast as many Rejuvenations as mana permits. This, naturally, will reintroduce some rotational complexity if you want to do as much useful healing as possible.

There are also some smaller changes. Feral didn't get hit very hard by Blizzard's ability prune, but we did lose one powerful asset: Symbiosis. The immunity spells it provided -- for feral, Dispersion and Divine Shield -- proved to be valuable counters to certain boss abilties; the canonical example would be Lei Shen's Static Shock, but there are many others. Luckily, we are not without compensation. Survival Instincts saw a huge buff: 70% damage reduction, 2 minute cooldown, 2 charges. Not only will it (stacked with our other cooldowns) be able to substitute for an immunity in many cases, but it also has its own set of advantages over our Symbiosis immunities: it lasts much longer, has a shorter cooldown, and doesn't halt our damage output. Generally, I expect that this change will make us slightly less effective at cheesing raid mechanics but significantly more survivable overall.

We also lose access to Tranquility as part of a larger effort by Blizzard to reduce the availability to non-healers of "healer-strength" raid survival cooldowns. I generally think this is a good change. For one, it reverses the arms race that has occurred this expansion with regard to these cooldowns: first warriors gained Demoralizing Banner and retribution paladins gained Devotion Aura; next rogues gained a mitigation effect on Smoke Bomb so that they could compete; and then Tranquility and Healing Tide were buffed so that they could keep up in 25-man raids. This had the result of making raid survival cooldowns a major consideration in deciding which class to bring to a particular encounter. Moreover, while it's fun to have options to assist the raid besides doing damage, these one-button cooldowns didn't involve much player interaction. Typically, for a challenging fight, they would be used as part of a rotation and the only player action would be to press their button at the planned time. I'd rather have raid utility options that are interesting to use, like the Rejuvenation change above.

Another notable change is that Blizzard is trying out an altered combo point system where combo points stick to the player rather than to the target (so you keep them on target switch). If this change survives, it will be a great boost to our target-switching capability -- something that, at least in this expansion, has been a significant weakness of the feral spec. I think there are more fun ways to address this deficiency (such as the free Ravage on Feral Charge that we had in Cataclysm), but this change will certainly suffice.

Finally, I suppose I would be remiss to not mention the level 100 talents. Blizzard is adding what looks to me to be an interesting versatility choice between Bloody Thrash and Lunar Inspiration. You can talent for multi-dotting (and ranged multi-dotting at that), or you can talent for AoE/cleave damage. On the other hand, the third talent in that tier -- Savagery ("Savage Roar is now passive") -- is something that shouldn't exist and I hope it's never optimal to use, at least in raids. From a raiding perspective, all it does is to make the rotation simpler and less fun -- it has no interesting features.
 

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


Pacteh (Balance): There is nothing to be excited about thus far, let’s hope more change comes in the Beta.

Owld (Restoration): Hands down I would say the changes to the healing system but we’re talking about the class there. I’m gonna go with the fact that we will actually be using Healing Touch and Regrowth purposefully, with the actual intent to do effective healing instead of 90% overhealing. Today, especially in 25man, the gamble as to whether or not your high mana cost spells will land effectively is against the odds and we don’t have the time to cast any. The gameplay will see some diversification and this is a very good thing. I’d add that more triage (targeting the right player with the right spell at the right time) is going to be much better and will mean more quality to your healing. Finally the 1.5s cast on Wild Growth is going to give even more depth to the gameplay, aligning the cast with big damage abilities!

Arielle (Guardian): Where do I start? Changes to the Rage model, better Mastery, balancing tank raid cooldowns by mutual disarmament, extraneous abilities removed, and Tooth and Claw is effectively fixed.

Stenhaldi (Feral): As a first impression, my favorite change is the Rejuvenation change: that we will be able to cast it in cat form. I generally am pretty enamored with abilities that let me offheal at no (or minimal) damage cost, and at the start of the Mists of Pandaria expansion, one of the changes I was most looking forward to was the change where Predatory Swiftness would let us cast an instant Healing Touch in cat form. That ended up actually feeling quite useful in the 10-man raids I did in the first tier -- I could meaningfully fill in healing gaps with my instant heals. But when I switched to 25-man raiding, the story changed as smart heals in this format absolutely eclipsed what little targeted healing I could do. (Of course, then I discovered the power of enhancement shaman offhealing on my alt, and abused it so much that I'm probably one of the reasons it got nerfed to the ground in 5.4.)

Now in Warlords of Draenor, smart heals are getting toned down in general -- which should make our targeted heals more impactful -- and we're also gaining another heal, Rejuvenation, on top of this. I'm excited about all this. It still remains to be seen, however, how well our mana regeneration will support Rejuvenation.
 

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


Pacteh (Balance): Removal of symbiosis, having the choice between different escape abilities made it fun when arriving at new encounters. Choosing between running cloak of shadows or anti magic shell was quite fun. Knowing that I’ll never be able to cloak off a debuff or avoid a debuff with anti-magic shell is quite saddening

Owld (Restoration): The removal of Nourish, which was a pretty good filler spell in my opinion, as well as the removal of the Swift Rejuvenation passive will definitely slow the pace and dynamism of the game. Coupled with mana issues in the beginning of the expansion, even if Blizzard say it won’t happen, I fear that we will see a rather slow but stressful gameplay. We will probably see druids standing there doing nothing once in a while (who said they aren’t already?). As I write this we aren’t aware of the actual re-tuning of all the healing spells (actual amount) and how hard the nerf to smart heals is in practice. Hopefully they do the tuning right.

Arielle (Guardian): I’m not a huge fan of Readiness for tanks personally. It tends to be a very binary stat when it only affects defensive cooldowns (like Survival Instincts). Either you need it or you don’t, and if you don’t it’s a completely wasted stat. But this is very dependent on raid design, so we’ll see. I’m also not a huge fan of the awkward ways some of the talents interact (you basically can’t take Incarnation with Pulverize for example), but I don’t know if that can be fixed.

Stenhaldi (Feral): Savagery: a talent that makes the rotation less fun and doesn't add anything. But as long as I don't have to pick it, I'm fine with the choice between the other two talents in that tier.

Aside from that, I'm generally satisfied with the changes. As I mentioned, I'm not too happy with the removal of most of the bleed strength management from our rotation -- but on the other hand, I don't think I'd want to revert either of the changes that caused it. Periodic damage stat snapshotting is problematic due to its versatility effects -- and as fun as it can be to execute well, it can also be frustrating to have so much damage tied up in highly random procs. Dream of Cenarius didn't belong in its talent tier, and while I thought the mechanic was fun, my impression was that enough people disliked it that it probably wouldn't do to make it a baseline passive spell either.
 

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


Pacteh (Balance): If I could have my way I it would be adding snapshotting back into the game. Instead of outright wiping it away from the game they should of instead tweaked how it was working with other classes and brought them in line accordingly or set limits on dot power, for example a dot can never exceed 300% of its intended strength. This way you can still maximise your damage but not be to able apply outrageously powerful DoTs.

Owld (Restoration): I think removing Innervate is a bad move. I would have loved Blizzard to take steps toward more temporary buffs benefiting Innervate, as we’ve seen some trinkets work on PTR or previous beta. Sure getting 80% instead of 20% of your mana is neither right nor healthy but I think there is middle ground to be found, especially with the RPPM trinket system we have now. In my opinion, you should be faced with a choice of casting Innervate on cooldown and getting the normal benefit or wait a bit (“how long” is the gamble), to benefit from a more powerful “buffed” innervate. In the same way most of you will remember the good days of Cataclysm Hymns of Hope fest with Innervate.

I would also definitely get my Nourish back and make it a 1.5s cast. Tune the healing accordingly and it’s the perfect filler.

Arielle (Guardian): Re-do Dream of Cenarius entirely. It basically cannot be used while tanking with the new Rage model.

Stenhaldi (Feral): Change the Savagery talent. I understand there is a subset of ferals that hates the Savage Roar ability, and I'd be fine with the talent removing Savage Roar if it also added something interesting to compensate. As it is, it does nothing interesting. But again, if Savagery stays as it is and I never have to take it, then that's also an acceptable state of affairs to me.
 

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


Pacteh (Balance): I’ve seen it mentioned on forums a few times and it’s the idea of Starsurge procs stacking instead of being munched by another proc before you can use your current starsurge proc. At the start of expansion when crit levels are low it’s not much of issue but it will always be a problem towards the end when crit levels become too high

Owld (Restoration): More glyphs and talents that critically alter the way some spells work. I really don’t like the way you just don’t change your glyphs. It could be such an interesting system. Surely enough you would have a cookie-cutter guide a week after patch day but still, players would be able to adapt to their guild’s strategy and their respective role in a specific encounter. On a more druid-related topic, I’d like to see my shapeshifts be more useful one way or the other.

Arielle (Guardian): Guardians are really pretty much there in terms of being a fully fleshed-out tank spec. As mentioned above I’d like to see Dream of Cenarius just redone, and I’m still skeptical about Force of Nature. It needs to have some serious AI fixes and scale from base weapon damage. The rest of it is just wait-and-see mainly.

Stenhaldi (Feral): Again, I'm generally pretty happy with what Blizzard has put forward, so I don't have major suggestions. But I may still have a remark to make in this regard.

There was an idea I had a while back to make clearcasts trigger a modest buff to any bleed cast within the next (say) 5 seconds. This would bring back some of the gameplay of maximizing your bleed strengths for those people who enjoyed it, but as a class spell, it would be more transparent than the present trinket snapshotting system. It would also be based on weaker but more frequent procs (since clearcasting triggers about 4 times as frequently as a typical trinket), making this proposed system much less random overall.

This was mainly intended as an idea for preserving the sort of gameplay that a lot of the current feral players enjoy, but it would also have a further bonus: it would add some measure of haste scaling to our bleed damage, since clearcasting frequency scales with haste. Haste is currently our worst stat since it does not affect bleed damage at all; but in Warlords of Draenor, due to agility no longer increasing crit chance, it's going to be all the more important that we scale well with secondary stats -- strong agility scaling will no longer be a suitable fallback.

Patch Notes Last Updated - 24 April 2014

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      In the latest Watercooler, Blizzard talked about the philosophy and approach to class design in Battle for Azeroth. The goal is to promote what makes each class unique, improve visuals, and greater stability across the board. The overall talent system will remain relatively unchanged, but some specializations are subject to big talent changes (Survival Hunter). Artifact weapons will be gone and getting rid of Artifact traits produces a complex set of decisions about how to adjust the base classes to play well in their absence. Some Artifact talents have been baked into talents. For example Fire Mage's Artifact trait Phoenix's Flames (Felo'melorn) is a level 60 talent (Phoenix Flames) in Battle for Azeroth.
      In the latest Q/A with Game Director Ion Hazzikostas we learned that many raid-wide spells and crowd control abilities are returning in Battle for Azeroth. The goal is to promote a wide diversity of class and spec representation and reduce homogenization. As seen below, Survival Hunters got a lot of new talents in the first build of BfA. One of the reasons for the overhaul was class fantasy. It's strange when a Survival Hunter suddently forgets how to use a bow at level 10.
      Enhancement Shamans are getting their totems back! Totem Mastery is a new talent available at level 15 and Windfury Totem at 75. Arms Warriors got a new mastery (Mastery: Deep Wounds) and more!
      Below is an early preview of *new* abilities & talents added in Patch 8.0.1 Build 25902. Some specializations are still missing talents (N/A).
      Death Knight [Return to Top]
      Death's Advance - baseline ability available at level 55 Thoughtseize (NYI) - new baseline ability available at level 73 Blood
      Level Talent 1 Talent 2 Talent 3 56 Heartbreaker Bloodworms Blooddrinker 57 Rapid Decomposition Heart of Ice Spectral Deflection (NYI/TBD) 58 Ossuary Anti-Magic Barrier Blood Tap 60 Mark of Blood Red Thirst Tombstone 75 Tightening Grasp Tremble Before Me March of the Damned 90 Will of the Necropolis Rune Tap Foul Bulwark 100 Bonestorm Blood Mirror Purgatory Frost
      Level Talent 1 Talent 2 Talent 3 56 Runic Attenuation Icy Talons Shattering Strikes 57 Freezing Fog Murderous Efficiency Horn of Winter 58 Icecap Avalanche Glacial Advance 60 Abomination's Might Winter is Coming Blinding Sleet 75 Permafrost Volatile Shielding Inexorable Assault 90 Gathering Storm Frozen Pulse Frostscythe 100 Hungering Rune Weapon Obliteration Breath of Sindragosa Unholy
      Level Talent 1 Talent 2 Talent 3 56 Ebon Fever Bursting Sores All Will Serve 57 Pestilent Pustules Epidemic Blighted Rune Weapon 58 Unholy Frenzy Castigator Clawing Shadows 60 Debilitating Infestation Sludge Belcher Asphyxiate 75 Lingering Apparition Spell Eater Corpse Shield 90 Shadow Infusion Necrosis Infected Claws 100 Dark Arbiter Defile Soul Reaper Demon Hunter [Return to Top]
      Chaos Brand - new baseline passive available at level 100 Havoc
      Chaos Strike (Havoc passive) New Talents
      Immolation Aura (level 100) Insatiable Hunger (level 100) Fel Barrage (level 102) Trail of Ruin (level 102) Cycle of Hatred (level 106) Dark Slash (level 106) Level Talent 1 Talent 2 Talent 3 99 Blind Fury Demonic Appetite Felblade 100 Insatiable Hunger *new* Demon Blades Immolation Aura *new* 102 Trail of Ruin *new* Fel Mastery Fel Barrage *new* 104 Soul Rending Desperate Instincts Netherwalk 106 Cycle of Hatred *new* First Blood Dark Slash *new* 108 Unleashed Power Master of the Glaive Fel Eruption 110 Demonic Momentum Nemesis Vengeance
      New Talents
      Charred Flesh (level 102) Fracture (level 104) Gluttony (level 108) Level Talent 1 Talent 2 Talent 3 99 Abyssal Strike Agonizing Flames Razor Spikes 100 Feast of Souls Fallout Burning Alive 102 Flame Crash Charred Flesh *new* Felblade 104 Soul Rending Feed the Demon Fracture *new* 106 Concentrated Sigils Sigil of Chains Quickened Sigils 108 Gluttony *new* Fel Devastation Spirit Bomb 110 Last Resort Void Reaver *new* Soul Barrier Druid [Return to Top]
      Soothe - baseline available at level 60 Hibernate - new baseline ability available at level 66 Balance
      Level Talent 1 Talent 2 Talent 3 15 Starlord Warrior of Elune Force of Nature 30 Tiger Dash Renewal Wild Charge 45 Feral Affinity Guardian Affinity Restoration Affinity 60 Mighty Bash Mass Entanglement Typhoon 75 Soul of the Forest Stellar Flare Incarnation: Chosen of Elune 90 Shooting Stars Blessing of the Ancients Astral Communion 100 Nature's Balance Stellar Drift Fury of Elune Feral
      Level Talent 1 Talent 2 Talent 3 15 Blood Scent Predator Lunar Inspiration 30 Tiger Dash Renewal Wild Charge 45 Balance Affinity Guardian Affinity Restoration Affinity 60 Mighty Bash Mass Entanglement Typhoon 75 Soul of the Forest Jagged Wounds Incarnation: King of the Jungle 90 Sabertooth Brutal Slash Savage Roar 100 Moment of Clarity Bloodtalons Elune's Guidance Guardian
      Level Talent 1 Talent 2 Talent 3 15 Brambles Blood Frenzy Bristling Fur 30 Tiger Dash Intimidating Roar Wild Charge 45 Balance Affinity Feral Affinity Restoration Affinity 60 Mighty Bash Mass Entanglement Typhoon 75 Soul of the Forest Galactic Guardian Incarnation: Guardian of Ursoc 90 Earthwarden Survival of the Fittest Guardian of Elune 100 Pulverize Lunar Beam Rend and Tear Restoration
      Level Talent 1 Talent 2 Talent 3 15 Abundance Prosperity Cenarion Ward 30 Tiger Dash Renewal Wild Charge 45 Balance Affinity Feral Affinity Guardian Affinity 60 Mighty Bash Mass Entanglement Typhoon 75 Soul of the Forest Cultivation Incarnation: Tree of Life 90 Inner Peace Stonebark Spring Blossoms 100 Moment of Clarity Germination Flourish Hunter [Return to Top]
      Beast Mastery
      Level Talent 1 Talent 2 Talent 3 15 Big Game Hunter Way of the Cobra Dire Beast 30 Dire Stable One with the Pack Chimaera Shot 45 Trailblazer Posthaste Farstrider 60 Venomous Bite *new* Thrill of the Hunt *new* A Murder of Crows 75 Binding Shot Wyvern Sting Intimidation 90 Stomp Barrage Stampede 100 Killer Cobra Aspect of the Beast Spitting Cobra Marksmanship
      Lone Wolf is now baseline for Marksmanship Hunters Level Talent 1 Talent 2 Talent 3 15 Careful Aim *new* Precise Shots *new* A Murder of Crows 30 Bombardment *new* Volley *new* Explosive Shot 45 Trailblazer Swiftwind *new* Camouflage 60 Streamline *new* Steady Focus Hunter's Mark *new* 75 Natural Mending *new* Posthaste Binding Shot 90 Lethal Shots *new* Rapid Killing *new* Barrage 100 Calling the Shots *new* Lock and Load Piercing Shot Survival
      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.