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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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      Igneous Potential - Your Lava Burst deals 311 additional damage, and your Lava Surge chance is increased to 20%. Pack Spirit - While Ghost Wolf is active, heal for 156 every 1 sec. Warlock
      Bursting Flare - Casting Conflagrate on a target affected by your Immolate increases your Mastery by 78 for 20 sec, stacking up to 5 times. Desperate Power - While below 50% health, your Drain Life heals for an additional 311 health each 1 sec. Supreme Commander - When your Demonic Tyrant expires, consume its life essence, granting you a stack of Demonic Core and increasing your Intellect by 841 for 15 sec. Warrior
      Bury the Hatchet - When you use Victory Rush, gain 841 Physical absorb for 10 sec. Moment of Glory - Your Rallying Cry grants 1,555 additional Max Health to affected allies, and its duration is increased to 12 sec. Never Surrender - Your block chance is increased by up to 30%, based on your missing health. Storm of Steel - Whirlwind now causes your next 1 attacks to strike up to 4 additional targets for 50% damage.
    • By Stan
      An overview of all Azerite traits added in this week's Beta Build 26624.
      Our preview of Beta Build 26624 covers Class Changes, Kul Tiran Druid Aquatic Forms, Flying in Battle for Azeroth & the Brutosaur Mount.
      Note: Some tooltips may be slightly off, displaying incorrect values.
      New Azerite Traits (Beta Build 26624)
      Below is a list of the latest Azerite traits that have been added to the game in this week's Beta Build 26624.
      Death Knight
      Bones of the Damned - Marrowrend has a chance to grant an extra charge of Bone Shield. Bone Shield increases your Armor by 156. Cankerous Wounds - Festering Strike deals 622 additional damage and has a 10% increased chance of applying 3 Festering Wounds. Eternal Rune Weapon - Dancing Rune Weapon grants you 156 Strength, and each rune spent increases its duration by 0.5 sec, up to a maximum of 5 sec. Killer Frost - Frost Strike deals 622 additional damage with each hit and has a 15% chance on critical strikes to grant Killing Machine. Tier 1 - Death Knight - Frost - Remorseless Winter <DNT> - Remorseless Winter deals an additional 156 damage. The first time Remorseless Winter deals damage to 3 different enemies, you gain Rime. Tier 1 - Death Knight - Unholy - Ghouls <DNT> - When your ghouls expire, they explode in viscera dealing 0 Shadow damage to nearby enemies. Demon Hunter
      Cycle of Binding - Afflicting an enemy with a Sigil grants you 0 Agility for 6 sec and reduces the cooldown of your other Sigils by 6 sec. Essence Sever - Shear has a chance to rip Lesser Soul Fragments from up to 4 nearby enemies, dealing 400 Fire damage to each. Eyes of Rage - Eye Beam deals an additional 500 damage. Consuming a Soul Fragment reduces the cooldown of Eye Beam by 1.0 sec. Thirsting Blades - Every 1 sec, increase the damage of Chaos Strike by 0 and reduce its cost by 1 Fury. This effect stacks. Druid
      Blood Mist - Rake deals 100 additional damage over its duration, and has a chance to grant you Berserk for 6 sec. Cannot occur while Berserk is active. Gushing Lacerations - Rip deals 240 additional damage per combo point, and has a 8% chance to award a combo point each time it deals damage. High Noon - Sunfire's radius is increased by 3, and it deals 622 additional damage to its primary target. Rampant Growth - Regrowth heals for 300 more over its duration, and its healing over time effect also applies to the target of your Lifebloom. Tier 1 - Druid - Balance - Starfall <DNT> - Starfall's stars deal an additional 622 damage to nearby enemies when they damage an enemy afflicted by Moonfire. Tier 1 - Druid - Guardian - Frenzied Regeneration <DNT> - Mangle extends the duration of Frenzied Regeneration by an additional 1 sec, and causes Frenzied Regeneration to restore an additional 622 health every sec. Tier 1 - Druid - Guardian - Maul <DNT> - Maul deals an additional 622 damage and reduces the cost of Ironfur by 622 Rage. This effect stacks up to 5 times. Waking Dream - Ysera's Gift now heals every 4 sec, and heals for an additional 100 for each of your active Rejuvenations. Wild Fleshrending - Shred deals 400 additional damage, and Swipe deals 150 additional damage, to enemies suffering from your Thrash. Hunter
      Pack Alpha - Your primary pet's Basic Attack deals 308 more damage for each other pet you have active. Rapid Reload - Multi-Shots that damage more than 3 targets fire an additional wave of bullets, dealing 238 damage and reducing the cooldown of your Aspects by 1 sec. Tier 1 - Hunter - Beast Mastery - Barbed Shot <DNT> - Increases the damage of Barbed Shot by 466 and duration to 2 sec. Tier 1 - Hunter - Marksmanship - Rapid Fire <DNT> - Rapid Fire deals an additional 373 damage and each shot has a 40% chance to generate 2 additional focus. Tier 1 - Hunter - Survival - Harpoon <DNT> - Harpoon causes your next Raptor Strike to deal an additional 1,555 damage and reduces its focus cost by 20. Wilderness Survival - Raptor Strike deals an additional 140 damage and reduces the remaining cooldown of Wildfire Bomb by 1 sec. Mage
      Chain Reaction - Your Ice Lances against frozen targets increase the damage of your Ice Lances by 3% for 10 sec, stacking up to 5 times. Duplicative Incineration - Fireball deals an additional 684 damage, and has a 20 chance to launch a second Fireball. Galvanizing Spark - Arcane Blast deals an additional 277 damage and has a 20 chance to generate a second Arcane Charge. Tier 1 - Mage - Arcane - Arcane Explosion <DNT> - Arcane Explosion deals an additional 140 damage. When it damages at least 3 targets, it has a 10% chance to deal an additional 1,244 Arcane damage to them. Tier 1 - Mage - Fire - Hot Streak <DNT> - Consuming Hot Streak grants you a 202 Intellect for until cancelled. This effect stacks up to 20 times. Tier 1 - Mage - Frost - Icy Veins <DNT> o/ - Icy Veins grants you a charge of Fingers of Frost and increases your Intellect by 233 for until cancelled. Whiteout - Ice Lance deals an additional 233 damage and reduces the cooldown of Frozen Orb by 0.5 sec. Monk
      Pressure Point - Tiger Palm's chance to make your next Blackout Kick free is increased to 15% and Tiger Palm deals an additional 311 damage. Tier 1 - Monk - Brewmaster - Blackout Strike <DNT> - Blackout Strike deals an additional 684 damage. Blackout Strike critical hits grant an additional 1 Lstack;stacks; of Elusive Brawler. Tier 1 - Monk - Mistweaver - Vivify <DNT> - Your Vivify heals for an additional 342. Vivify critical strikes reduce the cooldown of your Revival by 1 sec. Tier 1 - Monk - Windwalker - Combo Strikes <DNT> - When you Combo Strike, the coolldown of Fists of Fury is reduced by 0 sec. Fists of Fury deals an additional 205 damage. Training of Niuzao - Gain up to 615 Mastery based on your current level of Stagger. Paladin
      Breaking Dawn - Increases the healing done by Light of Dawn by 311 and its range to 40 yards. Grace of the Justicar - Judging a foe heals all allies within 8 yards of that enemy for 389. Inspiring Vanguard - Grand Crusader's chance is increased by 5% and it grants you 249 Strength for until cancelled. Relentless Inquisitor - Spending Holy Power grants you 31 haste for 10 sec per Holy Power spent, stacking up to 20 times. Second Sunrise - Light of Dawn has a 5% chance to cast a second time for no additional mana cost. Share the Burden - Reduces the damage you take from Blessing of Sacrifice by 10%. Soaring Shield - Avenger's Shield now strikes 4 enemies and grants 1,244 Mastery per enemy struck for until cancelled. Zealotry - Casting Crusader Strike increases the damage of your Crusader Strike by 124 for 20 sec, stacking up to 10 times. Priest
      Contemptuous Homily - Penance deals an additional 126 damage and extends your Shadow Word: Pain by 1 sec per bolt. Death Throes - Shadow Word: Pain deals an additional 160 damage. When an enemy dies while afflicted by your Shadow Word: Pain, you gain 5 Insanity. Enduring Luminescence - Power Word: Radiance restores 250 additional health, and applies Atonement for 70% of its normal duration. Lenience's Reward - Atonement reduces damage taken by 0.5%. Power of the Dark Side - Shadow Word: Pain has a chance to increase damage or healing done by your next Penance by 0%. Purge the Wicked has a chance to increase damage dealt by your next Penance by 0%. Sacred Flame - Holy Fire deals an additional 500 damage instantly, and restores 446 mana each time it deals damage. Tier 1 - Priest - Shadow - Voidform <DNT> -  When you leave Voidform, gain 207 critical strike for until cancelled for each stack of Voidform active when you exited. Word of Mending - Prayer of Mending heals for an additional 200 and reduces Holy Word: Sanctify's cooldown by 2 sec. Rogue
      Fan of Blades - Fan of Knives' radius is increased to 15 yds and damage is increased by 311 if it hits at least 3 targets. Paradise Lost - Take control of the dice of fate, granting yourself 622 Agility if Roll the Bones only provides you with one combat enhancement. The First Dance - Shadow Dance grants an additional 1,866 critical strike rating to the first Eviscerate, Shadowstrike, or Shuriken Storm used during it. Tier 1 - Rogue - Assassination - Garrote <DNT> - Garrote cast from Stealth generates 2 additional Combo Points and deals 1,866 additional damage. Tier 1 - Rogue - Outlaw - Between the Eyes <DNT> - Each combo point spent on Between the Eyes increases damage an additional 1,866 and grants a 2% chance to gain 1,866 Combo Points. Tier 1 - Rogue - Subtlety - Backstab <DNT> - Backstab deals an additional 249 damage and extends the duration of your Symbols of Death by 0.5 sec. Shaman
      Roiling Storm - Every 1 second, reduce the cost of your next Stormstrike by 2 Maelstrom and increase its damage by 31. This effect stacks up to 15 times. Rumbling Tremors - Your Earth Elemental spawns Tremors that deal 933 Physical damage every 2 seconds. Earth Elemental's auto attack damage is increased by 933. Spouting Spirits - Spirit Link Totem also heals all nearby allies for 2,488 1 second after it is dropped. Surging Tides - If the target of your Riptide is below 50% of their maximum health, Riptide causes them to absorb up to 2,332 damage, lasting until cancelled sec. Warlock
      Demonic Meteor - Hand of Gul'dan deals 778 additional damage and has a 5% chance per Soul Shard spent of refunding a Soul Shard. Rolling Havoc - Each time your spells duplicate to a Havoc target, gain 47 Intellect for 10 sec. This effect stacks. Sudden Agony - Agony deals up to an additional 564 damage and starts with 4 stacks. Tier 1 - Warlock - Affliction - Unstable Affliction <DNT> - Increases the damage of Unstable Affliction and causes it to reduce the cooldown of Summon Darkglare by 4 sec. Tier 1 - Warlock - Demonology - Call Dreadstalkers <DNT> - Call Dreadstalkers has a 15% chance to make your next non-instant Demonbolt deal 1,088 additional damage. Tier 1 - Warlock - Destruction - Chaos Bolt <DNT> - Chaos Bolt deals 389 additional damage and has a 25% chance to make your next Incinerate instant. Warrior
      Bloodsport - Ignore Pain prevents 350 additional damage, and grants you 127 Leech for 8 sec. Callous Reprisal - Revenge deals 140 additional damage and reduces the damage enemies deal to you by 0.5% for 8 sec, stacking up to 3 times. Crushing Assault - Your melee abilities have a chance to increase the damage of your next Slam by 1,000 and reduce its Rage cost by 20. Iron Fortress - Increases Block by 250, and blocking an attack deals 300 Physical damage to the attacker. Critical blocks deal double damage. Lord of War - Colossus Smash deals an additional 1,000 damage and generates 10 Rage. Simmering Rage - Rampage deals an additional 500 damage and generates 1 Rage per strike. Tier 1 - Warrior - Fury - Recklessness <DNT> - Auto attacks deal 81 additional damage and reduce the cooldown of Recklessness by 0.5 sec. Full List of Azerite Traits
      "Reveal hidden contents" for a full list of Azerite traits that have been added to the game so far throughout Alpha/Beta testing of Battle for Azeroth. Generic Azerite traits may be used for trinkets or leveling Azerite armor.
    • By Stan
      An overview of the latest changes implemented to the game in the latest Beta Build 26707.
      Welcome to the latest overview of talent updates added to the game in the latese Beta Build 26707. Following the most recent Class discussions, there are plenty of Balance Druid, Discipline Priest and Protection Paladin updates.
      We updated our Battle for Azeroth Class Changes to correspond with all changes listed below, and you can find more information about Battle for Azeroth by visiting our Expansion Hub. Our coverage of Beta Build 26707 includes new Azerite Traits, Battle Pet Updates, Dark Iron Dwarf & Mag'har Orc Unlock Requirements, BfA Pathfinder Update & Mythic Keystone Seasons.
      Druid
      Dev comments on the Balance Druid rework can be found here.
      Balance
      Eclipse - new baseline ability. Empowerments - new baseline ability. Twin Moons - new level 75 talent. Starlord is now a level 90 talent (down from 15) + changed functionality. Stellar Flare is now a level 90 talent (down from 75). Blessing of the Ancients (level 90 talent) removed. Stellar Drift is now a level 90 talent (up from 100). Nature's Balance is now a level 15 talent (up from 100) + changed functionality. Shooting Stars is now a level 100 talent (down from 90). New Moon is now a level 100 talent (down from 90). Level Talent 1 Talent 2 Talent 3 15 Nature's Balance 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 Twin Moons *new* Incarnation: Chosen of Elune 90 Starlord Stellar Drift Stellar Flare 100 Shooting Stars Fury of Elune New Moon *new* Monk
      Windwalker
      Summon Black Ox Statue (level 60 talent) removed. Power Strikes (level 100 talent) removed. Good Karma - new level 60 talent. Spiritual Focus - new level 100 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 Ascension Fist of the White Tiger *new* Energizing Elixir 60 Tiger Tail Sweep *new*  Good Karma *new* Ring of Peace *new*
      75 Inner Strength *new* Diffuse Magic Dampen Harm *new* 90 Hit Combo Rushing Jade Wind *new* Invoke Xuen, the White Tiger 100 Spiritual Focus *new* Whirling Dragon Punch Serenity Paladin
      Protection
      Blizzard (Source)
      A few changes to Protection in an upcoming build. Mostly focused on smoothing out issues in the core rotation and active mitigation.
      Consecration no longer buffs Shield of the Righteous and Light of the Protector. Consecration cooldown 4.5s (from 9s) and duration 12s (from 9s), but you can only have one down at once Mastery: Divine Bulwark reduces all damage you take while in Consecration (instead of increasing Shield of the Righteous effectiveness) Avenger's Shield increases the effects (damage and armor) of your next Shield of the Righteous by 20%. Consecrated Hammer will be replaced with a new Level 15 talent. Listing all at once because they're all pieces of the same goals. First, Avenger's Shield is back to having some baseline defensive value, which pulls the rotation together by making you care about both hit and Hammer of the Righteous other than for pickups/damage.
      Second, Consecration is easier to work with. If you don't have to move, you have to replace it less often, and if you do have to move, you can replace it much more quickly. While standing in Consecration still has some value, your core buttons no longer rely on it, and the loss of mitigation from being outside it is much smaller than Legion. It also provides a small source of baseline magic mitigation.
      Finally, the gap between Shield of the Righteous uptime and downtime, in terms of mitigation, is less dramatic. The previous mastery made that gap get wider and wider as the expansion went on, leading to the problem of increasing moments of vulnerability when active mitigation was down. Shield of the Righteous will now have more consistent value across the expansion. The spec will be tuned expecting slightly lower Shield of the Righteous strength and uptime compared to Legion, which helps avoid the problem where there were windows of very poor mitigation compared to other tanks.
      Consecrated Hammer (level 15 talent) removed. Redoubt - new level 15 talent. Level Talent 1 Talent 2 Talent 3 15 Holy Shield Redoubt *new* Blessed Hammer 30 Crusader's Judgment First Avenger Bastion of Light 45 Fist of Justice Repentance Blinding Light 60 Retribution Aura Cavalier Blessing of Spellwarding 75 Final Stand Unbreakable Spirit *new* Hand of the Protector 90 Judgment of Light Consecrated Ground Aegis of Light 100 Last Defender Righteous Protector Seraphim Priest
      Discipline
      Here's a blue post clarifying the latest Discipline changes on Beta, outlining some future changes for the Priest specialization.
      Blizzard (Source)
      Quick clarifications (all still subject to ongoing change), since this build was in a slightly intermediate state. Sins isn't correctly working in this build. The buff appears, but isn't increasing damage or Atonement. Tuning is pretty preliminary, but for context on the 75 row, Contrition is likely too strong, because it skews the choice between the modes of Penance too much. Contrition's heal should be weaker than a Penance Atonement, so that it's still a choice about doing more group healing vs. focusing on one target. Also on the 75 row--we're currently planning to replace Orison with Shadow Covenant. Luminous Barrier is still intended to replace Power Word: Barrier, as before. Current plan is to buff Shadow Mend a bit, as mentioned yesterday. Less sure about Power Word: Shield after reviewing more. Shadow Mend was more strongly propped up by Grace. We're seeing all the feedback on relative balance of talents within a row, but I don't want to make any claims or promises on which talents might eventually land higher/lower. We just rearranged a lot, and whatever I say will probably be proven wrong once we give a more thorough look and heavier testing happens on beta. Grace (level 100 talent) removed and implemented as Mastery: Grace. Sins of the Many - new level 75 talent. Lenience is now a level 100 talent (down from 75). Level Talent 1 Talent 2 Talent 3 15 Castigation Twist of Fate Schism 30 Angelic Feather Body and Soul Masochism 45 Power Word: Solace Shield Discipline Mindbender 60 Psychic Voice Shining Force Dominant Mind 75 Sins of the Many *new* Orison *new* Contrition *new* 90 Purge the Wicked Divine Star Halo 100 Lenience *new* Luminous Barrier *new* Evangelism Warlock
      Affliction
      Shadow Embrace is now a level 90 talent (down from 15). Nightfall is now a level 15 talent (up from 90). Deathbolt is now a level 90 talent (down from 15). Drain Soul is now a level 15 talent (up from 90). Level Talent 1 Talent 2 Talent 3 15 Nightfall Drain Soul *new* Haunt 30 Writhe in Agony Absolute Corruption Siphon Life 45 Demon Skin Burning Rush Dark Pact 60 Sow the Seeds Phantom Singularity Vile Taint *new* 75 Darkfury *new* Mortal Coil Demonic Circle 90 Shadow Embrace *new* Deathbolt *new* Grimoire of Sacrifice 100 Soul Conduit Creeping Death *new* Dark Soul: Misery *new* Demonology
      Grimoire of Service (level 100 talent) removed. Grimoire: Felguard is a new level 100 talent. Level Talent 1 Talent 2 Talent 3 15 Dreadlash *new* Demonic Strength *new* Biliescourge Bombers *new* 30 Demonic Calling Power Siphon *new* Doom *new* 45 Demon Skin Burning Rush Dark Pact 60 From the Shadows *new* Soul Strike *new* Summon Vilefiend *new* 75 Darkfury *new* Mortal Coil Demonic Circle 90 Soul Conduit Inner Demons *new* Grimoire: Felguard *new* 100 Sacrificed Souls Demonic Consumption *new* Nether Portal *new* Destruction
      Warrior
      Fury
      More changes will be implemented for the Warrior specialization in a future Beta Build and you can find more details in the Fury discussion here.
      Wrecking Ball is now a level 100 talent (down from 45). Reckless Abandon is now a level 45 talent (up from 100). Level Talent 1 Talent 2 Talent 3 15 War Machine Endless Rage Fresh Meat 30 Double Time Impending Victory *new* Storm Bolt 45 Reckless Abandon Outburst Avatar 60 Furious Charge Bounding Stride Warpaint 75 Carnage Massacre Frothing Berserker 90 Inner Rage Frenzy Bloodbath 100 Wrecking Ball Dragon Roar Bladestorm Protection
      Dragon Roar is a new level 45 talent. Bolster (level 60 talent) removed. Bolster - new level 60 talent with a different functionality. Level Talent 1 Talent 2 Talent 3 15 Into the Fray Punish *new* Impending Victory 30 Crackling Thunder Bounding Stride Safeguard 45 Best Served Cold Unstoppable Force *new* Dragon Roar *new* 60 Indomitable Never Surrender *new* Bolster *new* 75 Menace *new* Rumbling Earth *new* Storm Bolt 90 Booming Voice Vengeance Devastator 100 Anger Management Heavy Repercussions Ravager Previous Talent Changes
      We're covering talent changes every Battle for Azeroth Alpha/Beta Build. Here's a history of our previews so far:
      Beta Build 26624 Talent Changes Beta Build 26567 Talent Changes Beta Build 26530 Talent Changes Alpha Build 26476 Talent Changes Alpha Build 26433 Talent Changes Alpha Build 26367 Talent Changes Alpha Build 26310 Talent Changes  Alpha Build 26287 Talent Changes Alpha Build 26231 Talent Changes Alpha Build 26175 Talent Changes Alpha Build 26131 Talent Changes Alpha Build 26095 Talent Changes Alpha Build 26032 Talent Changes Alpha Build 25976 Talent Changes
    • By Stan
      An early overview of class changes in Battle for Azeroth.
      The post covers changes to talent trees and new abilities in Battle for Azeroth.
      It's time to look at Class changes in Battle for Azeroth!
      Note: This is a very early preview of BfA talents and anything is subject to change at any time during testing.
      Last update: May 26, 2018: Battle for Azeroth Beta Build 26624 Talent Changes
      CHANGELOG Beta Build 26707 Talent Changes Beta Build 26624 Talent Changes Beta Build 26567 Talent Changes Beta Build 26530 Talent Changes Alpha Build 26476 Talent Changes Alpha Build 26433 Talent Changes Alpha Build 26367 Talent Changes Alpha Build 26310 Talent Changes Alpha Build 26287 Talent Changes Alpha Build 26231 Talent Changes Alpha Build 26175 Talent Changes Alpha Build 26131 Talent Changes Alpha Build 26095 Talent Changes Alpha Build 26032 Talent Changes Alpha Build 25976 Talent Changes Table of Contents 
      Class Design Philosophy Death Knight Demon Hunter Druid Hunter Mage Monk Paladin Priest Rogue Shaman Warlock Warrior Class Design Philosophy in Battle for Azeroth 
      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 Blooddrinker Rune Strike *new* 57 Rapid Decomposition Hemostasis *new* Consumption *new* 58 Foul Bulwark Ossuary Tombstone 60 Will of the Necropolis Anti-Magic Barrier Rune Tap 75 Grip of the Dead *new* Tightening Grasp Wraith Walk *new* 90 Voracious *new* Bloodworms Mark of Blood 100 Purgatory Red Thirst Bonestorm Frost
      Level Talent 1 Talent 2 Talent 3 56 Runic Attenuation Icy Talons Shattering Strikes 57 Freezing Fog Murderous Efficiency Horn of Winter 58 Abomination's Might Winter is Coming Blinding Sleet 60 Icecap Avalanche Glacial Advance 75 Permafrost Inexorable Assault Wraith Walk *new* 90 Gathering Storm Frozen Pulse Frostscythe 100 Hungering Rune Weapon Obliteration Breath of Sindragosa Unholy
      Level Talent 1 Talent 2 Talent 3 56 Infected Claws All Will Serve Clawing Shadows 57 Bursting Sores Ebon Fever Unholy Blight *new* 58 Grip of the Dead *new* Death's Reach *new* Asphyxiate 60 Pestilent Pustules Harbinger of Doom *new* Soul Reaper 75 Spell Eater Death Pact *new* Wraith Walk *new* 90 Pestilence *new* Defile Epidemic 100 Army of the Damned *new* Unholy Frenzy Summon Gargoyle *new* Demon Hunter [Return to Top]
      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
      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]
      Balance
      Level Talent 1 Talent 2 Talent 3 15 Nature's Balance 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 Twin Moons *new* Incarnation: Chosen of Elune 90 Starlord Stellar Drift Stellar Flare 100 Shooting Stars Fury of Elune New Moon *new* 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 Feral Frenzy *new* 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 Rend and Tear Lunar Beam Pulverize 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 Photosynthesis *new* Germination Flourish Hunter [Return to Top]
      Beast Mastery
      Level Talent 1 Talent 2 Talent 3 15 Killer Instinct *new* Animal Companion Dire Beast 30 Scent of Blood One with the Pack Chimaera Shot 45 Trailblazer Natural Mending *new* Camouflage *new* 60 Venomous Bite *new* Thrill of the Hunt *new* A Murder of Crows 75 Born To Be Wild *new* Posthaste Binding Shot 90 Stomp Barrage Stampede 100 Aspect of the Beast Killer Cobra Spitting Cobra Marksmanship
      Lone Wolf is now baseline for Marksmanship Hunters Level Talent 1 Talent 2 Talent 3 15 Master Marksman Serpent Sting *new* A Murder of Crows 30 Careful Aim *new* Volley *new* Explosive Shot 45 Trailblazer Natural Mending *new* Camouflage 60 Steady Focus Streamline *new* Hunter's Mark *new* 75 Born To Be Wild *new* Posthaste Binding Shot 90 Lethal Shots *new* Barrage Double Tap *new* 100 Calling the Shots *new* Lock and Load Piercing Shot Survival
      New Mastery
      Mastery: Spirit Bond Level Talent 1 Talent 2 Talent 3 15 Viper's Venom *new* Terms of Engagement *new* Alpha Predator *new* 30 Guerrilla Tactics *new* Hydra's Bite *new* Butchery 45 Trailblazer Natural Mending *new* Camouflage 60 Bloodseeker *new* Steel Trap A Murder of Crows 75 Born to Be Wild *new* Posthaste Binding Shot *new* 90 Tip of the Spear *new* Mongoose Bite *new* Flanking Strike *new* 100 Birds of Prey *new* Wildfire Infusion *new* Chakrams *new* Mage [Return to Top]
      Arcane Intellect raid buff is back. Arcane
      Level Talent 1 Talent 2 Talent 3 15 Rule of Threes *new* Amplification *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
      Level Talent 1 Talent 2 Talent 3 15 Firestarter Pyromaniac Searing Touch *new* 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 Conflagration Living Bomb 100 Kindling Pyroclasm *new* Meteor Frost
      Level Talent 1 Talent 2 Talent 3 15 Bone Chilling Lonely Winter Ice Nova 30 Glacial Insulation Shimmer Ice Floes 45 Incanter's Flow Mirror Image Rune of Power 60 Frozen Touch Chain Reaction *new* Ebonbolt *new* 75 Frigid Winds Ice Ward Ring of Frost 90 Freezing Rain *new* Splitting Ice Comet Storm 100 Thermal Void Ray of Frost Glacial Spike Monk [Return to Top]
      Leg Sweep is now baseline available at level 60 Brewmaster
      Level Talent 1 Talent 2 Talent 3 15 Eye of the Tiger Chi Wave Chi Burst 30 Celerity Chi Torpedo Tiger's Lust 45 Light Brewing Gift of the Mists Black Ox Brew 60 Tiger Tail Sweep *new* Summon Black Ox Statue Ring of Peace 75 Healing Elixir Mystic Vitality Dampen Harm 90 Special Delivery Rushing Jade Wind Invoke Niuzao, the Black Ox 100 High Tolerance Elusive Dance Blackout Combo Mistweaver
      Level Talent 1 Talent 2 Talent 3 15 Mist Wrap Chi Wave Chi Burst 30 Celerity Chi Torpedo Tiger's Lust 45 Lifecycles Spirit of the Crane Mana Tea 60 Tiger Tail Sweep *new* Song of Chi-Ji Ring of Peace 75 Healing Elixir Diffuse Magic Dampen Harm 90 Summon Jade Serpent Statue Refreshing Jade Wind Invoke Chi-Ji, the Red Crane 100 Upwelling *new* Focused Thunder Rising Mist *new* Windwalker
      Level Talent 1 Talent 2 Talent 3 15 Eye of the Tiger Chi Wave Chi Burst 30 Celerity Chi Torpedo Tiger's Lust 45 Ascension Fist of the White Tiger *new* Energizing Elixir 60 Tiger Tail Sweep *new*  Good Karma *new* Ring of Peace *new*
      75 Inner Strength *new* Diffuse Magic Dampen Harm *new* 90 Hit Combo Rushing Jade Wind *new* Invoke Xuen, the White Tiger 100 Spiritual Focus *new* Whirling Dragon Punch Serenity Paladin  [Return to Top]
      Holy
      Level Talent 1 Talent 2 Talent 3 15 Crusader's Might Bestow Faith Light's Hammer 30 Cavalier Unbreakable Spirit Rule of Law 45 Fist of Justice Repentance Blinding Light 60 Devotion Aura Aura of Sacrifice Aura of Mercy 75 Judgment of Light  Holy Avenger Holy Prism 90 Sanctified Wrath Avenging Crusader *new* Awakening *new* 100 Divine Purpose Beacon of Faith Beacon of Virtue Protection
      Level Talent 1 Talent 2 Talent 3 15 Holy Shield Redoubt *new* Blessed Hammer 30 Crusader's Judgment First Avenger Bastion of Light 45 Fist of Justice Repentance Blinding Light 60 Retribution Aura Cavalier Blessing of Spellwarding 75 Final Stand Unbreakable Spirit *new* Hand of the Protector 90 Judgment of Light Consecrated Ground Aegis of Light 100 Last Defender Righteous Protector Seraphim Retribution
      Level Talent 1 Talent 2 Talent 3 15 Zeal *new* Righteous Verdict *new* Execution Sentence 30 Fires of Justice Blade of Wrath Hammer of Wrath *new* 45 Fist of Justice Repentance Blinding Light 60 Divine Judgment *new* Consecration Wake of Ashes *new* 75 Cavalier Unbreakable Spirit Eye for an Eye 90 Selfless Healer Justicar's Vengeance Word of Glory 100 Divine Purpose Crusade Inquisition *new* Priest [Return to Top]
      Power Word: Fortitude raid buff is back. Discipline
      New Mastery: Mastery: Grace
      Level Talent 1 Talent 2 Talent 3 15 Castigation Twist of Fate Schism 30 Angelic Feather Body and Soul Masochism 45 Power Word: Solace Shield Discipline Mindbender 60 Psychic Voice Shining Force Dominant Mind 75 Sins of the Many *new* Orison *new* Contrition *new* 90 Purge the Wicked Divine Star Halo 100 Lenience *new* Luminous Barrier *new* Evangelism Holy
      Level Talent 1 Talent 2 Talent 3 15 Enlightenment Trail of Light Enduring Renewal 30 Angelic Feather Body and Mind Perseverance 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
      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 Twist of Fate Misery Dark Void *new* 60 Last Word *new* Mind Bomb Psychic Horror 75 Auspicious Spirits Shadow Word: Death Shadow Crash 90 Lingering Insanity Mindbender Coming Soon! 100 Legacy of the Void Void Torrent *new* Surrender to Madness Rogue [Return to Top]
      Assassination
      Level Talent 1 Talent 2 Talent 3 15 Master Poisoner Elaborate Planning Blindside 30 Nightstalker Subterfuge Master Assassin *new* 45 Vigor Deeper Stratagem Marked for Death 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* Hidden Blades *new* Crimson Tempest Outlaw
      Level Talent 1 Talent 2 Talent 3 15 Weaponmaster Quick Draw Ghostly Strike 30 Acrobatic Strikes Retractable Hook *new* Hit and Run 45 Vigor Deeper Stratagem Marked for Death 60 Iron Stomach Elusiveness Cheat Death 75 Dirty Tricks Blinding Powder *new* Prey on the Weak 90 Loaded Dice *new* Alacrity Slice and Dice 100 Dancing Steel *new* Blade Rush *new* Killing Spree Subtlety
      Level Talent 1 Talent 2 Talent 3 15 Weaponmaster Find Weakness Gloomblade 30 Nightstalker Subterfuge Shadow Focus 45 Vigor Deeper Stratagem Marked for Death 60 Soothing Darkness Elusiveness Cheat Death 75 Shot in the Dark *new* Night Terrors *new* Prey on the Weak 90 Dark Shadow Alacrity Enveloping Shadows 100 Master of Shadows Coming Soon Shuriken Tornado *new* Shaman [Return to Top]
      Elemental
      Level Talent 1 Talent 2 Talent 3 15 Exposed Elements *new* Echo of the Elements *new* Elemental Blast *new* 30 Aftershock Master of the Elements Totem Mastery 45 Spirit Wolf *new* Earth Shield Static Charge *new* 60 High Voltage *new* Storm Elemental Liquid Magma Totem 75 Nature's Guardian Ancestral Guidance Wind Rush Totem *new* 90 Earthen Rage Primal Elementalist Icefury *new* 100 Unlimited Power *new* Stormkeeper Ascendance Enhancement
      Level Talent 1 Talent 2 Talent 3 15 Boulderfist Hot Hand Lightning Shield 30 Landslide Forceful Winds *new* Totem Mastery *new* 45 Spirit Wolf *new* Earth Shield Static Charge *new* 60 Searing Assault Hailstorm Overcharge 75 Nature's Guardian *new* Feral Lunge Wind Rush Totem 90 Crashing Storm Fury of Air Sundering 100 Elemental Spirits *new* Earthen Spike Ascendance Restoration
      Level Talent 1 Talent 2 Talent 3 15 Torrent Undulation Unleash Life 30 Crashing Waves Deluge Earth Shield 45 Spirit Wolf *new* Earthgrab Totem Static Charge *new* 60 Ancestral Vigor Earthen Wall Totem Ancestral Protection Totem 75 Nature's Guardian *new* Graceful Spirit Wind Rush Totem 90 Echo of the Elements Downpour *new* Cloudburst Totem 100 High Tide Wellspring Ascendance Warlock [Return to Top]
      Affliction
      Level Talent 1 Talent 2 Talent 3 15 Nightfall Drain Soul *new* Haunt 30 Writhe in Agony Absolute Corruption Siphon Life 45 Demon Skin Burning Rush Dark Pact 60 Sow the Seeds Phantom Singularity Vile Taint *new* 75 Darkfury *new* Mortal Coil Demonic Circle 90 Shadow Embrace *new* Deathbolt *new* Grimoire of Sacrifice 100 Soul Conduit Creeping Death *new* Dark Soul: Misery *new* Demonology
      Level Talent 1 Talent 2 Talent 3 15 Dreadlash *new* Demonic Strength *new* Biliescourge Bombers *new* 30 Demonic Calling Power Siphon *new* Doom *new* 45 Demon Skin Burning Rush Dark Pact 60 From the Shadows *new* Soul Strike *new* Summon Vilefiend *new* 75 Darkfury *new* Mortal Coil Demonic Circle 90 Soul Conduit Inner Demons *new* Grimoire: Felguard *new* 100 Sacrificed Souls Demonic Consumption *new* Nether Portal *new* Destruction
      Level Talent 1 Talent 2 Talent 3 15 Flashover *new* Eradication Soul Fire 30 Reverse Entropy *new* Internal Combustion Shadowburn 45 Demon Skin Burning Rush Dark Pact 60 Inferno *new* Fire and Brimstone Cataclysm 75 Darkfury *new* Mortal Coil Demonic Circle 90 Roaring Blaze Grimoire of Supremacy Grimoire of Sacrifice 100 Soul Conduit Channel Demonfire Dark Soul: Instability *new* Warrior [Return to Top]
      Battle Shout (raid buff) is back. Arms
      New Abilities
      Sweeping Strikes New Mastery
      Mastery: Deep Wounds (Deep Wounds) 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 Collateral Damage  *new* Warbreaker *new* Cleave 90 In For The Kill *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 Reckless Abandon Outburst Avatar 60 Furious Charge Bounding Stride Warpaint 75 Carnage Massacre Frothing Berserker 90 Inner Rage Frenzy Bloodbath 100 Wrecking Ball Dragon Roar Bladestorm Protection
      Level Talent 1 Talent 2 Talent 3 15 Into the Fray Punish *new* Impending Victory 30 Crackling Thunder Bounding Stride Safeguard 45 Best Served Cold Unstoppable Force *new* Dragon Roar *new* 60 Indomitable Never Surrender *new* Bolster *new* 75 Menace *new* Rumbling Earth *new* Storm Bolt 90 Booming Voice Vengeance Devastator 100 Anger Management Heavy Repercussions Ravager