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Patch 9.0.5 Build 37623 - Class Changes Summary

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Here's a summary of all class changes that went live in Patch 9.0.5 Build 37623.

This article only highlights changes between 9.0.5 PTR Build 37503 and Build 37623. If you are looking for all 9.0.5 class changes, you can find them here. We also have a separate hub with what's coming in Patch 9.0.5.

Death Knight

Anima Powers

  • Death Turf Death Turf Within your Death and Decay, you and your minions gain 10% Haste, and enemies deal 10% reduced damage to you. Within your Death and Decay/Death's Due/Defile, you gain 10% Haste and enemies deal 10% reduced damage to you.
  • Creeping Decay Creeping Decay - Death and Decay/Death's Due/Defile gains an additional charges and its radius is increased by 3 yds.
  • Phearomones Phearomones - Enemies damaged by your Death and Decay/Death's Due/Defile have a chance to cower in place for 3 sec.

Legendary Powers

  • Phearomones Phearomones
    • Blood: You and your minions gain 8% 10% Haste while you are inside your Death and Decay and enemies damaged by your Death and Decay have a chance to cower in place for 3 sec.
  • Vampiric Aura Vampiric Aura Your Vampiric Blood ability also grants you 5% Leech and its duration is increased by 3 sec. Additionally, your Vampiric Blood affects all party members for 50% of the effect it has on you.
  • Gorefiend's Domination Gorefiend's Domination Vampiric Blood generates 45 Runic Power. Additionally, Heart Strike reduces the remaining cooldown on Vampiric Blood by 2 seconds.
  • Reanimated Shambler Reanimated Shambler
    • Blood, Frost, Initial: Your attacks have a chance to summon a Super Zombie that shambles forward and explodes, dealing [ 150% 157.5% of Attack Power ] Shadow damage and applying a Festering Wound to 8 nearby enemies.
    • UnholyYour attacks have a chance to summon a Super Zombie that shambles forward and explodes, dealing [ 180.2% of Attack Power ] Shadow damage and applying a Festering Wound to 8 nearby enemies. Approximately 1.5 1.75 procs per minute.
  • Crimson Rune Weapon Crimson Rune Weapon Dancing Rune Weapon generates 5 Bone Shield charges. When a charge of Bone Shield is consumed, the cooldown of Dancing Rune Weapon is reduced by 3 5 sec. Additionally, when Dancing Rune Weapon fades, your Rune regeneration rate is increased by 40% for 10 sec.

PvP Talents

  • Necrotic Strike Necrotic Strike - A vicious strike that deals [ 30% of Attack Power ] Plague damage, and converts 1 Festering Wounds into a Necrotic Wound, absorbing up to 4% 6% of the target's maximum health in healing received.

Demon Hunter

Havoc

  • Unbound Chaos Unbound Chaos (Level 30 Talent) - Activating Immolation Aura increases the damage of your next Fel Rush by 300% 600%. Lasts 20 sec.

Legendary Powers

  • Spirit of the Darkness Flame Spirit of the Darkness Flame - Your Fiery Brand now heals you for 100% of its initial damage done over 100d, and each enemy hit by your Sigil of Flame increases the instant damage of your next Fiery Brand by 15%, stacking up to 15 times.
  • Burning Wound Burning Wound - Demon's Bite leaves an open wound on your enemy dealing [ 5% 100% of Attack Power ] Chaos damage over 15 sec and increasing damage taken from your Immolation Aura by 50% 100%.
  • Darkglare Boon Darkglare Boon
    • Havoc: Eye Beam has a 20% 40% chance to not incur its cooldown and refund 30 Fury.
    • Vengeance: Fel Devastation has a 20% 40% chance to not incur its cooldown and refund 50 Fury.

Druid

Restoration

  • Wild Growth Wild Growth
    • Normal: Heals up to 6 injured allies within 30 yards of the target for [ 91% [ 98% of Spell Power ] over 7 sec. Healing starts high and declines over the duration.
    • Incarnation: Tree of Life: Heals up to 5 injured allies within 30 yards of the target for [ 91% [ 98% of Spell Power ] over 7 sec. Healing starts high and declines over the duration.

Legendary Powers

  • Cat-eye Curio Cat-eye Curio - Clearcast abilities generate 25% 35% of their Energy cost, and your maximum energy is increased by 60.
  • Frenzyband Frenzyband - Combo point-generating abilities reduce the cooldown of Berserk/Incarnation: King of the Jungle by 0.2 0.3 sec. During Berserk/King of the Jungle, they cause the target to bleed for an additonal 100% 150% of their damage over 8 sec.
  • Verdant Infusion Verdant Infusion - Swiftmend no longer consumes a heal over time effect, and extends the duration of your heal over time effects on the target by 8 10 sec.

Hunter

Legendary Powers

  • Rylakstalker's Piercing Fangs Rylakstalker's Piercing Fangs - While Bestial Wrath is active, your pet's critical damage dealt is increased by 20% 40%.
  • Eagletalon's True Focus Eagletalon's True Focus - Trueshot also lasts an additional 5.0 sec and reduces the Focus cost of all of your abilities by 50%.
  • Dire Command Dire Command - Kill Command has a 20% 35% chance to also summon a Dire Beast to attack your target.
  • Flamewaker's Cobra Sting Flamewaker's Cobra Sting - Cobra Shot has a 25% 50% chance to make your next Kill Command consume no Focus.
  • Surging Shots Surging Shots - Rapid Fire deals 25% 35% additional damage, and Aimed Shot has a 15% chance to reset the cooldown of Rapid Fire.
  • Qa'pla, Eredun War Order Qa'pla, Eredun War Order Barbed Shot reduces the cooldown of Kill Command by 5.0 sec. Barbed Shot deals 10% increased damage, and applying Barbed Shot now also resets the cooldown of Kill Command.

Mage

Legendary Powers

  • Sun King's Blessing Sun King's Blessing - After consuming 12 8 Hot Streaks, your next non-instant Pyroblast cast within 15 sec grants you Combustion for 5 6 sec.
  • Arcane Harmony Arcane Harmony
    • Normal: Each time Arcane Missiles hits an enemy, the damage of your next Arcane Barrage is increased by 7% 8%. This effect stacks up to 15 18 times.
    • PvP Rules Enabled (HARDCODED): Each time Arcane Missiles hits an enemy, the damage of your next Arcane Barrage is increased by 8%. This effect stacks up to 10 times.
  • Cold Front Cold Front - Casting 60 30 Frostbolts or Flurries calls down a Frozen Orb toward your target. Hitting an enemy player counts as double.
  • Freezing Winds Freezing Winds - While Frozen Orb is active, you gain Fingers of Frost every 3 2 sec.
  • Molten Skyfall Molten Skyfall - Damaging an enemy with 25 18 Fireballs or Pyroblasts causes your next Fireball to call down a Meteor on your target. Hitting an enemy player counts as double.
  • Expanded Potential Expanded Potential - Approximately 1.66 2 procs per minute.

PvP Talents

  • Dampened Magic Dampened Magic - Magical damage over time effects deal 20% 10% less damage to you.
  • Pyrokinesis Pyrokinesis - Your Fireball reduces the cooldown of your Combustion by 5 3 sec.

Monk

Mistweaver

Legendary Powers

  • Mighty Pour Mighty Pour Celestial Brew increases your Armor by 25% for 7 sec, and Purifying Brew has a 25% chance to not consume a charge. Purifying Brew has a 35% chance to not consume a charge and Celestial Brew increases your Armor by 50% for 8 sec.
  • Shaohao's Might Shaohao's Might - Tiger Palm has a 10% 40% chance to deal 250% 300% of normal damage and reduce the remaining cooldown of your Brews by 1 2 additional sec.
  • Xuen's Battlegear Xuen's Battlegear When Fists of Fury ends, the critical strike chance of Rising Sun Kick is increased by 30% for 5 sec. Rising Sun Kick critical strikes reduce the cooldown of Fists of Fury by 2.5 sec. Rising Sun Kick critical strikes reduce the cooldown of Fists of Fury by 5.0 sec. When Fists of Fury ends, the critical strike chance of Rising Sun Kick is increased by 30% for 5 sec.
  • Clouded Focus Clouded Focus - Healing with Enveloping Mists or Vivify while channeling Soothing Mists increases their healing done by 15% 20% and reduces their mana cost by 15% 20%. Stacks up to 3 times.

PvP Talents

  • Chrysalis Chrysalis - Reduces the cooldown of Life Cocoon by 25 40 sec.

Paladin

Baseline

  • Ardent Defender Ardent Defender Heals Paladin back to a percentage of maximum health. Reduces all damage you take by 20% for 8 sec. While Ardent Defender is active, the next attack that would otherwise kill you will instead bring you to 20% of your maximum health. 

Legendary Powers

  • Shadowbreaker, Dawn of the Sun Shadowbreaker, Dawn of the Sun - Light of Dawn's range is increased to 40 yards. All allies within your Light of Dawn benefit from Mastery: Lightbringer as though they were within 10 yards for 6 10 sec.
  • Inflorescence of the Sunwell Inflorescence of the Sunwell - Infusion of Light has 1 additional charge and its effects are increased by 20% 30%.
  • Of Dusk and Dawn Of Dusk and Dawn
    • Blessing of Dawn: Damage and healing increased by 6% for 8 12 sec.
    • Blessing of Dusk: Damage taken reduced by 3% 4% for 8 12 sec.
  • The Ardent Protector's Sanctum The Ardent Protector's Sanctum Reduces damage taken while Ardent Defender is active by an additional 10%, and when you activate Ardent Defender, it will also apply to the nearest ally within 15 yards. When Ardent Defender saves you from death, it restores 40% additional health. When Ardent Defender expires without saving you from death, reduce its remaining cooldown to 60 seconds.
  • Vanguard's Momentum Vanguard's Momentum - Hammer of Wrath has 1 extra charges and increases Holy damage done by 3% 4% for 8 10 sec, stacking 3 times.

PvP Talents

  • Divine Vision Divine Vision Increases the range of your Aura by 30 yards. In addition, allies who are affected by your Aura also gain: Shadow Resistance Aura - Damage dealt from Shadow damage over time and area of effect spells is reduced by 15% to all allies within 70 yards. Increases the range of your Aura by 30 yards and reduces the cooldown of Aura Mastery by 60 sec.

Priest

Holy

  • Divine Hymn Divine Hymn - Heals all party or raid members within 40 yards for [ 300% of Spell Power ] over 8 sec, and increases healing done to them by 10% for 8 sec. Each heal increases all targets' healing taken by 4% for 15 sec, stacking. Healing increased by 100% when not in a raid.

Anima Powers

  • Power Overwhelming Power Overwhelming Smite, Mind Blast, and Holy Fire are instant and have no cooldown.
    • Discipline, Shadow: Power Infusion causes Shadow Mend, Mind Blast, and Holy Fire to become instant cast and have no cooldown.
    • Holy: Power Infusion causes Flash Heal, Mind Blast, and Holy Fire to become instant cast and have no cooldown.
  • Vandal's Zeal Vandal's Zeal
    • Discipline, Shadow: Mind Blast damage increased by 1% 3%.
    • Holy: Holy Fire damage increased by 1% 3%.
  • Earworm Earworm - Mindgames has a 3% 5% chance to infect an enemy when they strike you.
  • Light-Infused Egg Light-Infused Eg
    • Discipline, Holy Smite damage has a 5% 10% chance to grant Power Infusion.

Legendary Powers

  • Shadowflame Prism Shadowflame Prism
    • Normal: Mind Blast and Shadow Word: Death cause your Shadowfiend to teleport behind your target, slashing up to 5 nearby enemies for [ 57.1% [ 91.8% of Spell Power ] Shadowflame damage. Each time a rift is triggered, the duration of Shadowfiend is increased by 1.0 sec.
    • Mindbender: Mind Blast and Shadow Word: Death cause your Mindbender to teleport behind your target, slashing up to 5 nearby enemies for [ 57.1% [ 91.8% of Spell Power ] Shadowflame damage. Each time a rift is triggered, the duration of Mindbender is increased by 1.0 sec.
    • Mindbender: Mind Blast and Shadow Word: Death cause your Mindbender to teleport behind your target, slashing up to 5 nearby enemies for [ 61.9% [ 99.5% of Spell Power ] Shadowflame damage. Each time a rift is triggered, the duration of Mindbender is increased by 1.0 sec.
    • Flash Concentration Flash Concentration - Each time you cast Flash Heal, Heal has its casting time reduced by 0.2 sec and healing increased by 3% for 20 sec, stacking up to 5 times.
    • Painbreaker Psalm Painbreaker Psalm - Shadow Word: Death consumes 8 sec of Shadow Word: Pain and Vampiric Touch, instantly dealing that damage to the target and generating up to 20 30 Insanity.

Rogue

Assassination

  • Cut to the Chase Cut to the Chase (New Passive) - Envenom extends the duration of Slice and Dice by up to 3 sec per combo point spent.

Covenant Abilities

  • Flagellation Flagellation - Lash the target 3 times, dealing [ 6% of Attack Power ] Shadow damage and adding a stack of Flagellation for each lash. The Target remains tormented for 20 sec, receiving an additional lash for each combo point you spend. Reactivating Flagellation cleanses their torment, increasing your Haste by 0.5% per stack up to a maximum of 15% Haste for 20 sec. Lash the target for [ 50% of Attack Power ] Shadow damage, causing each combo point spent within 12 sec to lash for an additional [ 10% of Attack Power ]. Dealing damage with Flagellation increases your Haste by 1%, persisting 12 sec after their torment fades.

Legendary Powers

  • Doomblade Doomblade - Mutilate deals an additional 30% 45% Bleed damage over 8 sec.
  • Deathly Shadows Deathly Shadows - Now grants 5 combo points and increases all damage dealt by 20% for 15 sec for Subtlety Rogues.
  • Duskwalker's Patch Duskwalker's Patch - The remaining cooldown on Vendetta is reduced by 1 sec for every 50 30 Energy you expend.
  • Greenskin's Wickers Greenskin's Wickers - Between the Eyes has a 20% chance per Combo Point to increase the damage of your next Pistol Shot by 200% 300%.
  • Guile Charm Guile Charm - Take advantage of the natural ebb and flow of combat, causing your Sinister Strike to gradually increase your damage dealt by up to 10% 15%. This maximum effect will last for 10 sec before fading and beginning the cycle anew.
  • The Rotten The Rotten - After activating Symbols of Death, your next Shadowstrike or Backstab/Gloomblade deals 30% 50% increased damage and generates 4 additional combo points.
  • Essence of Bloodfang Essence of Bloodfang - Your combo point generating abilities have a chance to infect the target with Bloodfang, causing [ 57% 741% of Attack Power ] Bleed damage over 6 sec, and healing you for 50% of the damage dealt.
  • Tiny Toxic Blade Tiny Toxic Blade - Shiv deals 350% 500% increased damage and no longer costs Energy.

Soulbind Conduits

  • Lashing Scars Lashing Scars - Flagellation lashes 2 4 additional times initially and deals 12% increased damage.

Shaman

Elemental

  • Earthquake Earthquake - Causes the earth within 8 yards of the target location to tremble and break, dealing [ 138% 234.6% of Nature Spell Power ] Physical damage over 6 sec and sometimes knocking down enemies.
  • Lava Burst Lava Burst - Hurls molten lava at the target, dealing [ 108% [ 97.2% of Spell Power ] Fire damage. Lava Burst will always critically strike if the target is affected by Flame Shock.
  • Earth Shock Earth Shock - Instantly shocks the target with concussive force, causing [ 210% 273% of Spell Power ] Nature damage.

Enhancement

  • Lava Lash Lava Lash - Charges your off-hand weapon with lava and burns your target, dealing [ 54% 75.6% of Attack Power ] Fire damage.
  • Stormkeeper Stormkeeper (Level 45 Talent) - Charge yourself with lightning, causing your next 2 Lightning Bolts or Chain Lightnings to deal 150% 300% more damage and be instant cast.

Restoration

  • Lava Burst Lava Burst - Hurls molten lava at the target, dealing [ 108% [ 97.2% of Spell Power ] Fire damage. Lava Burst will always critically strike if the target is affected by Flame Shock.

Legendary Powers

  • Echoes of Great Sundering Echoes of Great Sundering - When you cast Earth Shock, your next Earthquake will deal 175% 100% additional damage.
  • Spiritwalker's Tidal Totem Spiritwalker's Tidal Totem - After using Mana Tide Totem, the cast time of Healing Wave and Chain Heal is reduced by 50%, and the mana cost of Chain Heal and Healing Wave is reduced by 25% 40% for 10 sec.
  • Legacy of the Frost Witch Legacy of the Frost Witch - Consuming 5 stacks of Maelstrom Weapon will reset the cooldown of Stormstrike and cause your next Stormstrike to deal 15% 30% increased damage.

Warlock

Anima Powers

  • Bottled Shadow Bottled Shadow - Gaining a stack of Soul Remnant's Blessing increases your pet's damage by 200% for 15 30 sec.
  • Smoking Shard of Teleportation Smoking Shard of Teleportation - Using Demonic Circle: Teleport or your Demonic Gateway reduces all damage you take by 50% for 10 15 sec.
  • Visage of Lethality Visage of Lethality Fear instantly kills Mawrats. When you are struck by a melee auto-attack, fear all nearby enemies for 8 sec. This can only occur once every 45 sec.
  • Pact of Thickness Pact of Thickness - Your primary summoned demons have 50% more health and deal 50% more damage.
  • Inferno Skewers Inferno Skewers - Seed of Corruption (Affliction) / Implosion (Demonology) / Rain of Fire (Destruction) chance to critically strike damage is increased by 25% 75%.
  • Detonation Torch Detonation Torch
    • Affliction: The radius damage of Seed of Corruption your Shadow Bolt is increased by 20% 75%.
    • Demonology: The radius damage of Implosion your Shadow Bolt and Demonbolt is increased by 20% 75%.
    • Destruction: The radius damage of Rain of Fire your Incinerate is increased by 20% 75%.

Legendary Powers

  • Grim Inquisitor's Dread Calling Grim Inquisitor's Dread Calling - Each Soul Shard spent on Hand of Gul'dan increases the damage of your next Call Dreadstalkers by 3% 4%.
  • Implosive Potential Implosive Potential - Implosion grants 1% haste for 8 12 sec for each Imp exploded. When this damages at least 3 targets, instead gain 5% haste per Imp.
  • Balespider's Burning Core Balespider's Burning Core - Shadow Bolt increases the damage of your Demonbolt by 8%, 15%, stacking up to 4 times. Lasts 15 20 sec.
  • Malefic Wrath Malefic Wrath - Malefic Rapture increases the damage of your Shadow Bolt / Drain Soul by 25% 35% for 8 10 sec, stacking up to 3 times.
  • Wrath of Consumption Wrath of Consumption - Targets that die with your Agony or Corruption applied to them grant you Wrath of Consumption, increasing all periodic damage dealt by 5% 6% for 20 30 sec, stacking up to 5 times.
  • Madness of the Azj'Aqir Madness of the Azj'Aqir - Chaos Bolt increases the damage of Chaos Bolt by 25% and reduces the cast time of Chaos Bolt by 20% for 3 4 sec.

PvP Talents

  • Casting Circle Casting Circle - Summons a Casting Circle for 8 sec. While within the casting circle, you are immune to silence and interrupt effects. Learning Casting Circle causes Unending Resolve to no longer grant immunity to silence and interrupt effects.
  • Amplify Curse Amplify Curse - Now has a 30 sec cooldown (was 45).
  • Demon Armor Demon Armor - Protects the caster, increasing maximum health by 5% and increases armor by 90% 120%.

Warrior

Protection

  • Shield Wall Shield Wall - Cooldown changed to Recharge. The base ability has 1 charge.

Anima Powers

  • Weathered Runestone Weathered Runestone
    • Arms: Berserker Rage increases the damage of Revenge Overpower by 40%.
    • Protection Berserker Rage increases the damage of Revenge by 40%.

Legendary Powers

  • Enduring Blow Enduring Blow - Your Mortal Strike has a 15% 25% chance to apply the Colossus Smash effect to your target for 5 6 sec.
  • Battlelord Battlelord - Your Slam Overpower has a 40% chance to reset the cooldown of Mortal Strike and reduce the Rage cost of your next Mortal Strike by 1215.
  • Unbreakable Will Unbreakable Will - Shield Wall also gains 1 additional charge, and grants 50% of its effect to all party members.
  • Reckless Defense Reckless Defense - Rampage critical strikes have 20% chance to reduce the remaining cooldown of your Recklessness and Enraged Regeneration by 3 1 sec.
  • Reprisal Reprisal - The first attack you intercept with Intervene grants you Ignore Pain, and makes your next Revenge cost no Rage and deal 200% more damage. Charge and Intervene grant you Shield Block, Revenge!, and generate 20 Rage.
  • Seismic Reverberation Seismic Reverberation (Protection) - If Whirlwind or Revenge hits 3 or more enemies, it hits them 1 additional time for 40% 75% damage.
  • Exploiter Exploiter - Execute / Condemn causes the target to take 25% 50% more damage from your next Mortal Strike, stacking up to 2 times.
  • Cadence of Fujieda Cadence of Fujieda - Bloodthirst increases your Haste by 1% for 8 12 sec, stacking up to 5 times.
  • Will of the Berserker Will of the Berserker - When Recklessness expires, your Critical Strike is increased by 7% for 8 12 sec. Your Raging Blow will refresh the duration of this effect.

PvP Talents

  • Bloodrage Bloodrage - You gain 400 40 Rage over 4 sec, and all snares and roots are cleared from you, but at a cost of 5% of your health.

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      We like to say on the team that our goal for Hero Talents gameplay is for them to make you “what you are, but more.” We know that many of you have long histories with your favorite classes, and you play them because you like their gameplay and the spells and abilities that matter in their rotation, whether it’s the spinning plates of Affliction, the cycles of Arcane, or the frenetic reactivity of Fury. Hero Talents don’t override what matters to a class. You should feel like you’re playing your spec with a twist or a boost and not as if the things you care about have become unimportant or been replaced.
      A Hero Talent tree might add new behavior or bonuses to an existing ability, like Keeper of the Grove’s bonuses to Force of Nature and Grove Guardian treants. They might occasionally reset the cooldown on abilities or replace spells with more powerful versions. They might make it easier to maintain important buffs or grant additional resources at key moments.
      One thing that we’re keeping a close eye on is complexity. Classes in WoW have a lot of abilities and talents, and there’s a lot to learn about each one. We want Hero Talents to add new fun without creating new burdens, either in customizing or playing a character. Most Hero Talent trees do not add new buttons that players will need to add to their action bar or find a new keybind for. There will be additional opportunities for players to express their skill, but we’re trying not to add things like complex maintenance buffs that increase the cognitive load for everyone playing a class. Most of the choices a player will make about how complex they want their rotation to be will continue to be made in their class and spec talent trees.
      Some Hero Talents do require you to take certain talents in your class or spec trees to access their powers. This is often because those talents fit the flavor and theme of that specific Hero Talent tree. The Mountain Thane warrior tree enhances Avatar and Thunder Clap, Templar paladin gives extra power to Wake of Ashes, and Elune’s Chosen druids can cast a particularly strong Fury of Elune. However, a Hero Talent tree will only ever require or enhance a small number of class or spec talents. It's important to us that there still is freedom in customizing your class build.
      Show Us the Hero Talent Trees!
      Over the coming months, we’ll continue to share full designs for Hero Talent trees from The War Within. We’re excited to hear what you think of them.
      Below, you’ll find the Hero Talents for Elune’s Chosen and Wildstalker Druids, Scalecommander Evoker, Herald of the Sun and Templar Paladins, Trickster Rogue, Diabolist Warlock, and Colossus Warrior.
      Elune's Chosen Druid Specializations: Balance and Guardian
      Dedicate yourself to the Moon Goddess, increasing your control over the moon and stars. Infuse abilities with astral might and call down potent lunar magic from the sky.
      ELUNE’S CHOSEN KEYSTONE
      Boundless Moonlight:
      Fury of Elune (Balance and Guardian) now ends with a flash of energy, blasting nearby enemies for Astral damage. Full Moon (Balance) calls down 2 Minor Moons that deal Astral damage and generate 3 Astral Power. Lunar Beam (Guardian) now causes you to leech life equal to 10% of all damage dealt to enemies within the beam. ELUNE’S CHOSEN ROW 1
      Moon Guardian: (Balance) Moonfire and Starfire generate 2 additional Astral Power. (Guardian) Free automatic Moonfires from Galactic Guardian generate 5 Rage.
      Lunar Insight:Moonfiredeals 10% additional damage.
      Glistening Fur:Bear Form and Moonkin Form reduce Arcane damage taken by 6% and all other magic damage taken by 3%.
      ELUNE’S CHOSEN ROW 2
      Lunar Amplification:Each non-Arcane damaging ability you use increases the damage of your next Arcane damaging ability by 3%, stacking up to 3 times.
      Atmospheric Exposure: Enemies damaged by Full Moon, Fury of Elune, or Lunar Beam take 4% increased damage from you for 6 seconds.
      Choice Node: Moondust and Elune’s Grace
      Moondust:Enemies affected by Moonfire are slowed by 30%. Elune’s Grace: Using Wild Charge in Bear Form or Moonkin Form incurs a 3 second shorter cooldown. ELUNE’S CHOSEN ROW 3 
      Choice Node:Stellar Command and Lunar Calling
      Stellar Command Increases the damage of Full Moon by 15% (Balance). Increases the damage of Lunar Beam by 30% (Guardian.) Increases the damage of Fury of Elune by 15% (Balance/Guardian.) Lunar Calling:Starfire deals 40% increased damage to its primary target, but no longer triggers Solar Eclipse. Thrash now deals Arcane damage, and its damage is increased by 12%. Choice Node: The Light of Elune and Astral Insight
      The Light of Elune: Moonfire damage has a chance to call down Fury of Elune to follow your target for 3 seconds and generates 18 Astral Power or Rage over its duration. Astral Insight: Incarnation: Chosen of Elune and Incarnation: Guardian of Ursoc increase Arcane damage from spells and abilities by 10% while active. Convoke the Spirits duration and number of spells cast increased by 25%. Choice Node: Arcane Affinity and Lunation
      Arcane Affinity: All Arcane damage from your spells and abilities is increased by 3%. Lunation: Your Arcane abilities reduce the cooldown of Fury of Elune by 2 seconds and the cooldown of New Moon, Half Moon, and Full Moon by 1 second. Your Arcane abilities reduce the cooldown of Lunar Beam by 3 seconds. ELUNE’S CHOSEN CAPSTONE
      The Eternal Moon: Increases the power of Boundless Moonlight:  
      Fury of Elune (Balance and Guardian): The flash of energy now generates 6 Astral Power or 6 Rage and its damage is increased by 50%. Full Moon (Balance): New Moon and Half Moon now also call down 1 Minor Moon. Lunar Beam (Guardian): Lunar Beam increases Mastery by an additional 8%, deals 30% increased damage, and lasts 3 seconds longer Wildstalker Druid Specializations: Feral and Restoration
      Wildstalkers are druids who feel such an affinity for the remote wilds of the world that they live amongst them, mostly in cat form, hunting to perpetuate the cycle of life and death and destroy those who would despoil nature. They use their healing powers to restore life to barren spaces and the creatures who live there.
      WILDSTALKER KEYSTONE
      Thriving Growth: Rip and Rake damage has a chance to cause Bloodseeker Vines to grow on the victim, dealing bleed damage over 6 seconds.&
      Wild Growth, Rejuvenation, and  Efflorescence have a chance to cause Symbiotic Blooms to grow on the target, healing over 6 seconds. Multiple instances of these can overlap.
      WILDSTALKER ROW 1
      Hunt Beneath the Open Skies: Damage and healing while in Cat Form increased by 5%. Moonfire and Sunfire damage increased by 10%.
      Strategic Infusion: Tiger’s Fury and attacking from Prowl increases the chance for Shred, Rake, and Brutal Slash to critically strike by 8% for 6 sec. Casting Regrowth increases the chance for your periodic heals to critically heal by 10% for 6 sec.
      Wildstalker’s Power:Rip Damage increased by 6%. Ferocious Bite damage increased by 4%. Rejuvenation healing increased by 3%. Efflorescence and Lifebloom healing increased by 6%.
      WILDSTALKER ROW 2
      Wildstalker’s Prescence:Wild Growth and Rake last 20% longer.
      Choice Node:Entangling Vortex and Flower Walk
      Entangling Vortex: Enemies pulled intoUrsol’s Vortex are rooted in place for 6 seconds. Damage may cancel the effect. Flower Walk: During Barkskin your movement speed is increased by 10% and every second flowers grow beneath your feet that heal up to 3 nearby injured allies. Choice Node: Bond with Nature & Harmonious Constitution
      Bond with Nature: Healing you receive is increased by 10%. Harmonious Constitution: Your Regrowth’s healing on yourself is increased by 50%. WILDSTALKER ROW 3
      Choice Node: Resilient Flourishing and Root Network
      Resilient Flourishing: Bloodseeker Vines and Symbiotic Blooms last 2 additional seconds. When a target afflicted by Bloodseeker Vines dies, the vines jump to a nearby unaffected target for their remaining duration. Root Network: Each active Bloodseeker Vine increases the damage your abilities deal by 2%. Each active Symbiotic Bloom increases the healing of your Lifebloom and Wild Growth by 2%. Bursting Growth: When Bloodseeker Thorns expire they explode in thorns, dealing physical damage to nearby enemies. Damage reduced above 5 targets. When Symbiotic Blooms expire, flowers grow around their target, healing them and up to 3 nearby allies.
      Choice Node: Twin Sprouts and Implant
      Twin Sprouts: When Bloodseeker Vines or Symbiotic Blooms grow, they have a 10% chance to cause another growth of the same type to immediately grow on a valid nearby target. Implant: Feral Frenzy immediately causes a Bloodseeker Vine to grow on the target. Casting Regrowth that is made instant via Nature’s Swiftness causes a Symbiotic Bloom to grow on the target.  WILDSTALKER CAPSTONE
      Vigorous Creepers: Bloodseeker Vines increase the damage your abilities deal to affected enemies by 10%. Symbiotic Blooms increase the healing your spells do to affected targets by 8%.
      Scalecommander Evoker Specializations: Augmentation and Devastation
      Scalecommanders are the chosen generals of the Dracthyr, specializing in calling targets and inspiring those around them. They are experts in using flight during a battle, and are often seen leading the charge while in the sky.
      SCALECOMMANDER KEYSTONE
      Mass Eruptions / Mass Disintegrate: Empower spells cause your next Disintegrate (Devastation) and Eruption (Augmentation) to strike up to 3 targets. When striking less than 3 targets, Disintegrate or Eruption damage is increased by 25% for each missing target.
      SCALECOMMANDER ROW 1
      Might of the Black Dragonflight: Black spells deal 10% increased damage.
      Bombardments: Mass Disintegrate marks your primary target for destruction for the next 10 seconds. You and your allies have a chance to trigger a Bombardment when attacking marked targets, dealing Volcanic damage split amongst all nearby enemies.
      Onslaught: Entering combat grants a charge of Burnout, causing your next Living Flame to cast instantly.
      SCALECOMMANDER ROW 2
      Melt Armor: Deep Breath (Devastation) and Breath of Eons (Augmentation] cause enemies to take 20% increased damage from Bombardments and Essence abilities for 12 seconds.
      Wingleader: Bombardments reduce the cooldown of Deep Breath (Devastation) and Breath of Eons (Augmentation) by 1 second for each target struck, up to 3 seconds.
      Unrelenting Siege: For each second you are in combat, Azure Strike and Living Flame deal 1% increased damage, up to 50%.
      SCALECOMMANDER ROW 3
      Choice Node: Hardened Scales and Menacing Presence
      Hardened Scales: Obsidian Scales reduces damage taken by an additional 5%. Menacing Presence: Knocking an enemy up or backward reduces their damage done to you by 15% for 8 seconds. Choice Node: Extended Battle and Diverted Power
      Extended Battle: Essence abilities extend Bombardments by 1 second. Diverted Power: Bombardments have a chance to generate Essence Burst. Choice Node: Nimble Flyer and Tailwinds
      Nimble Flyer: While Hovering, damage taken from area of effect attacks is reduced by 10%. Tailwinds: Deep Breath (Devastation) and Breath of Eons (Augmentation) reset the cooldown of Hover. SCALECOMMANDER CAPSTONE
      Maneuverability: Deep Breath (Devastation) and Breath of Eons (Augmentation) can now be steered in your desired direction. In addition, Deep Breath (Devastation) and Breath of Eons (Augmentation) burn targets for Volcanic damage over 12 seconds.
      Herald of the Sun Paladin Specializations: Holy and Retribution
      Heralds of the Sun infuse themselves with Radiant Solar energy to inflict burns on enemies and cauterize their allies’ wounds. They are deeply bonded to this power and can manifest potent solar rays while fully connected to the Light.
      HERALD OF THE SUN KEYSTONE
      Sunspot: Wake of Ashes (Retribution) and Holy Prism (Holy) cause your next 2 Holy Power spending abilities to create a Sunspot on your target, dealing Radiant damage or healing over 8 seconds. 10% of Sunspots damage and healing radiates to nearby allies or enemies, reduced beyond 5 targets.
      HERALD OF THE SUN ROW 1
      Choice Node: Morning Star and Gleaming Rays
      Morning Star: Every 5 sec, your next Sunspot’s damage or healing is increased by 5%, stacking up to 10 times. Morning Star stacks twice as fast while out of combat. Gleaming Rays: While a Sunspot is active, your abilities that use Holy Power deal 10% increased additional damage or healing. Eternal Flame: Heals an ally immediately and over an additional 20 seconds. Healing increased by 25% when cast on self. Replaces Word of Glory, costs 3 Holy Power.
      Luminosity: Critical strike chance of Hammer of Wrath and Divine Storm (Retribution) and Holy Shock and Light of Dawn (Holy) increased by 10%.
      HERALD OF THE SUN ROW 2
      Choice Node: Illumine and Will of the Dawn
      Illumine: Sunspots reduce the movement speed of enemies by 50% and increase the movement speed of allies by 20%. Will of the Dawn: Movement speed increased by 5% while above 80% health. When your health is brought below 35%, your movement speed is increased by 40% for 5 seconds. Cannot occur more than once every 60 seconds. Choice Node: Eternal Sun and Lingering Radiance
      Eternal Sun: Sunspot’s duration is increased by 2 seconds and Eternal Flame’s duration is increased by 3 seconds. Lingering Radiance: Sunspots leave an Eternal Flame for 12 seconds on allies or a Greater Judgment on enemies when they expire or are extended. Sun Sear: Hammer of Wrath and Divine Storm (Retribution) and Holy Shock and Light of Dawn (Holy) critical strikes cause the target to burn for additional Radiant damage over 4 seconds or be healed for over 4 seconds.
      HERALD OF THE SUN ROW 3
      Aurora: After you cast Wake of Ashes (Retribution) or Holy Prism(Holy) gain Divine Purpose.
      Solar Grace: Your Haste is increased by 4% for 12 seconds each time you apply a Sunspot. Multiple stacks may overlap.
      Second Sunrise: Hammer of Wrath and Divine Storm (Retribution]) and Holy Shock and Light of Dawn (Holy) have a 15% chance to cast again at 30% effectiveness.
      HERALD OF THE SUN CAPSTONE
      Sun’s Avatar: During Avenging Wrath, you become linked to your Sunspots, causing Radiant damage to enemies or healing to allies that pass through the beams, reduced beyond 5 targets.
      Activating Avenging Wrath applies 4 Sunspots onto nearby allies or enemies and increases Sunspot’s damage and healing by 20%.
      Templar Paladin Specializations: Protection and Retribution
      Templar stop at nothing to fulfil their divine purpose of bringing justice and purging the wicked. They call down hammers of light and unleash devastating combinations of Physical and Holy attacks that vanquish their enemies.
      TEMPLAR KEYSTONE 
      Light's Guidance: Wake of Ashes (Retribution) and Eye of Tyr (Protection) are replaced with Hammer of Light for 12 seconds after they are cast.
      Hammer of Light: Hammer down your enemy with the power of the Light, dealing Holy damage to the target and up to 4 nearby enemies. Additionally, calls down Empyrean Hammers from the sky to strike 3 nearby enemies for Holy damage. Costs 5 Holy Power.  TEMPLAR ROW 1 
      Choice Node: Templar’s Watch and For Whom the Bell Tolls 
      Templar’s Watch: Hammer of Light, Wake of Ashes (Retribution), and Eye of Tyr (Protection) deal 30% increased damage when striking only 1 enemy. This amount is reduced by 6% for each additional target struck.  For Whom the Bell Tolls: Divine Toll grants up to 100% increased damage to your next 3 Judgments when striking only 1 enemy. This amount is reduced by 20% for each additional target struck.  Shake the Heavens: After casting Hammer of Light, you call down an Empyrean Hammer on a nearby target every 2 seconds for 8 seconds. 
      Empyrean Hammer: When Empyrean Hammer critically strikes, 60% of its damage is dealt to nearby enemies. Enemies hit by this effect deal 5% reduced damage to you for 8 seconds. 
      TEMPLAR ROW 2 
      Sacrosanct Crusade: When you cast Wake of Ashes (Retribution) or Eye of Tyr (Protection), gain Shield of Vengeance at 10% effectiveness. 
      Higher Calling: Crusader Strike, Hammer of Wrath, and Blade of Justice (Retribution) and Judgment (Protection) extend the duration of Shake the Heavens by 1 second. 
      Choice Node: Bonds of Fellowship and Unrelenting Charger 
      Bonds of Fellowship: You receive 20% less damage from Blessing of Sacrifice and each time its target takes damage, you gain 4% movement speed up to a maximum of 40%.  Unrelenting Charger: Divine Steed lasts 2 seconds longer and increases your movement speed by an additional 30% for the first 3 seconds.  TEMPLAR ROW 3 
      Choice Node: Endless Wrath and Sanctification 
      Endless Wrath: Calling down an Empyrean Hammer has a 10% chance to reset the cooldown of Hammer of Wrath and make it usable on any target, regardless of their health.  Sanctification: Casting Judgment increases the damage of Empyrean Hammer by 10% for 10 seconds. Multiple applications may overlap.  Hammerfall: Templar's Verdict and Divine Storm (Retribution) and Shield of the Righteous and Word of Glory (Protection) call down an Empyrean Hammer on a nearby enemy. While Shake the Heavens is active, this effect calls down an additional Empyrean Hammer. 
      Undisputed Ruling: Hammer of Light applies Judgment to its targets and increases your Haste by 15% for 6 seconds (Protection). Additionally, Eye of Tyr grants 3 Holy Power.  
      TEMPLAR CAPSTONE 
      Light's Deliverance: You gain a stack of Light's Deliverance when you call down an Empyrean Hammer. At 50 stacks, casting Hammer of Light empowers you for 12 seconds to cast Hammer of Light an additional time for free. 
      Trickster Rogue Specializations: Outlaw and Subtlety
      Misdirection, dirty tricks, and flashing blades are on display when a Trickster enters a fight. A clever Trickster distracts an opponent with a devious misdirection or sword’s flourish then slashes the fool with a blade they never saw coming. Coins are taken, leaving pockets lighter and egos bruised.
      TRICKSTER KEYSTONE
      Unseen Blade: Feint now grants 2 Combo Points and quickly slashes with an Unseen Blade dealing damage to nearby enemies. Targets struck are Fazed for 5 seconds.
      Fazed enemies take 5% more damage from you and cannot parry your attacks.
      TRICKSTER ROW 1
      Surprising Strikes: Attacks that generate Combo Points deal 25% increased critical strike damage to Fazed targets.
      Choice Node: Smoke and Mirrors
      Smoke: You take 5% reduced damage from Fazed targets. Mirrors: Feint reduces area damage taken by an additional 10%. Flawless Form: Killing Spree (Outlaw) and Secret Technique (Subtlety) grant Mastery for 5 seconds. Multiple applications may overlap.
      TRICKSTER ROW 2
      Choice Node: So Tricky and Don’t Be Suspicious
      So Tricky: Tricks of the Trade’s threat redirect duration is increased to 1 hour. Don’t Be Suspicious: Blind and Shroud of Concealment have 10% reduced cooldown. Pick Pocket and Sap range increased by 10 yards. Devious Distractions: Distract and Killing Spree (Outlaw) and Secret Technique (Subtlety) cause targets to be Fazed for 10 seconds.
      Choice Node: Thousand Cuts and Flickerstrike
      Thousand Cuts: Slice and Dice grants 10% additional attack speed and gives your auto attacks a chance to trigger Unseen Blade. Flickerstrike: Taking area damage while Feint is active or dodging while Evasion is active triggers Unseen Blade. This effect may only occur once every 5 seconds. TRICKSTER ROW 3
      Nimble Flurry: Killing Spree (Outlaw) and Secret Technique (Subtlety) deal 10% more damage and have a 10% reduced cooldown.
      Choice Node: Cloud Cover and No Scruples
      Cloud Cover: Distract now creates a cloud of smoke for 10 seconds and its cooldown is increased to 90 seconds. Attacks from within the cloud afflict targets with Fazed for 5 seconds. No Scruples: Finishing moves have a 10% increased chance to critically strike Fazed targets. Elaborate Twirl: Increases the duration of Flawless Form by 2 seconds.
      TRICKSTER CAPSTONE
      Coup de Grace: After 4 strikes with Unseen Blade, your next Dispatch (Outlaw), Eviscerate, or Black Powder (Subtlety)will be performed as a Coup de Grace, dealing 40% increased damage. If the primary target is Fazed, gain 5 stacks of Flawless Form.
      Diabolist Warlock Specializations: Demonology and Destruction
      The defeat of the Legion has left many demons unbound and potent magics untouched. Bring the remnants of the Burning Crusade to heel, commanding greater demons once thought to be uncontrollable and wreak havoc across the battlefield using abyssal powers from the Twisting Nether.
      DIABOLIST KEYSTONE 
      Diabolic Ritual: Spending a Soul Shard grants Diabolic Ritual for 20 seconds. While Diabolic Ritual is active, each Soul Shard spent reduces its duration by 1 second. When Diabolic Ritual expires you gain Demonic Art, causing your next ability that costs Soul Shards to summon an Overlord, Mother of Chaos, or Pit Lord that unleashes a devastating attack against your enemies. 
      DIABOLIST ROW 1 
      Cloven Souls: Enemies damaged by your Overlord have their souls cloven, increasing damage taken by you and your pets by 10% for 20 seconds. 
      Touch of Rancora: Diabolic Ritual increases the damage of your next ability that costs Soul Shards by 30% and reduces its cast time by 50%. 
      Secrets of the Coven: Mother of Chaos empowers your next Shadow Bolt or Incinerate to become Demonfire Barrage. 
      Demonfire Barrage: Channel a barrage of 4 Shadow Bolts at 150% effectiveness toward the enemy target over 1.5 seconds.  DIABOLIST ROW 2 
      Choice Node: Soul-Etched Circles and Annihilan’s Bellow
      Soul-Etched Circles: You always gain the benefit of Soulburn when casting Demonic Circle: Teleport, increasing your movement speed by 50% and making you immune to snares and roots for 6 seconds.  Annihilan's Bellow: Howl of Terror cooldown is reduced by 15 seconds and range is increased by 5 yards.  Choice Node: Cruelty of Kerxan and Infernal Machine 
      Cruelty of Kerxan: Nether Portal, Summon Demonic Tyrant, and Summon Infernal grant Diabolic Ritual and reduce its duration by 3 seconds.  Infernal Machine: Abilities that cost Soul Shards decrease the duration of Diabolic Ritual by 1 additional second while your Demonic Tyrant, Nether Portal, or Infernal is active. Choice Node: Infernal Vitality and Infernal Bulwark 
      Infernal Vitality: Unending Resolve heals you for 30% of your maximum health over 10 seconds.  Infernal Bulwark: Unending Resolve grants Soul Leech equal to 10% of your maximum health and increases the maximum amount Soul Leech can absorb by 10% for 8 seconds. DIABOLIST ROW 3 
      Flames of Xoroth: Fire damage increased 2% and damage dealt by your demons is increased 2%. 
      Abyssal Dominion: Grimoire: Felguard and Cataclysm gain additional effects: 
      Grimoire: Felguard (Demonology) lasts 3 seconds longer and its cooldown is reduced by 30 seconds.  Casting Cataclysm (Destruction) summons an Overfiend that casts Chaos Bolt 2 times at 80% effectiveness before departing.  Gloom of Nathreza: Hand of Gul'dan deals 15% increased damage for each Soul Shard spent. Enemies marked by your Havoc take 5% increased damage from your single target spells. 
      DIABOLIST CAPSTONE 
      Ruination: Summoning a Pit Lord causes your next Hand of Gul'dan or Chaos Bolt to become Ruination. 
      Ruination: Call down a demon-infested meteor from the depths of the Twisting Nether, dealing Chaos damage on impact to all enemies within 8 yards of the target and summoning 3 Wild Imps.  Colossus Warrior Specializations: Arms and Protection
      Colossus Warriors are the peak of pure physical might and resilience. They are veterans of countless battles and have the scars to show for it. Colossus’ know not only how to take a hit and keep going, but how and where to put their strikes to use to ensure their enemies don’t.
      COLOSSUS KEYSTONE
      Demolish: Unleash a series of precise and powerful strikes against your target and enemies within 8 yards of it. You can block, parry, and dodge while using this ability. 45 second cooldown.
      COLOSSUS ROW 1
      Martial Expert: Your critical strike damage is increased by 10% and the amount blocked by your critical blocks is increased by 10%.
      Colossal Might: Mortal Strike and Shield Slam grant a stack of Colossal Might. Colossal Might increases damage dealt by Demolish by 10% and stacks up to 5 times. Demolish consumes Colossal Might.
      Choice Node: Boneshaker and Earthquaker
      Boneshaker: Shockwave's stun duration is increased by 2 seconds. Earthquaker: Shockwave also knocks enemies into the air, and its cooldown is reduced by 5 seconds. COLOSSUS ROW 2
      Choice Node: One Against Many and Arterial Bleed
      One Against Many: Shockwave, Cleave, Whirlwind, and Revenge deal 5% more damage per target affected up to 5. Arterial Bleed: Colossal Might increases the damage of Rend and Deep Wounds by 2% per stack. Tide of Battle: Colossal Might increases the damage of Overpower and Revenge by 2%.
      Choice Node: No Stranger to Pain and Rally
      No Stranger to Pain: Total damage prevented by Ignore Pain increased by 15%. Rally: Taking damage has a low chance to give you a Second Wind for 2 seconds. COLOSSUS ROW 3
      Practiced Strikes: Mortal Strike and Shield Slam damage increased by 15%.
      True Might: Mortal Strike and Shield Slam critical strikes grant an additional stack of Colossal Might.
      Mountain of Muscle and Scars: You deal 5% more damage and take 2.5% less damage. Size increased by 5%.
      COLOSSUS CAPSTONE
      Unstoppable Force: Colossal Might now stacks 10 times. If you were to gain an additional stack of Colossal Might but are already at max stacks, the cooldown of Demolish is reduced by 2 seconds. While channeling Demolish, you are grounded, making you immune to stuns and effects that move you.
      We look forward to hearing your thoughts and sharing more as we progress.
      Visit our first and second preview articles to learn more about additional Hero Talents in development.
    • By Staff
      You can add the Tabard of Frost to your collection with Amazon Prime Gaming from February 27 until March 26!
      Another very rare TCG item is available for one month for free to Amazon Prime Gaming subscribers!
      (Source)
      We’re teaming up with Amazon Prime Gaming* for a special offer From 27 February 2024, at 16:30 GMT  until 26 March 2024, at 16:29 GMT Prime Gaming subscribers can claim the Tabard of Frost*.
      Claim Offer
      Not a Prime Gaming member? Click here to activate your account or start a FREE 30-day trial!
      Claim Offer
      HOW TO CLAIM YOUR REWARDS
      Become a Prime Gaming Member:
      If you don't already have a Twitch account, create one here. If you don’t already have a Prime account, sign up for a FREE trial. Connect your Twitch account to your Prime account here. Link Your Blizzard and Twitch Accounts:
      Log in to your Twitch account. If you don't already have a Blizzard account, create one here. Navigate to the Twitch Connections page in the Settings menu. Locate the Blizzard Battle.net section and choose your gameplay region. Log in to the Blizzard account you wish to link and click Log in to Blizzard. Claim Your Prime Gaming Offer:
      Visit the Prime Gaming Rewards page for World of Warcraft. Log in to your Prime Gaming account and authorize. Verify your linked Blizzard account and click Claim Your Loot. Success! You are ready to redeem your items in-game. Redeem Your Rewards:
      Launch the Blizzard Battle.net desktop app. Log in to your linked Blizzard account. Launch World of Warcraft. The Tabard of Frost will appear in each character’s Collections interface. Before linking your Twitch and Blizzard accounts, check to see that you’re not logged in to any other Blizzard accounts at the same time in the same browser, as this could cause complications. For the best results, complete the process in "private browsing" or "incognito" mode.
      Once you claim a Prime Gaming reward for World of Warcraft, and if you remain an active Prime Gaming member, all future rewards in the campaign will be automatically applied to the same Blizzard account and cannot be transferred. Be sure that your preferred Blizzard account is connected to your Twitch account at the time of enrolling!
      *Offer only available where Prime Gaming is available.
      **Prime Gaming items not available in WoW Classic games.
    • By Stan
      We've looked at the number of Mythic+ runs during the fifteenth week of Season 3.
      In the fifteenth week of Season 3, players finished a total of 1,078,383 Mythic+ dungeons, marking a decrease of 238,021 runs from the previous week's 1,316,404 runs. Interestingly, there was a spike in the number of Mythic+ runs during the fourteenth week, with numbers rising from 1,228,021 in week 13 to 1,316,404 runs.

      (Courtesy of MythicPlusPoster)
      Here's a breakdown of the weekly run totals for each Dragonflight season to date. The data is based on raider.io and some of the weeks from Dragonflight seasons 1 and 2 are missing, unfortunately.
        Week 1 Week 2 Week 3 Week 4 Week 5 Week 6 Week 7 Week 8 Week 9 Week 10 Week 11 Week 12 Week 13 Week 14 Week 15 Season 1 3,212,947 runs 2,396,688 runs 2,078,093 runs 2,078,093 runs 1,908,140 runs 1,701,148 runs 1,905,452 runs ??? runs ??? runs ??? runs ??? runs ??? runs ??? runs ??? runs ??? runs Season 2 2,270,276 runs 2,151,658 runs 1,560,065 runs 1,102,022 runs 1,000,240 runs 939,428 runs ??? runs ??? runs ??? runs ??? runs ??? runs ??? runs ??? runs ??? runs ??? runs Season 3 2,948,564 runs 2,646,932 runs 2,367,515 runs 2,399,395 runs 2,159,733 runs 1,754,800 runs 2,033,517 runs 2,114,958 runs 1,703,330 runs 1,447,958 runs 1,395,706 runs 1,222,291 runs 1,228,021 runs 1,316,404 runs 1,078,383 runs Source: Reddit
    • By Stan
      A new week starts today and we've updated our weekly to-do list to help you prioritize your goals in the game. Check out what's new!
      New Content Available This Week
      The following content is new this week:
      This week's bonus event is Arena Skirmishes. During the event, Honor gains from Skirmishes are increased by 50%.  Kazra in Valdrakken has a quest for you, but you can also start it from within the Adventure Guide (Shift-J). Quest Requirement: Win 10 Arena PvP Skirmishes Reward: 110 Conquest and 2,000 Honor Darkmoon Faire starts on March 3. This week's PvP Brawl is Gravity Lapse. Complete a match of Battleground Blitz for the weekly quest to receive 110 Conquest, 250 Honor, and 5 Marks of Honor. You can accept the quest from within the Adventure Journal (Shift+J) -> Suggested Content tab.
      To-Do List for the Week of February 27
      You can buy Item Level 441 Veteran gear with Flightstones. Learn more here. The first thing you want to do is go to the Great Vault and select your piece of loot (only when you've unlocked any slots the previous week that is). Then, head to the center and select the "Aiding the Accord" quest. Don't forget to pick an activity tied to the Emerald Dream zone (either Superbloom or Emerald Bounty). Accept both weekly quests from within the in-game Adventure Journal (Shift+J). Use the Emerald Dream portal located in Valdrakken to reach the Emerald Dream. The portal is found at 62.9 57.5 in Valdrakken. Use TomTom for waypoints.  Once you land at the Central Encampment, pick up the weekly quest "A Worthy Ally: Dream Wardens" which requires you to farm 1,500 reputation with the new faction. Rewards: 500 Dream Warden reputation, 1,000 gold, between 12-15 Drake's Dreaming Crests, Item Level 441 Veteran gear piece.
      Search for the epic world quest in Emerald Dream and kill  Aurostor the Hibernator for a chance at Item Level 460 loot. Strength wearers can work on obtaining Fyr'alath the Dreamrender. Check out our guide to learn more about how to get it. Clear Amirdrassil for gear and loot in next week's Great Vault. A Heroic Fyrakk kill guarantees a token you can turn in for one Heroic Amirdrassil tier set piece. Depending on the difficulty, Fyrakk also drops an omnitoken for all classes that can be turned in for another tier set piece. Clear at least 8 dungeons to unlock all slots in the Great Vault next week. Complete at least 1 Superbloom for the weekly quest rewards for a cache containing a Dream Wardens Insignia that increases your reputation standing with the Dream Wardens by 1,000, a Veteran 1/8 Item Level 441 piece of gear, and a Dreamseed. There's a gold sink vendor near Valdrakken selling gear that will hit the Black Market Auction House in August 2024. Farm Flightstones and cap your crests. Check out our Emerald Dream zone guide for more info! Complete the weekly seed PvP quest for 1,000 reputation with the Dream Wardens. Unlock regular flying by checking out our Dragon Isles Pathfinder guide. Complete Dreamsurges for catch-up gear. I Haven't Played Patch 10.2.5 Yet
      Suppose you haven't played since Patch 10.2.5 went live. In that case, you should complete the Gilneas Reclamation which is started in the room leading to the Seat of Aspects, and the Dragonflight Epilogue available from Alexstrasza atop the Seat of Aspects.
    • By Stan
      Did you know there's a racehorse named Lady Sylvanas?
      Reddit user anthelior has posted a shot of a race horse with quite a peculiar name -- Lady Sylvanas!
      Digging deeper, you can read more about the "former Warchief racehorse" here.

      A search in the Jockey Club of Turkey database revealed, sadly, that the horse in the photo has passed away. However, her legacy continues through her offspring, who is also named Lady Sylvanas!
      And, as you might expect with Reddit, get ready for some hilarious comments:
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