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Official Dragonflight Death Knight Talent Tree Preview

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Blizzard previewed all the talents coming with the Death Knight talent tree in Dragonflight, for all 3 specs. 

Blizzard LogoDeath Knight Talents (Source)

    We’ve made some minor fixes to the blog post since it was first posted.

    • (Frost row 3) Killing Machine now correctly says, “Your auto attack critical strikes have a chance to make your next Obliterate critically strike.”
    • Might of Thassarian: Increases Strength chance by [2/4]%. Two Rank Talent.


    Death Knight Talents and Abilities

    As we move toward Dragonflight talents we are exploring ways for the Death Knight to express themselves based on their class talent choices. Each branch of the class tree is thematically tied to a specialization and the further you invest down a path the more you unlock talents that may have been previously unavailable to your spec such as Empower Rune Weapon, Will of the Necropolis, and Soul Reaper. Our goal is to create new and exciting options for you to explore and play around with allowing for a rich and engaging core tree that you can customize based on your own goals.


    Death Knight Talent Trees (click or tap to enlarge)


    Death Knight Ability and Talent Tooltips

    Below you'll find a list of all baseline abilities and Talents available for Death Knights, including class-shared and specialization-specific Talents.

    Baseline Death Knight Abilities

    All maximum level Death Knights will have access to these abilities. They are earned through leveling and do not require you to spend talent points to have them.

    Death Coil: Fires a blast of unholy energy at the target, causing Shadow damage to an enemy or healing an Undead ally for health.

    Death Grip: Harnesses the energy that surrounds and binds all matter, drawing the target toward you.

    Runeforging: Allows the Death Knight to emblazon their weapon with runes.

    Dark Command: Command the target to attack you.

    Death Gate: Opens a gate which you can use to return to Ebon Hold. Using a Death Gate while in Ebon Hold will return you back to near your departure point.

    On a Pale Horse: You are as hard to stop as death itself, increasing your mounted speed by 20%.

    Path of Frost: Activates a freezing aura for 10 min that creates ice beneath your feet, allowing party or raid members within 50 yards to walk on water. Usable while mounted, but being attacked or damaged will cancel the effect.

    Death and Decay: Corrupts the targeted ground, causing Shadow damage over 10 sec to targets within the area.

    Rune Strike: Strike the target for Physical damage. This attack cannot be dodged, blocked, or parried.

    Death Knight Class Talents. [NNF] denotes a talent that has a temporary, not yet final name.


    Row 1

    Chains of Ice: Shackles the target with frozen chains, reducing movement speed by 70% for 8 seconds.

    • Granted by default when selecting Frost Specialization.

    Death Strike: Focuses dark power into a strike that deals Physical damage and heals you for a percentage of all damage taken in the last 5 seconds.

    • Granted by default when selecting Blood Specialization.

    Raise Dead: Raises a ghoul to fight by your side. You can have a maximum of one ghoul at a time. Lasts 1 minute.

    • Granted by default when selecting Unholy Specialization.

    Row 2

    Mind Freeze: Smash the target's mind with cold, interrupting spellcasting and preventing any spell in that school from being cast for 3 seconds.

    Anti-Magic Shell: Surrounds you in an Anti-Magic Shell for 5 sec, absorbing a large amount of magic damage and preventing application of harmful magical effects. Damage absorbed generates Runic Power.

    Improved Death and Decay [NNF]:

    • Blood: Heart Strike hits 3 additional enemies while you remain in Death and Decay.
    • Frost: Obliterate hits 1 additional enemy while you remain in Death and Decay.
    • Unholy: Scourge Strike hits 5 additional enemies while you remain in Death and Decay.

    Row 3

    Icebound Fortitude: Your blood freezes, granting immunity to Stun effects and reducing all damage you take by 30% for 8 seconds.

    Blood Scent: Increases Leech by 3%.

    Veteran of the Third War:

    • Blood: Stamina increased by [10/20]%. Two Rank Talent
    • Frost & Unholy: Stamina increased by [5/10] % Rank Two Talent. Two Rank Talent

    Suppression: Increases Avoidance by 3%.

    Brittle: Your diseases have a chance to weaken your enemy causing your attacks against them to deal 6% increased damage for 5 seconds.


    Row 4

    Blinding Sleet: Targets in a cone in front of you are blinded, causing them to wander disoriented for 5 seconds. Damage may cancel the effect. When Blinding Sleet ends, enemies are slowed by 50% for 6 seconds.

    Permafrost: Your auto attack damage grants you an absorb shield equal to 40% of the damage dealt.

    Death Pact: Create a death pact that heals you for 50% of your maximum health, but absorbs incoming healing equal to 30% of your max health for 15 seconds.

    Wraith Walk: Embrace the power of the Shadowlands, removing all root effects and increasing your movement speed by 70% for 4 seconds. Taking any action cancels the effect. While active, your movement speed cannot be reduced below 170%.

    Sacrificial Pact: Sacrifice your ghoul to deal Shadow damage to all nearby enemies and heal for 25% of your maximum health. Deals reduced damage beyond 8 targets.

    Unholy Ground: Gain 5% Haste while you remain within your Death and Decay.


    Row 5

    Merciless Strikes: Increases Critical Strike chance by [2/4]%. Two Rank Talent.

    Anti-Magic Zone: Places an Anti-Magic Zone that reduces spell damage taken by party or raid members by 20%. The Anti-Magic Zone lasts for 8 sec or until it absorbs a large amount of damage.

    Might of Thassarian: Increases Strength chance by [2/4]%. Two Rank Talent.


    Row 6

    Proliferating Chill: Chains of Ice affects 1 additional nearby enemy.

    Choice Node:

    • Runic Empowerment: Each Runic Power you spend has a 2.0% chance to instantly grant you a Rune.
    • Runic Corruption: Each Runic Power you spend has a 1.6% chance to increase your Rune regeneration rate by 100% for 3 seconds.

    Anticipation: Successfully interrupting an enemy with Mind Freeze grants 10 Runic Power and reduces its cooldown by 3 seconds.

    Asphyxiate: Lifts the enemy target off the ground, crushing their throat with dark energy and stunning them for 5 seconds.

    Death's Advance:For 8 sec, your movement speed is increased by 30%, you cannot be slowed below 100% of normal speed, and you are immune to forced movement effects and knockbacks. Passive: You cannot be slowed below 70% of normal speed.

    Anti-Magic Barrier: Reduces the cooldown of Anti-Magic Shell by 20 sec and increases its duration and amount absorbed by 40%.

    Control Undead: Dominates the target undead creature up to level 61, forcing it to do your bidding for 5 minutes.

    Choice Node:

    • Death's Reach: Increases the range of Death Grip by 10 yds. Killing an enemy that yields experience or honor resets the cooldown of Death Grip.
    • Grip of the Dead: Death and Decay reduces the movement speed of enemies within its area by 90%, decaying by 10% every seconds.

    Enfeeble: Your ghoul’s attacks have a chance to apply Enfeeble, reducing the target’s movement speed by 30% and the damage they deal to you by 15% for 6 seconds.


    Row 7

    Acclimation: Icebound Fortitude's cooldown is reduced by 60 seconds.

    Assimilation: The amount absorbed by Anti-Magic Zone is increased by 10% and grants up to 100 Runic Power based on the amount absorbed.

    Lichborne: Draw upon unholy energy to become Undead for 10 sec, increasing Leech by 10%, and making you immune to Charm, Fear, and Sleep.


    Row 8

    Icy Talons: Your Runic Power spending abilities increase your melee attack speed by [2/4/6]% for 6 sec, stacking up to 3 times. Three Rank Talent.

    Horn of Winter: Blow the Horn of Winter, gaining 2 Runes and generating 25 Runic Power.

    Improved Death Strike [NNF]: Death Strike's cost is reduced by 10, and its healing is increased by [3/6/10]% for Blood specialization and [20/40/60]% for Frost and Unholy specialization. Three Rank Talent.

    Will of the Necropolis: Damage taken below 30% Health is reduced by 30%.

    Unholy Bond: Increases the effectiveness of your Runeforge effects by [10/20/30]%. Three Rank Talent.


    Row 9

    Runic Attenuation: Auto attacks have a chance to generate 5 Runic Power.

    Rune Mastery: Consuming a Rune has a chance to increase your Strength by 6% for 6 seconds.

    Blood Draw: When you fall below 30% health you drain health from nearby enemies. Can only occur every 3 minutes.

    Death's Echo: Death's Advance, Death and Decay, and Death Grip have 1 additional charge.


    Row 10

    Empower Rune Weapon: Empower your rune weapon, gaining 15% Haste and generating 1 Rune and 5 Runic Power instantly and every 5 sec for 20 seconds. If Empower Rune Weapon is not talented elsewhere on the tree, this grants 1 charge of Empower Rune Weapon.

    Abomination Limb: Sprout an additional limb, dealing Shadow damage over 12 sec to all nearby enemies. Deals reduced damage beyond 5 targets. Every 1 sec, an enemy is pulled to your location if they are further than 8 yds from you. The same enemy can only be pulled once every 4 seconds. Gain Runic Corruption instantly, and again every 6 seconds.

    Soul Reaper: Strike an enemy for Shadowfrost damage and afflict the enemy with Soul Reaper. After 5 sec, if the target is below 35% health this effect will explode dealing additional Shadowfrost damage to the target. If the enemy that yields experience or honor dies while afflicted by Soul Reaper, gain Runic Corruption.

    Blood Death Knight Talents. [NNF] denotes a talent that has a temporary, not yet final name.


    Blood Row 1

    Heart Strike: Instantly strike the target and 1 other nearby enemy, causing Physical damage, and reducing enemies' movement speed by 20% for 8 sec.


    Blood Row 2

    Marrowrend: Smash the target, dealing Physical damage and generating 3 charges of Bone Shield.

    Blood Boil: Deals Shadow damage and infects all enemies within 10 yds with Blood Plague.


    Blood Row 3

    Foul Bulwark: Each charge of Bone Shield increases your maximum health by 1%.

    Crimson Scourge: Your auto attacks on targets infected with your Blood Plague have a chance to make your next Death and Decay cost no runes and reset its cooldown.

    Improved Blood Boil [NNF]: Increases the maximum number of Blood Boil charges by 1.


    Blood Row 4

    Improved Boneshield [NNF]: Bone Shield increases your Haste by [5/10]%. Two Rank Talent.

    Improved Heart Strike: [NNF] Heart Strike damage increased by [10/20/30]%. Two Rank Talent.

    Blood Fortification: Stamina increased by [10/20/30]%. Damage taken reduced by [3/6/10]%. Three Rank Talent.

    Rune Tap: Reduces all damage taken by 20% for 4 sec.


    Blood Row 5

    Blood Tap: Consume the essence around you to generate 1 Rune. Recharge time reduced by 2 sec whenever a Bone Shield charge is consumed.

    Reinforced Bones: Increases Armor gained from Bone Shield by 10%.

    Leeching Strike: Heart Strike heals you for 0.5% health for each enemy hit while affected by Blood Plague.

    Vampiric Blood: Embrace your undeath, increasing your maximum health by 30% and increasing all healing and absorbs received by 30% for 10 sec.

    Hasty Bargain: When Crimson Scourge activates, you gain [3/6]% Haste for 6 sec. Two Rank Talent.

    Death's Caress: Reach out with necrotic tendrils, dealing Shadow damage and applying Blood Plague to your target and generating 2 Bone Shield charges. 6 second cooldown.


    Blood Row 6

    Choice Node:

    • Blooddrinker: Drains health from the target over 3 sec. You can move, parry, dodge, and use defensive abilities while channeling this ability.
    • Consumption: Strikes all enemies in front of you with a hungering attack that deals Physical damage and heals you for 150% of that damage. Deals reduced damage beyond 8 targets.

    Choice Node:

    • Mark of Blood: Places a Mark of Blood on an enemy for 15 sec. The enemy's damaging auto attacks will also heal their victim for 3% of the victim's maximum health.
    • Tombstone: Consume up to 5 Bone Shield charges. For each charge consumed, you gain 6 Runic Power and absorb damage equal to 6% of your maximum health for 8 sec.

    Choice Node:

    • Voracious: Death Strike's healing is increased by 20% and grants you 15% Leech for 8 sec.
    • Bloodworms: Your auto attacks have a chance to summon a Bloodworm. Bloodworms deal minor damage to your target for 15 sec and then burst, healing you for 15% of your missing health. If you drop below 50% health, your Bloodworms will immediately burst and heal you.

    Relish in Blood: While Crimson Scourge is active, your next Death and Decay heals you for a small amount of health per Bone Shield charge and you immediately gain 10 Runic Power.


    Blood Row 7

    Ossuary: While you have at least 5 Bone Shield charges, the cost of Death Strike is reduced by 5 Runic Power. Additionally, your maximum Runic Power is increased by 10.

    Improved Vampiric Blood [NNF]: Increases all healing and absorbs by [5/10]% and duration by [2/4] sec. Two Rank Talent.

    Hemostasis: Each enemy hit by Blood Boil increases the damage and healing done by your next Death Strike by [4/8]%, stacking up to 5 times. Two Rank Talent.

    Heartbreaker: Heart Strike generates [1/2] additional Runic Power per target hit. Two Rank Talent.


    Blood Row 8

    Rapid Decomposition: Your Blood Plague and Death and Decay deal damage 15% more often. Additionally, your Blood Plague leeches 50% more Health.

    Dancing Rune Weapon: Summons a rune weapon for 8 sec that mirrors your melee attacks and bolsters your defenses. While active, you gain 40% parry chance.

    Gorefiend's Grasp: Shadowy tendrils coil around all enemies within 15 yards of a hostile or friendly target, pulling them to the target's location.


    Blood Row 9

    Shattering Bone: When Bone Shield is consumed it shatters dealing damage to nearby enemies. This damage is tripled to enemies affected by Death and Decay. Two Rank Talent.

    Heartrend: Heart Strike has a chance to reduce the Runic Power cost of your next Death Strike by 10 and deal an additional [20/40]% damage based on your missing health. Two Rank Talent.

    Crimson Rune Weapon: Dancing Rune Weapon generates 5 Bone Shield Charges and whenever a charge of Bone Shield is consumed, the cooldown Dancing Rune Weapon is reduced by 5 sec.

    Tightening Grasp: Enemies hit by Gorefiend's Grasp take [5/10]% increased damage from you for 15 sec. Additionally, reduces the cooldown on Gorefiend's Grasp by 30 sec. Two Rank Talent.

    Red Thirst: Reduces the cooldown on Vampiric Blood by [1/2] sec per 10 Runic Power spent. Two Rank Talent.


    Blood Row 10

    Bonestorm: A whirl of bone and gore batters all nearby enemies, dealing Shadow damage every 1 sec, and healing you for 3% of your maximum health every time it deals damage (up to 15%). Lasts 1 sec per 10 Runic Power spent. Deals reduced damage beyond 8 targets.

    Everlasting Bond: Summons 1 additional copy of Dancing Rune Weapon. Additionally, each rune spent increases its duration by 0.5 sec.

    Purgatory: An unholy pact that prevents fatal damage, instead absorbing incoming healing equal to the damage prevented, lasting 3 sec. If any healing absorption remains when this effect expires, you will die. This effect may only occur every 4 minutes.

    Unquenchable Thirst: While Vampiric Blood is active store a portion of of your Death Strike healing. When Vampiric Blood expires splatter nearby enemies dealing 100% of the stored healing as Shadow damage.

     

    YGSEHEE1Z60G1653669936766.png

    Frost Death Knight Talents. [NNF] denotes a talent that has a temporary, not yet final name.


    Frost Row 1

    Frost Strike: Chill your weapons with icy power and quickly strike the enemy with both, dealing Frost damage.


    Frost Row 2

    Obliterate: A brutal attack with both weapons that deals Physical damage.

    Howling Blast: Blast the target with a frigid wind, dealing Frost damage to that foe, and reduced damage to all other enemies within 10 yards, infecting all targets with Frost Fever.


    Frost Row 3

    Killing Machine: Each charge of Bone Shield increases your maximum health by 1%.

    Rime: Obliterate has a 45% chance to cause your next Howling Blast to consume no runes and deal 150% additional damage.


    Frost Row 4

    Unleashed Frenzy: Frost Strike increases your strength by 1.0% for 6 seconds, stacks up to 3 times.

    Runic Command: Increases your maximum Runic Power by [5/10]. Two Rank Talent.

    Improved Frost Strike [NNF]: Increases Frost Strike damage by [10/20%]. Two Rank Talent.

    Remorseless Winter: Drain the warmth of life from all nearby enemies within 8 yards, dealing Frost damage over 8 sec and reducing their movement speed by 20%.


    Frost Row 5

    Improved Obliterate [NNF]: Increases Obliterate damage by [10/20%]. Two Rank Talent.

    Pillar of Frost: The power of frost increases your Strength by 20% for 12 seconds. Each Rune spent while active increases your Strength by an additional 1%.

    Improved Rime [NNF]: Increases Howling Blast damage done by an additional [75/100]%. Two Rank Talent.


    Frost Row 6

    Choice Node:

    • Frigid Executioner: Obliterate has a 10% chance to refund 2 runes.
    • Rage of the Frozen Champion: Obliterate has a 15% increased chance to trigger Rime and Howling Blast generates 8 Runic Power while Rime is active.

    Improved Killing Machine: Your next Obliterate also deals Frost damage.

    Choice Node:

    • Inexorable Assault: Gain Inexorable Assault every 8 sec, stacking up to 5 times. Obliterate consumes a stack to deal additional Frost damage.
    • Cold Heart: Every 2 sec, gain a stack of Cold Heart, causing your next Chains of Ice to deal Frost damage. Stacks up to 20 times.

    Choice Node:

    • Avalanche: Casting Howling Blast with Rime active causes jagged icicles to fall on enemies nearby your target, dealing Frost damage.
    • Frozen Pulse: While you have fewer than 3 full Runes, your auto attacks radiate intense cold, inflicting Frost damage on all nearby enemies.

    Biting Cold: Remorseless Winter damage is increased by 30%. The first time Remorseless Winter deals damage to 3 different enemies, you gain Rime.

    Chill Streak: Deals Frost damage to the target and reduces their movement speed by 70% for 4 seconds. Costs 40 Runic Power. Chill Streak bounces up to 9 times between closest targets within 6 yards.


    Frost Row 7

    Murderous Efficiency: Consuming the Killing Machine effect has a 50% chance to grant you 1 Rune.

    Might of the Frozen Wastes: Wielding a two-handed weapon increases Obliterate damage by 30%, and causes your auto attack critical strikes to grant Killing Machine.

    Enduring Strength: When Pillar of Frost expires, your Strength is increased by [5/10%] for 6 seconds. This effect lasts 2 sec longer for each Obliterate and Frostscythe critical strike during Pillar of Frost. Two Rank Talent.

    Frostwhelp's Aid: Pillar of Frost summons a Frostwhelp who breathes on all enemies within 40 yards in front of you for Frost damage. Each unique enemy hit increases your Mastery by [2/4%], up to [10/20%]. Two Rank Talent.

    Gathering Storm: Each Rune spent during Remorseless Winter increases its damage by 10%, and extends its duration by 0.5 seconds.

    Empower Rune Weapon: Empower Rune Weapon gains an additional charge. If Empower Rune Weapon is not talented elsewhere on the tree, this grants 1 charge of Empower Rune Weapon.

    Choice Node:

    • Piercing Chill: Enemies suffer 5% increased damage from Chill Streak each time they are struck by it.
    • Enduring Chill: Chill Streak's bounce range is increased by 2 yds and each time Chill Streak bounces it has a 20% chance to increase the maximum number of bounces by 1.

    Frost Row 8

    Glacial Advance: Summon glacial spikes from the ground that advance forward, each dealing Frost damage and applying Razorice to enemies near their eruption point.

    Bonegrinder: Consuming Killing Machine grants 1% critical strike chance for 6 seconds, stacking up to 5 times. At 5 stacks, your next Killing Machine consumes the stacks granting you [5/10%] increased Frost damage for 10 seconds. Two Rank Talent.

    Everfrost: Remorseless Winter deals [3/6]% increased damage to enemies it hits, stacking up to 10 tanks. Two Rank Talent.

    Frostscythe: A sweeping attack that strikes all enemies in front of you for Frost damage. This attack benefits from Killing Machine. Critical strikes with Frostscythe deal 4 times normal damage. Deals reduced damage beyond 5 targets.


    Frost Row 9

    Cold-Blooded Rage: Frost Strike critical strikes have a [5/10%] chance to grant Killing Machine. Two Rank Talent.

    Frostwyrm's Fury: Summons a frostwyrm who breathes on all enemies within 40 yd in front of you, dealing Frost damage and slowing movement speed by 50% for 10 seconds.

    Invigorating Freeze: Frost Fever critical strikes increase the chance to grant Runic Power by an additional [5/10%]. Two Rank Talent.


    Frost Row 10

    Choice Node:

    • Obliteration: While Pillar of Frost is active, Frost Strike and Howling Blast always grant Killing Machine and have a 30% chance to generate a Rune.
    • Icecap: Your Frost Strike, Obliterate & Frostscythe critical strikes reduce the remaining cooldown of Pillar of Frost by 4 seconds.

    Absolute Zero: Frostwyrm's Fury has 50% reduced cooldown and Freezes all enemies hit for 3 seconds.

    Breath of Sindragosa: Continuously deal Frost damage every 1 sec to enemies in a cone in front of you, until your Runic Power is exhausted. Deals reduced damage to secondary targets. Generates 2 Runes at the start and end.

     

    TOXISJUEMASR1653669936716.png

    Unholy Death Knight Talents. [NNF] denotes a talent that has a temporary, not yet final name.


    Unholy Row 1

    Festering Strike: Strikes for Physical damage and infects the target with 2-3 Festering Wounds.


    Unholy Row 2

    Scourge Strike: An unholy strike that deals Physical damage and Shadow damage, and causes 1 Festering Wound to burst.

    Improved Raise Dead [NNF]: Your Raise Dead ghoul becomes permanent.


    Unholy Row 3

    Sudden Doom: Your auto attacks have a chance to make your next Death Coil cost no Runic Power.

    Outbreak: Deals Shadow damage to the target and infects all nearby enemies with Virulent Plague.


    Unholy Row 4

    Replenishing Wounds: When Festering Wound pops it generates an additional 3 Runic Power.

    Improved Festering Strike [NNF]: Festering Strike damage increased by [10/20/30]%. Three Rank Talent.

    Infectious Wound: Festering Strike has a 20% increased chance of applying [1/2/3] additional Festering Wounds. Three Rank Talent.

    Epidemic: Causes each of your Virulent Plagues to flare up, dealing Shadow damage to the infected enemy, and an additional Shadow damage to all other enemies near them.


    Unholy Row 5

    Improved Scourge Strike [NNF]: Scourge Strike damage increased by [10/20]%. Two Rank Talent.

    Harbinger of Doom: Sudden Doom triggers 15% more often and can accumulate up to 2 charges.

    Dark Transformation: Your ghoul deals Shadow damage to 5 nearby enemies and transforms into a powerful undead monstrosity for 15 seconds. The ghoul's abilities are empowered and take on new functions while the transformation is active.

    Deadly Coil: Reduces the Runic Power cost of Death Coil by [5/10]. Two Rank Talent.


    Unholy Row 6

    Clawing Shadows (Replaces Scourge Strike): Deals Shadow damage and causes 1 Festering Wound to burst.

    Pestilence: Death and Decay damage has a 10% chance to apply a Festering Wound to the enemy.

    Choice Node:

    • Unholy Pact: Dark Transformation creates an unholy pact between you and your pet, igniting flaming chains that deal Shadow damage over 15 sec to enemies between you and your pet. While active, your strength is increased by 3%.
    • Defile: Defile the targeted ground, dealing Shadow damage to all enemies over 10 seconds. While you remain within your Defile, your Scourge Strike will hit 4 enemies near the target. If any enemies are standing in the Defile, it grows in size and deals increasing damage every seconds.

    Choice Node:

    • Bursting Sores: Bursting a Festering Wound deals 25% more damage, and deals Shadow damage to all nearby enemies. Deals reduced damage beyond 8 targets.
    • Ebon Fever: Virulent Plague deals 15% more damage over time in half the duration.

    Infected Claws: Your ghoul's Claw attack has a 30% chance to cause a Festering Wound on the target.

    All Will Serve: Your Raise Dead spell summons an additional skeletal minion.


    Unholy Row 7

    Pestilent Pustules: Bursting a Festering Wound has a 10% chance to grant you Runic Corruption.

    Unholy Command: Damage Dealt by Death Coil reduces the cooldown of Dark Transformation by [0.5/1] seconds. Two Rank Talent.

    Army of the Dead: Summons a legion of ghouls who swarms your enemies, fighting anything they can for 30 seconds.

    Improved Death Coil: Death Coil deals [20/40]% additional damage and seeks out 1 additional nearby enemy.

    Reaping: Your Soul Reaper, Scourge Strike, Festering Strike, and Death Coil deal 20% additional damage to enemies below 35% health.


    Unholy Row 8

    Death Rot: Sudden Doom causes your Death Coil to burst up to 2 additional Festering Wounds and increases the Shadow damage the target takes from you by 4% per wound popped for 6 seconds.

    Apocalypse: Bring doom upon the enemy, dealing Shadow damage and bursting up to 4 Festering Wounds on the target. Summons an Army of the Dead ghoul for 15 sec for each burst Festering Wound.

    Unholy Blight: Surrounds yourself with a vile swarm of insects for 6 sec, stinging all nearby enemies and infecting them with Virulent Plague and an unholy disease that deals damage over 14 sec, stacking up to 4 times.


    Unholy Row 9

    Festermight: Popping a Festering Wound increases your Strength by [1/2]% for 20 sec, stacking. Does not refresh duration. Two Rank Talent.

    Frenzied Monstrosity: Dark Transformation also increases the attack speed and damage of you and your Monstrosity by [4/8]%. Two Rank Talent.

    Morbidity: Diseased enemies take [3/6]% increased damage per disease they are affected by. Two Rank Talent.

    Unholy Aura: All enemies within 8 yards take [10/20]% increased damage from your minions. Two Rank Talent.


    Unholy Row 10

    Unholy Assault: Strike your target dealing Shadow damage, infecting the target with 4 Festering Wounds and sending you into an Unholy Frenzy increasing haste by 20% for 12 seconds.

    Army of the Damned: Death Coil reduces the cooldown of Apocalypse by 1 sec and Army of the Dead by 5 seconds. Apocalypse and Army of the Dead also summon a Magus of the Dead who hurls Frostbolts and Shadow Bolts at your foes.

    Summon Gargoyle: Summon a Gargoyle into the area to bombard the target for 30 seconds. The Gargoyle gains 1% increased damage for every 2 Runic Power you spend.

    Thank you for reading, and we look forward to hearing your impressions of what we have so far.

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    They really, REALLY need to redesign the Death Strike ability, having it heal for the damage done to you in the last 5 seconds...is...bad, VERY bad, why not heal a % of total health, like the Warrior's healing ability? It could do shadow damage and as it strikes, it drains health from the target, healing the user by 20% or 40% and then give it a cooldown that resets when a target that gives xp or would if not at max level dies.

    Even Victory Rush (Warrior's Healing Ability) has a flaw....needing the killing blow is bad while in groups, maybe it should be 'when your target dies and you have hit it in the last 5 seconds or something.

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    1 hour ago, Lithari said:

    They really, REALLY need to redesign the Death Strike ability, having it heal for the damage done to you in the last 5 seconds...is...bad, VERY bad, why not heal a % of total health, like the Warrior's healing ability? It could do shadow damage and as it strikes, it drains health from the target, healing the user by 20% or 40% and then give it a cooldown that resets when a target that gives xp or would if not at max level dies.

    Because it rewards you for using it properly, I imagine, not mindlessly slamming it the moment you miss hp.

    "BAD, VERY BAD" -(c)

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    1 hour ago, Teufel said:

    Because it rewards you for using it properly, I imagine, not mindlessly slamming it the moment you miss hp.

    "BAD, VERY BAD" -(c)

    Actually, i only use that type of ability when i get down to 40-50% health, whenever i have tried to use this Death Strike ability, it never seems to heal me much at all, hence my opinion on the matter.

    Using it properly.......hmmm, when my health gets low is the wrong way? okay, so do i use it when i die? oh right, i am dead....respawn is required.....so when is the right time?

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    9 hours ago, Lithari said:

    Actually, i only use that type of ability when i get down to 40-50% health, whenever i have tried to use this Death Strike ability, it never seems to heal me much at all, hence my opinion on the matter.

    Using it properly.......hmmm, when my health gets low is the wrong way? okay, so do i use it when i die? oh right, i am dead....respawn is required.....so when is the right time?

    Sounds like a story from the conent that doesn't do damage at all. Here's something more realistic.

    The Jalier, say Heroic. He just finished casting his nice little circle you ran away from and he comes towards you for a good 20 seconds of hitting you in the face for roughly 75k per swing, so it takes him exactly 2 swings to kill you if you have no external aid or press anything.

    You sit and realize as he appoaches you that he hasn't melee'd you in the last 5 seconds, so DS healing would be whimsical, and pressing it right after he hits you would just waste 40RP - and god forbid 40 is all you have atm.

    So, you press Rune Tap (basically any defensive will do, VB does essentially the same by increasing your max hp for the purposes of his first strike) to soften his first strike and let the hots and whatever healers have on you help you out abit. And by the second strike, which may be his next one or one after, depending on your parry luck. you're in position to answer his swings with DStrikes that will heal for 40+% your HP for each 40RP.

    Magic. 

    Edited by Teufel

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    I think an even better example for DS healing is Rygelon. Compared to Jailer i think Rygelon is the real boy to make your healers cry, because most of the time you compete with them there.

     

    edit.:

    My personal best log for Rygelon heroic was 18,7k. Sure thats not the top, but at least still 96% log.

    In case of Jailer i had the feeling, that he was easier to manage for me.

    Edited by Baharok

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    21 hours ago, Lithari said:

    They really, REALLY need to redesign the Death Strike ability, having it heal for the damage done to you in the last 5 seconds...is...bad, VERY bad, why not heal a % of total health, like the Warrior's healing ability? It could do shadow damage and as it strikes, it drains health from the target, healing the user by 20% or 40% and then give it a cooldown that resets when a target that gives xp or would if not at max level dies.

    Even Victory Rush (Warrior's Healing Ability) has a flaw....needing the killing blow is bad while in groups, maybe it should be 'when your target dies and you have hit it in the last 5 seconds or something.

    Death strike is op. Blood DKs almost don’t need healing in mythic raiding because it’s so good. In mythic+ I don’t need much healing. You’re using it wrong for sure. I’m not saying you’re dumb or anything because DK is the hardest tank spec along side brewmaster. You may want to watch or read a guide on how to play it because I outbreak most healers in all content I do. 

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    5 hours ago, Baharok said:

    I think an even better example for DS healing is Rygelon. Compared to Jailer i think Rygelon is the real boy to make your healers cry, because most of the time you compete with them there.

     

    edit.:

    My personal best log for Rygelon heroic was 18,7k. Sure thats not the top, but at least still 96% log.

    In case of Jailer i had the feeling, that he was easier to manage for me.

    Yeah, jailer is easier to manage but he also slaps the hardest and shows off how op DS is. Because he takes blood DKs down to like 10% hp easily but the DK is totally safe AND doesn’t need external healing.

    which I’ll just say now is a good thing because blood is a vamp tank not a mitigation tank

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    17 hours ago, Baharok said:

    I think an even better example for DS healing is Rygelon. Compared to Jailer i think Rygelon is the real boy to make your healers cry, because most of the time you compete with them there.

     

    edit.:

    My personal best log for Rygelon heroic was 18,7k. Sure thats not the top, but at least still 96% log.

    In case of Jailer i had the feeling, that he was easier to manage for me.

    He most certainly is, but I felt a hard-meleeing slow-swinging Boss like the Jailer or the Guardian of the First Ones just makes for an easier to understand example.
    I mean, you can even go and solotank Dausegne Heroic, and see similar HPS numbers (my biggest was 19k) when she starts demolishing you at 20+ stacks.

    Edited by Teufel

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    14 hours ago, Entegs said:

    Yeah, jailer is easier to manage but he also slaps the hardest and shows off how op DS is. Because he takes blood DKs down to like 10% hp easily but the DK is totally safe AND doesn’t need external healing.

    which I’ll just say now is a good thing because blood is a vamp tank not a mitigation tank

    Yep exactly.

     

    2 hours ago, Teufel said:

    He most certainly is, but I felt a hard-meleeing slow-swinging Boss like the Jailer or the Guardian of the First Ones just makes for an easier to understand example.
    I mean, you can even go and solotank Dausegne Heroic, and see similar HPS numbers (my biggest was 19k) when she starts demolishing you at 20+ stacks.

    Yes i would like to do that, but my guild skipping to Jailer latest, since noone want to do the rest anymore and in case of Rygelon i allways have to beg for letting me take more stacks. 😄

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    35 minutes ago, Baharok said:

    Yes i would like to do that, but my guild skipping to Jailer latest, since noone want to do the rest anymore and in case of Rygelon i allways have to beg for letting me take more stacks. 😄

    Usually only doing that if there's extra damage to be had from this, like with Dausegne/Lihuvim/Pantheon. Though, I don't think it's that worth the risk on Rygelon 😄

    • Haha 1

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    1 hour ago, Teufel said:

    Usually only doing that if there's extra damage to be had from this, like with Dausegne/Lihuvim/Pantheon. Though, I don't think it's that worth the risk on Rygelon 😄

    Just can speak for me, but i'm a "painaddict" 😄

    -> The more damage i get and handle, the more it is a pleassure for me. But really - the So'Azmi trinket has its fair use there.

    In case of M+ people allready know me for being a nerd in damageincome, we are joking in Discord with comments like "Oh yes hit me hard! I want more!" If you can handle Blood DK it is fun and good time not just for yourself. 😄

    I allways have a big grin on my face, when healer's or other people ask me, how it is possible to get so much dmg constantly and still not die or having more than 40k HPS sometimes. 😄

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    12 minutes ago, Baharok said:

    Just can speak for me, but i'm a "painaddict" 😄

    -> The more damage i get and handle, the more it is a pleassure for me. But really - the So'Azmi trinket has its fair use there.

    In case of M+ people allready know me for being a nerd in damageincome, we are joking in Discord with comments like "Oh yes hit me hard! I want more!" If you can handle Blood DK it is fun and good time not just for yourself. 😄

    I allways have a big grin on my face, when healer's or other people ask me, how it is possible to get so much dmg constantly and still not die or having more than 40k HPS sometimes. 😄

    Tried the trinket, but I imagine you need way more stacks to be THAT good, usually just sticking to Elegy.

    And even when I do need such a trinket, there's still Mythic Defense Matrix. The effect might be a taf weaker, but I'm having another hundred STR, so, worth.

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    3 hours ago, Teufel said:

    Tried the trinket, but I imagine you need way more stacks to be THAT good, usually just sticking to Elegy.

    And even when I do need such a trinket, there's still Mythic Defense Matrix. The effect might be a taf weaker, but I'm having another hundred STR, so, worth.

    I think that an average of 1,3k DPS just from the trinket is not bad considering the normal 2 stack variant swap. At the end sure it depends what stuff you have.

     

    edit.:

    Do not forget that it hits and absorbs, also the time you cant be directly at the boss, just for having him as target. (which has to be in mind in M+ as well, since you can add trash if you are not careful in the moment you have active dots / debuff) - Also the tooltip might be irritating, but it only absorbs the small amount, but hits for the 10% of the incoming damage, many people just read the small absorbamount and think its the reflected damage, which is not the case. (which is why the trinket gets alot better in higher keys as well, since the incoming damage is alot higher)

    Edited by Baharok

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    On 6/3/2022 at 6:53 PM, Lithari said:

    They really, REALLY need to redesign the Death Strike ability, having it heal for the damage done to you in the last 5 seconds...is...bad, VERY bad, why not heal a % of total health, like the Warrior's healing ability? It could do shadow damage and as it strikes, it drains health from the target, healing the user by 20% or 40% and then give it a cooldown that resets when a target that gives xp or would if not at max level dies.

    Even Victory Rush (Warrior's Healing Ability) has a flaw....needing the killing blow is bad while in groups, maybe it should be 'when your target dies and you have hit it in the last 5 seconds or something.

    The only thing that should be done about Death Strike to flatten the curve in skill a bit is make it so it heals fro the damage that SHOULD have been done to you. Allowing newer players not to fall too far behind if they panic press some mitigations especially rune tap. I feel it counter intuitive to punish mitigation by making the healing less

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    5 minutes ago, Shadehallow said:

    make it so it heals fro the damage that SHOULD have been done to you.

    Imho this would include to many options to consider. You can have defensive proc's the moment before the hit comes, you could get external and not to forget - What you mean is giving you an absorb, because it doesnt heal you prior to damage, it would be a preventive shield. I think Death Strike is nice as it is. If they want to change something, then it should be something in the UI, to show you the amount you would heal from the damage you got the last 5 seconds WITHOUT using Weakauras / any Addon for it to show you. This is the real struggle for newcomers of the spec in my opinion. You need to create a feeling for the income and outcome.

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    1 hour ago, Shadehallow said:

    I'm so glad they're bringing rune strike back. Though odd it's baseline for all specs

    Runestrike exists even now, it just gets replaced by the spec-specific single-rune ability once you pick a spec (Heart Strike, Howling Blast, Scourge Strike). Probably it'll be there in the same capacity.

    A shame, actually. I'd like to have an option to spend RP on damage when I don't need to heal, and the only option atm is Coil, which does way less damage per RP than Deathstrike. If they'd buff Coil damage for Blood or made Runestrike a Blood-specific damage RP spender I'd enjoy it more.

     

    1 hour ago, Baharok said:

    I think that an average of 1,3k DPS just from the trinket is not bad considering the normal 2 stack variant swap. At the end sure it depends what stuff you have.

    Pretty sure "normal" swap is a single stack. The best way to tell these days is the boss having no Taunt DR, such as Rygelon or Halondrus. Did some Mythic Rygelon pulls an hour ago, though, the trinket does look better.

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    38 minutes ago, Teufel said:

    Runestrike exists even now, it just gets replaced by the spec-specific single-rune ability once you pick a spec (Heart Strike, Howling Blast, Scourge Strike). Probably it'll be there in the same capacity.

    A shame, actually. I'd like to have an option to spend RP on damage when I don't need to heal, and the only option atm is Coil, which does way less damage per RP than Deathstrike. If they'd buff Coil damage for Blood or made Runestrike a Blood-specific damage RP spender I'd enjoy it more.

    Was not aware that was the case havent had a dk that low in years. That's unfortunate. Hopefully they choose to make it another RP dump especially for blood like you said bring back some of the Cata style gameplay. All we'd need is a disease leggo and blood caked blade back lol.

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    11 hours ago, Teufel said:

    Runestrike exists even now, it just gets replaced by the spec-specific single-rune ability once you pick a spec (Heart Strike, Howling Blast, Scourge Strike). Probably it'll be there in the same capacity.

    A shame, actually. I'd like to have an option to spend RP on damage when I don't need to heal, and the only option atm is Coil, which does way less damage per RP than Deathstrike. If they'd buff Coil damage for Blood or made Runestrike a Blood-specific damage RP spender I'd enjoy it more.

     

    Pretty sure "normal" swap is a single stack. The best way to tell these days is the boss having no Taunt DR, such as Rygelon or Halondrus. Did some Mythic Rygelon pulls an hour ago, though, the trinket does look better.

    Hey there.

    I just read about some undocumented changes i was not aware of with 9.2.5. Taking this in mind and the fact i did not raid since release of the patch, the trinket got alot worse, sad but thats it. So lets quit it here and dont think anymore about it. haha 😄

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    56 minutes ago, Baharok said:

    Hey there.

    I just read about some undocumented changes i was not aware of with 9.2.5. Taking this in mind and the fact i did not raid since release of the patch, the trinket got alot worse, sad but thats it. So lets quit it here and dont think anymore about it. haha 😄

    It's funny, actually.
    Said 'some pulling Mythic Rygelon' yesterday had it still being useful enough, despite being 'nerfed'. Unless the nerf was implemented right after we finished, or I'm missing something in regards to it.

    Longest pull:
    image.thumb.png.57680f8f818aedfccf7e0223df025539.png

    • Like 1

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    Riposte damage was nearly 500k for me prior to the patch on Rygelon heroic (i dont have mythic guild). But ofc yes it has its values on Rygelon and if we do him again i will keep using it on this boss for sure, passive damage isnt that bad.

    I was checking another try from this boss heroic from prior patch:

    about 9k DPS, 13,31% from Reposte - 401,5k damage, and especially: 390 hits. 1.198,5 DPS.

    Edited by Baharok

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    50 minutes ago, Baharok said:

    Riposte damage was nearly 500k for me prior to the patch on Rygelon heroic (i dont have mythic guild). But ofc yes it has its values on Rygelon and if we do him again i will keep using it on this boss for sure, passive damage isnt that bad.

    I was checking another try from this boss heroic from prior patch:

    about 9k DPS, 13,31% from Reposte - 401,5k damage, and especially: 390 hits. 1.198,5 DPS.

    You talk about kills. 
    That above is a 3-min try. That said, I'm a huge fan of Red Thirst, so my numbers with it might be bigger if you play with either of the other two.

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    1 hour ago, Teufel said:

    You talk about kills. 
    That above is a 3-min try. That said, I'm a huge fan of Red Thirst, so my numbers with it might be bigger if you play with either of the other two.

    I'm not interested to fight over this. The core point (and off topic as well) was that this trinket had a huge advantage in niche situations with high income and which got nerfed a bit. It is not bottom tier at all now, but also not a "hunt for every price" thing.  I guess you agree there?

     

    About the topic:

    I'm not really sure how i should see the talent tree they want to bring. I'm more of a practical kind of being. Hopefully i can test it in Beta later. 🙂

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    33 minutes ago, Baharok said:

    I'm not interested to fight over this. The core point (and off topic as well) was that this trinket had a huge advantage in niche situations with high income and which got nerfed a bit. It is not bottom tier at all now, but also not a "hunt for every price" thing.  I guess you agree there?

     

    About the topic:

    I'm not really sure how i should see the talent tree they want to bring. I'm more of a practical kind of being. Hopefully i can test it in Beta later. 🙂

    Who's fighting?
    Wondering if the Matrix would be remade in the same manner. Though... I guess it already is, aside from absorbing Stagger for Monks. 
    Still wanting an RP damage spender. Bonestorm kinda is, but... bonestorm.

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Further, the talents in the bottom half of the tree are divided into “physical” and “magical” halves that you can access by investing in either Feral / Guardian or Restoration / Balance sections. More details can be found in the Feedback: Druid Updates 1 thread. New Talent: Oakskin – Survival Instincts and Barkskin reduce damage taken by an additional 10%. New Talent: Fluid Form – Shred and Rake can be used in any form and shifts you into Cat Form. Mangle can be used in any form and shifts you into Bear Form. Wrath and Starfire shifts you into Moonkin Form, if known. New Talent: Ursoc’s Spirit – Stamina in Bear Form is increased by 10%. New Talent: Instincts of the Claw – Shred, Swipe, Rake, Mangle, and Thrash damage increased by 5/10%. New Talent: Lore of the Grove – Moonfire and Sunfire damage increased by 5/10%. Rejuvenation and Wild Growth healing increased by 3/5%. New Talent: Starlight Conduit – Wrath, Starsurge, and Starfire damage increased by 5%. For non-Balance, Starsurge’s cooldown is reduced by 4 seconds and its mana cost is reduced by 50%. Heart of the Wild now reduces the global cooldown of affected Balance cast-time spells. Cat Form now increases the range of auto-attacks and melee abilities by 3 yards. Swiftmend has been removed from the talent tree and is now baseline for Restoration Druids. Improved Swipe has been removed from the talent tree and its benefit added to Swipe by default. Moonkin Form has been removed from the talent tree and is now baseline for Balance Druids. Feline Swiftness is now a 1 point talent that increases movement speed by 15%. It’s position is moved to gate 1 under Rake. Thick Hide is now a 1 point talent that reduces damage taken by 4%. Natural Recovery is now a 1 point talent that increases healing received by 4%. It no longer increases healing done. Astral Influence is now a 1 point talent that increases the range of all your spells by 5 yards. It no longer increases auto attack or melee ability range. Primal Fury now also increases Critical Strike damage of Mangle by 20%. Ursine Vigor is now a 1 point talent that increases Stamina and armor in Bear Form by 15% for 4 seconds. Guardian Druid improved Bear Form Stamina bonus decreased to 10% (was 20%). Lycara’s Teachings is now a 2 point talent that grants 3/6% of various secondary stats. Forestwalk is now a 1 point talent. It’s bonus increases your movement speed and healing received by 8% for 6 seconds. Well-Honed Instincts is now a 1 point talent, its effect can occur once every 120 seconds. Gale Winds / Incessant Winds choice node removed. Tireless Pursuit removed. Balance Developer’s note: Our top goals for Balance Druid in The War Within are to ease some of the constraints on their rotation, open up a greater variety of builds and play styles, and tune their balance and resource generation. Learn more here 1. New Talent: Greater Alignment – Celestial Alignment lasts 40% longer. During Celestial Alignment, Solar Eclipse increases Nature damage done by an additional 5% and Lunar Eclipse increases Arcane damage done by an additional 5%. New Talent: Stellar Amplification – Starsurge increases the damage the target takes from your periodic effects and Shooting Stars for 5 seconds. Reapplying this effect extends its duration, up to 20 seconds. New Talent: Harmony of the Heavens – Starsurge or Starfall increase your current Eclipse’s Arcane or Nature damage bonus by an additional 1%, up to 5%. New Talent: Touch the Cosmos – Casting Wrath in an Eclipse has an 8% chance to make your next Starsurge free. Casting Starfire in an Eclipse has a 10% chance to make your next Starfall free. Umbral Embrace has been redesigned – Wrath and Starfire have a 20% chance to cause the next Wrath or Starfire you cast in Eclipse to become Astral and deal 100% additional damage. Now a 1 point talent. New Talent: Umbral Inspiration – Consuming Umbral Embrace increases the damage of your Moonfire, Sunfire, Shooting Stars, and Starfall by 20% for 5 seconds. Astral Smolder has been redesigned – Wrath and Starfire have a 45% chance to cause their targets to languish for an additional 80% of their damage dealt over 6 seconds. Astral Communion has been redesigned – Maximum Astral Power increased by 20. Entering Eclipse grants 12 Astral Power. Nature’s Grace has been redesigned – When Eclipse ends or when you enter combat, enter a Dreamstate, reducing the cast time of your next 2 Starfires or Wraths by 20% and increasing their damage by 50%. All ability damage increased by 6%. Wrath, Starfire, and Shooting Stars damage increased by an additional 15%. Wild Mushrooms damage increased by an additional 25%. Astral Power generation reduced: Wrath: 6 (was ? Starfire: 8 (was 10) New Moon: 10 (was 12) Half Moon: 20 (was 24) Full Moon: 40 (was 50) Fury of Elune: 40 / 2.5 per tick (was 48 / 3 per tick) Celestial Alignment duration reduced to 15 seconds (was 20 seconds). Incarnation: Chosen of Elune duration reduced to 20 seconds (was 30 seconds). Mastery: Astral Invocation value reduced by 17%. Aetherial Kindling now extends during of active Sunfires and Moonfires by 3 seconds (was 4 seconds). Orbital Strike damage reduced by 25%. Umbral Intensity now increases Starfire’s damage as well as its area-of-effect damage scaling – Solar Eclipse increases the damage of Wrath by an additional 20/40%. Lunar Eclipse increases the damage of Starfire by 20/40% and the damage it deals to nearby enemies by an additional 15/30%. Waning Twilight is now a 1 point talent increasing damage you deal to targets with 3 or more of your periodic effects by 6%. Balance of all Things now increases Critical Strike chance by 10/20%, decreasing by 1/2% every second. Denizen of the Dream damage increased by 50%. Friend of the Fae has been removed. Denizen of the Dream moved to Friend of the Fae’s location. Positions of Aetherial Kindling and Lunar Shrapnel swapped. Orbit Breaker and Sundered Firmament are now a choice node where Orbit Breaker was. Primodial Arcanic Pulsar has been removed. Feral Developer’s note: Our top goals for Feral Druid in The War Within are to slow down its rotation a little to make Energy usage more tactical and to bring more clarity to playing the spec. We’re also trying to restore more of Tiger Fury’s identity and excitement, and simplifying some talent functionality to free up more choice in where you spend points. Many of these changes will read as nerfs – the goal is to build a healthy rotation and talent balance and buff damage to make that rotation competitive. Learn more here 1. New Talent: Resourceful Hunter – Leech increased by 2%. Versatility increased by 2%. New Talent: Coiled to Spring – If you generate a combo point in excess of what you can store, your next Ferocious Bite or Primal Wrath deals 10% increased direct damage. Developer’s note: This will only trigger during Berserk if you generate a combo point in excess of five while you already have 3 stacks of Overflowing Power. New Talent: Savage Fury – Tiger’s Fury increases your Haste by 8% and Energy recovery rate by 20% for 6 seconds. Mastery: Razor Claws has been redesigned – Now increases damage of Cat Form bleed and other periodic abilities. Predator has been redesigned – No longer causes Tiger’s Fury’s cooldown to be reset when a target dies with one of your bleeds active. Tiger’s Fury lasts 5 additional seconds. Your combo point-generating abilities’ direct damage is increased by 40% of your Haste. Taste for Blood has been redesigned – No longer scales with number of bleeds on a target. Ferocious Bite damage increased by 15% and an additional 15% during Tiger’s Fury. Raging Fury has been redesigned – No longer increases Tiger’s Fury duration from spending combo points. Tiger’s Fury lasts 5 additional seconds. All ability damage increased by 8%. The direct damage of Shred, Rake, Swipe / Brutal Slash, and Thrash increased by an additional 10%. Berserk duration reduced to 15 seconds (was 20 seconds). Incarnation: Avatar of Ashamane duration reduced to 20 seconds (was 30 seconds). Berserk no longer increases the damage of Shred and Rake. It now increases all ability and auto-attack damage by 10%. Sabertooth now increases damage Ferocious Bite’s primary target takes from all of your Cat Form periodic damage by 3% per combo point spent for 4 seconds (instead of 5% damage dealt by all Rips on all targets). Tireless Energy now increases passive Energy generation by 8%/15% (was 10%/20%) and total Energy by 20/40 (was 30/60). Primal Wrath Energy cost increased to 30 and its direct damage increased by 50%. Tear Open Wounds now consumes 6 seconds of Rip damage during Berserk. Moonfire in Cat Form with Lunar Inspiration duration increased to 18 seconds and overall damage reduced by 10%. Moment of Clarity now increases the rate that Omen of Clarity triggers by 30% (was 50%). Berserk: Heart of the Lion now reduces Berserk’s cooldown by 60 seconds (was reduces cooldown by 0.5 seconds per combo point spent). Berserk: Frenzy now causes enemies to bleed for 135% of all direct damage dealt by combo point generating abilities (was 100%). Soul of the Forest restores 2 Energy per combo point spent (was 3 Energy). Apex Predator’s chance to trigger on a single target is reduced, but its chance to trigger in area-of-effect increases at a faster rate. The following talents have been removed: Dire Fixation Protective Growth Rampant Ferocity Relentless Predator Taste for Blood moved to Relentless Predator’s old location. Infected Wounds moved to Taste for Blood’s old location. Restoration Developer’s note: In The War Within, we’d like to reduce active keybinds, increase the base power of Rejuvenation, and offer some new Heart of the Wild gameplay. With the removal of Adaptive Swarm, we’re opting to replace it with some new Heart of the Wild synergy that both increases the uptime of the effect and enables the Druid to focus on the hybrid gameplay further for its duration. Learn more here 1. New Talent: Dream of Cenarius – While Heart of the Wild is active, Wrath and Shred transfer 150% of their damage and Starfire and Swipe transfer 100% of their damage into healing onto a nearby ally. New Talent: Call of the Elder Druid – When you shift into a combat shapeshift form or cast Starsurge, you gain Heart of the Wild for 10 seconds, once every 60 seconds. New Talent: Thriving Vegetation – Rejuvenation instantly heals for 15/30% of its periodic healing and Regrowth’s duration is increased by 3/6 seconds. New Talent: Prosperity – Swiftmend now has 2 charges. Rejuvenation healing increased by 30%. Grove Guardian’s healing reduced by 15%. Wild Synthesis Wild Growth healing reduced by 15%. Verdant Infusion now extends the duration of heal over time effects by 8 seconds (was 12 seconds). Nurturing Dormancy is now capped at 4 second extension (was 6 seconds). Abundance now increases the Critical Strike chance of Regrowth by 8% and decreases its mana cost by 8% per stack (was 5%). Flourish has moved to a choice node with Photosynthesis Invigorate has moved to a choice node with Embrace of the Dream. Soul of the Forest and Heart of the Wild added to Personal Resource Display. The following talents have been removed: Adaptive Swarm Unbridled Swarm Luxuriant Soil EVOKER Evokers now start at level 10 (was level 58). Evokers now unlock the talent pane immediately after choosing a specialization in the Forbidden Reach, and they no longer learn “temporary” talents as they complete the Forbidden Reach experience. Several base spells that were previously learned at level 58 are now learned at level 10. Mass Return is now learned at level 38. Fury of the Aspects is now learned at level 48. Devastation Developer’s note: Devastation Evoker can generate very high threat at the start of a pull due to a combination of their Mastery: Giantkiller and the burstiness of spells like Fire Breath and Pyre (particularly when used with Dragonrage and Charged Blast). As a result, we’re reducing the threat these spells generate. Fire Breath threat generated reduced by 50%. Pyre threat generated reduced by 30%. Preservation Developer’s note: In this update, our goal was to incorporate Lifespark (Season 1 set bonus for Preservation) into the talent tree and expand talent options by improving the pathing of the tree. We also wanted to keep the flavor of the left side of the tree being Green, the middle being Red, and the right being Bronze. New Talent: Lifespark – Reversion healing has a chance to grant you instant cast Living Flame and increase its damage/healing by 50%. New Talent: Titan’s Gift – Essence Burst increases the effectiveness of your next Essence ability by 25%. Life-Giver’s Flame is now a 1 point node (was 2). Its position has been relocated at the bottom middle of the tree. Grace Period is now a 1 point node (was 2). Its position has been relocated as a capstone below Timeless Magic. Font of Magic and Power Nexus have been relocated to the middle center of the tree. Cycle of Life has been relocated as a capstone at the bottom left of the tree. MONK Developer’s note: Our main goals for the Monk Class tree are to introduce more optionality, refresh the cappers, and add a few new pieces of utility (such as an Enrage dispel), while still cutting down on overall keybind requirements. To accomplish this, we’ve added choice nodes to most active options that offer a passive option or changed pathing to allow more skipping of these spells. More details can be found in the Feedback: Monk Updates 1 thread. New Talent: Crashing Momentum – Targets you Roll through are snared by 40% for 5 seconds. New Talent: Bounding Agility – Roll and Chi Torpedo travel a small distance further. New Talent: Wind’s Reach – The range of Disable is increased by 5 yards. The duration of Crashing Momentum is increased by 3 seconds and its snare now reduces movement speed by an additional 20%. New Talent: Ancient Arts – Reduces the cooldown of Paralysis by 8/15 seconds and the cooldown of Leg Sweep by 5/10 seconds. New Talent: Jade Walk – While out of combat, your movement speed is increased by 15%. New Talent: Pressure Points – Paralysis now removes all Enrage effects from its target. New Talent: Energy Transfer – Successfully interrupting an enemy reduces the cooldown of Paralysis and Roll by 5 seconds. New Talent: Quick Footed – The duration of snare effects on you is reduced by 20%. New Talent: Spirit’s Essence: Transcendence – Transfer snares targets within 10 yards by 70% for 4 seconds when cast. New Talent: Peace and Prosperity – Reduces the cooldown of Ring of Peace by 5 seconds and Song of Chi-Ji’s cast time is reduced by 0.5 seconds. New Talent: Swift Art – Roll removes a snare effect once every 30 seconds. New Talent: Celestial Determination – While your celestial is active, you cannot be slowed below 90% normal movement speed. New Talent: Martial Instincts – Increases your Physical damage done by 2/4% and Avoidance increased by 2/4%. New Talent: Healing Winds: Transcendence – Transfer immediately heals you for 15% of your maximum health. New Talent: Chi Proficiency – Magical damage done increased by 2/4% and healing done increased by 2/4%. New Talent: Lighter Than Air – Roll causes you to become lighter than air, allowing you to double jump to dash forward a short distance once within 5 seconds. New Talent: Flow of Chi – You gain a bonus effect based on your current health. Above 90% health: Movement speed increased by 5%. This bonus stacks with similar effects. Between 90% and 35% health: Damage taken reduced by 5%. Below 35% health: Healing received increased by 10%. New Talent: Rushing Reflexes – Your heightened reflexes allow you to react swiftly to the presence of enemies, causing you to quickly lunge to the nearest enemy within 10 yards after you Roll. New Talent: Transcendence: Linked Spirits – Transcendence now tethers your spirit onto an ally for 1 hour. Use Transcendence: Transfer to teleport to your ally’s location. Tiger Tail Sweep has been redesigned – Increases the range of Leg Sweep by 4 yards. Now a 1 point talent. Elusive Mists has been redesigned – Reduces all damage taken by you and your target while channeling Soothing Mists by 6%. Now a 1 point talent. Chi Wave has been redesigned – Every 15 seconds, your next Rising Sun Kick or Vivify releases a wave of Chi energy that flows through friends and foes, dealing Nature damage or healing. Bounces up to 7 times to targets within 25 yards. Summon White Tiger Statue has been redesigned – Invoking Xuen, the White Tiger also spawns a White Tiger Statue at your location that pulses damage to all enemies ever 2 seconds for 10 seconds. Ironshell Brew has been redesigned – Increases your maximum health by an additional 10% and your damage taken is reduced by an additional 10% while Fortifying Brew is active. Escape from Reality has been redesigned – After you use Transcendence: Transfer, you can use Transcendence: Transfer again within 10 seconds, ignoring its cooldown. Fatal Touch has been redesigned – Touch of Death increases your damage by 5% for 30 seconds after being cast and its cooldown is reduced by 90 seconds. Now a 1 point talent. Clash has moved to the Class tree. Improved Roll is now baseline for all Monk specializations. Fortifying Brew cooldown is now 2 minutes for Mistweaver and Windwalker. Many talents have changed positions. The following talents are now 1 point: Save Them All Bounce Back Resonant Fists Grace of the Crane Fast Feet The following talents have been removed: Improved Roll Improved Vivify Ferocity of Xuen Hasty Provocation Eye of the Tiger Close to Heart Generous Pour Resonant Fists Dampen Harm and Summon Black Ox Statue have been removed for Windwalker and Mistweaver. Summon White Tiger Statue and Summon Jade Serpent Statue have been removed for Brewmaster and Windwalker. Mistweaver Developer’s note: Mistweaver is seeing a few updates including their class 2-set Chi Harmony bonus and the removal of Essence Font. We’re also adding a talent to help Mistweavers who are focused on melee to gain more value out of their Mastery stat. Essence Font’s removal will have a few outcomes, the most important of which to address will be melee Mistweavers in raid healing scenarios.
        We’re hoping the removal of Clouded Focus and consequent tuning of Vivify and Enveloping Mist will help Soothing Mist fill the gaps for them, but there are some realities around planting and casting that may feel worse than Essence Font did. Our goal here is to make the risk/reward feel worth it here through tuning, but we’re going to continue looking at this as we iterate in The War Within. Learn more here. New Talent: Crane Style – Rising Sun Kick now kicks up a Gust of Mist to heal 2 allies within 40 yards. Spinning Crane Kick and Blackout Kick have a chance to kick up a Gust of Mist to heal 1 ally within 40 yards. New Talent: Deep Clarity – After you fully consume Thunder Focus Tea, your next Vivify triggers Zen Pulse. New Talent: Chi Harmony – Renewing Mist applies Chi Harmony to its initial target, increasing their healing taken from you by 50% for 8 seconds. Zen Pulse has been redesigned – Renewing Mist’s heal over time has a chance to cause your next Vivify to also trigger a Zen Pulse on its target and all allies with Renewing Mist, healing them increased by 5% per Renewing Mist active, up to 50%. Jadefire Stomp no longer casts Essence Font, its cooldown is reduced to 15 seconds (was 20 seconds), and now casts Gusts of Mist on each ally healed. Gust of Mist healing increased by 20%. Jade Bond now increases the healing of Yu’lon’s Soothing Breath by 300% (was 40%). Invigorating Mist healing increased by 8%. Vivify healing increased by 9%. Vivify now costs 3% base mana (was 3.4%). Developer’s note: We are increasing the effectiveness of baseline Vivify with the removal of the Clouded Focus talent. Burst of Life’s icon has been changed. Various talents have changed locations. The following talents have been removed: Essence Font Upwelling Font of Life Clouded Focus Windwalker Developer’s note: Our updates for Windwalker in The War Within are intended to address a few issues the specialization struggled with throughout Dragonflight. These points of focus for us were the power levels of the Haste and Mastery stats falling behind other options, Jadefire Stomp’s usability, and the Touch of Death gameplay focus. Other areas that we are also looking at are resource bloat, evening out their rate of auto-attacks, and adding more pronounced thematics through both gameplay and visuals. Learn more here 3. New Talent: Acclamation – Rising Sun Kick increases the damage your target receives from you by 4% for 12 seconds. Multiple instances may overlap. New Talent: Flurry of Xuen – Your spells and abilities have a chance to activate Flurry of Xuen, unleashing a barrage of deadly swipes to deal Physical damage in a 10 yard cone. Invoking Xuen, the White Tiger activates Flurry of Xuen. Developer’s note: This ability is still being implemented and will be added in the subsequent Public Alpha build. New Talent: Martial Mixture – Blackout Kick increases the damage of your next Tiger Palm by 10%, stacking up to 12 times. New Talent: Courageous Impulse – The Blackout Kick! effect also increases the damage of your next Blackout Kick by 175%. New Talent: Energy Burst – When you consume Blackout Kick!, you have a 100% chance to generate 1 Chi. New Talent: Gale Force – Targets struck by Strike of the Windlord are sent reeling from its impact, causing them to become vulnerable to your attacks for 10 seconds. Your abilities have a 100% chance to affect the target a second time at 10% effectiveness as Nature damage while they are vulnerable. New Talent: Dual Threat – Your auto attacks have a 20% chance to instead kick your target dealing Physical damage and increasing your damage dealt by 5% for 5 seconds. New Talent: Momentum Boost – Fists of Fury’s damage is increased by 100% of your Haste and Fists of Fury does 10% more damage each time it deals damage, resetting when Fists of Fury ends. Your auto attack speed is increased by 60% for 8 sec after Fists of Fury ends. New Talent: Ordered Elements – During Storm, Earth, and Fire, Rising Sun Kick reduces Chi costs by 1 for 5 seconds and Blackout Kick reduces the cooldown of affected abilities by an additional 1 second. Activating Storm, Earth, and Fire resets the remaining cooldown of Rising Sun Kick and grants 2 Chi. New Talent: Sequenced Strikes – You have a 100% chance to gain Blackout Kick! after consuming Dance of Chi-Ji. New Talent: Revolving Whirl – Whirling Dragon Punch has a 100% chance to activate Dance of Chi-Ji. New Talent: Knowledge of the Broken Temple – Whirling Dragon Punch grants 4 stacks of Teachings of the Monastery and its damage is increased by 20%. Teachings of the Monastery can now stack up to 8 times. New Talent: Singularly Focused Jade – Jadefire Stomp’s initial hit now strikes 1 target, but deals 500% increased damage and healing. New Talent: Communion With Wind – Strike of the Windlord’s cooldown is reduced by 10 seconds and its damage is increased by 20%. New Talent: Brawler’s Intensity – The cooldown of Rising Sun Kick is reduced by 1 second and the damage of Blackout Kick is increased by 10%. New Talent: Combat Wisdom – Every 15 seconds, your next Tiger Palm also casts Expel Harm and deals 100% additional damage. Replaces Expel Harm. Glory of Dawn has been redesigned – Rising Sun Kick has a chance equal to 100% of your Haste to trigger a second time, dealing Physical damage and restoring 1 Chi. Rushing Jade Wind has been redesigned – Strike of the Windlord applies Mark of the Crane to all enemies struck and summons a whirling tornado around you, causing Physical damage over 8 seconds to all enemies within 8 yards. Jadefire Stomp has been redesigned – Strike the Ground fiercely to expose a path of jade for 30 seconds that increases your movement speed by 20% while inside, dealing Nature damage to up to 5 enemies and restores health to up to 5 allies within 30 yards caught in the path. Up to 5 enemies caught in the path suffer additional damage. Inner Peace has been redesigned – Increases maximum Energy by 30. Tiger Palm’s energy cost reduced by 5. Mastery: Combo Strikes is now 20% more effective. Touch of Karma is now baseline for Windwalker. Whirling Dragon Punch now deals additional damage to the first target struck and its damage is reduced beyond 5 targets. Expel Harm no longer generates Chi for Windwalker. Flying Serpent Kick no longer deals damage. Mark of the Crane now only applies to the primary target of each strike. Teachings of the Monastery now stacks up to 4 times (was 3). Thunderfist now always generates 4 stacks of Thunderfist and additional stacks of Thunderfist per each additional target struck. Transfer the Power no longer stacks from Rushing Jade Wind, but now stacks from Spinning Crane Kick. Crane Vortex now increases the damage of Spinning Crane Kick by 15/30% (was 10/20%). Spinning Crane Kick now cancels from using other spells or abilities, but no longer prevents auto-attacks for its duration. Empowered Tiger Lightning’s effect is now baseline for Xuen, the White Tiger. Invoker’s Delight now increases Haste by 20% while active (was 33%). Xuen’s Bond now decreases the cooldown of Invoke Xuen, the White Tiger by 0.2 seconds (was 0.1 second) per Combo Strikes activation. Dance of Chi-Ji’s chance to trigger reduced by 25%. Tiger Palm Energy cost increased to 60 (was 50). Chi Burst no longer generates Chi for Windwalker. Many talents have changed positions. Drinking Horn Cover and Spiritual Focus are now a choice node together. The following talents are now 1 point: Touch of the Tiger Hardened Soles The following talents have been removed: Power Strikes Fatal Flying Guillotine Skyreach Serenity Forbidden Technique Widening Whirl Bonedust Brew Attenuation Dust in the Wind Flashing Fists Open Palm PALADIN Multiple applications of Greater Judgment may overlap. This also functions with Retribution’s multiple stack application. Glyph of the Luminous Charger now only works while Crusader Aura is active. Holy Developer’s note: Our goals are to replace Light of the Martyr with a passive spell but keep the same thematic sacrifice theme, move more of their throughput from Beacon of Light into their baseline spells, and redesign Blessing of Summer to feel more specific to their role. Learn more here. New Talent: Bestow Light – Light of the Martyr’s health threshold is reduced to 70% and increases Holy Shock’s healing by an additional 5% for every 5 seconds Light of the Martyr is active, stacking up to 3 times. While below 70% health, the light urgently heals you every 1 second. Light of the Martyr has been redesigned – While above 80% health, Holy Shock’s healing is increased 20%, but creates a heal absorb on you for 30% of the amount healed that prevents Beacon of Light from healing you until it has dissipated. Blessing of Summer has been redesigned – Bless an ally for 30 seconds, causing 20% of all healing to be converted into damage onto a nearby enemy and 10% of all damage to be converted into healing onto an injured ally within 40 yards. Beacon of Light now transfers 15% of healing done (was 25%). Barrier Faith now transfers 20% of healing into its absorb (was 25%). Word of Glory healing increased by 25%. Light of Dawn healing increased by 20%. Holy Shock healing increased by 20%. Tyr’s Deliverance healing decreased by 15%. Sacrifice of the Just now reduces the cooldown of Blessing of Sacrifice by 15 seconds (was 60 seconds). Blessing of Sacrifice now transfers 30% of damage taken (was 20%) for Holy. Fixed an issue that caused Tyr’s Deliverance’s healing to not be affected by some modifiers, such as Avenging Wrath. Barrier Faith is now on a choice node with Holy Prism. Tyr’s Deliverance and Reclamation have changed positions in the tree. Light’s Hammer has been removed. Retribution Developer’s note: Our initial goal is to explore how we can make secondary stats more appealing to Retribution, to allow a natural progression of scaling throughout an expansion. Due to the nature of many talents offering guaranteed critical hits, it was difficult for us to make Critical Strike a stat that felt valuable. To address this, we’ve reworked and rebalanced these talents to not automatically crit. They will instead gain value when you do crit, such as increasing their critical strike damage.
        One of the sources of frustration we’ve seen when it comes to the Retribution spec tree is that there is a large amount of friction between Single Target and AoE builds, leaving very little wiggle room for any sort of hybridization. We’ve done some restructuring to alleviate some of this tension, to create more room to explore hybrid type builds for when the scenarios might call for it. Learn more here 2. New Talent: Burn to Ash – When Truth’s Wake critically strikes, its duration is extended by 2 seconds. Your other damage over time effects deal 30% increased damage to targets affected by Truth’s Wake. Righteous Cause has been redesigned – Each Holy Power spent has a 6% chance to reset the cooldown of Blade of Justice. Art of War has been redesigned – Your auto attacks have a 20% chance to reset the cooldown of Blade of Justice. Critical strikes increase this chance by an additional 10%. Divine Hammer has been redesigned – Divine Hammers spin around you, consuming a Holy Power to strike enemies within 8 yards for Radiant damage every 2.2 seconds. While active, your Holy Power generating abilities recharge 75% faster, and increase the rate at which Divine Hammer strikes by 15% when they are cast. Deals reduced damage beyond 8 targets. Now a 2 min cooldown. Damage increased by 300%. Divine Hammer base periodic decreased to 2.2 seconds (was 3 seconds) Period scales with Haste. Final Reckoning has been redesigned – Now increases the damage taken from your single target Holy Power spenders by 30%. Increases the damage taken from your other Holy Power spenders by 15%. Vengeful Wrath has been redesigned – Hammer of Wrath deals 50% increased damage to enemies below 35% health. Vanguard of Justice has been redesigned – Templar’s Verdict and Divine Storm cost 1 additional Holy Power and deal 20% increased damage. Templar Strikes has been redesigned: Charge cooldown increased by 15%. Templar Slash, 2nd part of combo, overrides Templar Strike for 5 seconds (was 4 seconds). Crusader Strike becomes a 2-part combo: Templar Strike slashes an enemy for damage and gets replaced by Templar Slash for 5 seconds. Templar Slash strikes an enemy for damage, and burns them for 50% of the damage dealt over 4 seconds. Truth’s Wake effect is now added to Wake of Ashes baseline. Highlord’s Judgment has been renamed to Highlord’s Wrath. Mastery: Hand of Light has been renamed to Mastery: Highlord’s Judgment – Now also causes Judgment to have a chance to blast the target with the Light, dealing Holy damage. Highlord’s Wrath has been redesigned – Mastery: Highlord’s Judgment is 50/100% more effective on Judgment and Hammer of Wrath. Judgment applies an additional stack of Greater Judgment if it is known. Adjudication has been redesigned – Critical Strike damage of your abilities increased by 5% and Hammer of Wrath also has a chance to cast Highlord’s Judgment. Blades of Light has been redesigned – Crusader Strike, Judgment, Hammer of Wrath, and damaging single target Holy Power abilities now deal Holystrike damage and your abilities that deal Holystrike damage deal 5% increased damage. Divine Arbiter now has an additional effect – Highlord’s Judgment and Holystrike damage abilities grant you a stack of Divine Arbiter. Searing Light now has an additional effect – Highlord’s Judgment and Radiant damage abilities have a chance to call down and explosion of Holy Fire. Blessed Hammer from Adjudication now spawns from the target of your Hammer of Wrath. Execution Sentence now causes the enemy to suffer 20% of the damage dealt during its time after it expires (was 30%). Execution Sentence damage no longer counts as a damage over time effect. WARRIOR Developer’s note: The Warrior class talent tree has been significantly reorganized to allow for more player choice and build diversity in Warrior builds, as well as improve access to utility abilities like Storm Bolt and Shockwave. Rage generation for all Warrior specs in Dragonflight has been higher than we’re happy with so we’ve removed or reduced the power of several Rage-generating effects. With tuning, this will introduce more tactical gameplay around when to use Rage spenders and make those spenders more impactful. More details can be found in the Feedback: Warrior Updates 1 thread. Significant re-arrangement of many talents on the Warrior tree. Berserker Rage now auto-learned at level 12. Thunder Clap base Rage cost reduced to 20 (was 30). Slam damage normalized across all specializations (Arms-only Slam damage bonus removed), and damage increased by 200%. Blood and Thunder no longer increases Rage cost or damage of Thunder Clap. Crackling Thunder also increases damage of Thunder Clap by 10%. Frothing Berserker now refunds 10% Rage for Arms and Fury, and 25% Rage for Protection. Shockwave no longer generates Rage on cast. Champion’s Spear generates 10 Rage on cast (was 20). Thunderous Roar no longer generates Rage on cast. Thunderous Words now causes Thunderous Roar’s Bleed effect to increase damage targets take from all the Warrior’s bleed effects, rather than passively increasing it all the time. The following talents have been removed: Titanic Throw Sonic Boom Arms Developer’s note: In Dragonflight, Arms Warriors were most impacted by Rage over-generation, and combined with Arms having several mechanics that interact with Rage spend (Tactician, Anger Management, and Test of Might) led to certain builds dominating for most of the expansion and led to Arms rotation being overwhelmed by ability resets. To address this, in The War Within, Arms is receiving significant Rage generation and Rage cost adjustments as to make Rage management interesting for Arms. Many Arms talents have also seen significant changes, with the aim to give Arms Warriors more choices for their builds and rotation based on their preferences and the content they are playing, as well as more control over how and when they generate additional Rage. Learn more here. Moderate re-arrangement of several talents on the Arms tree. New Talent: Finishing Blows – Overpower generates 8 Rage when used on a target below 35% health. Barbaric Training has been redesigned for Arms – Now grants 20% damage and 10% critical damage to Slam and Whirlwind. Storm of Swords has been redesigned – Now grants Whirlwind a 30% chance to make your next Whirlwind cost 100% less Rage. Rage generated from auto-attacks reduced by 16%. Whirlwind base Rage cost reduced to 20 (was 30). Rend base Rage cost reduced to 20 (was 30). Ignore Pain Rage cost reduced to 20 (was 40). Cleave damage increased by 5%. Whirlwind damage reduced by 33%. Collateral Damage’s damage bonus now applies to Cleave as well as Whirlwind. Unhinged now will cast Mortal Strike on your target if valid, falling back to a random target. Warlord’s Torment no longer triggers from Colossus Smash. Duration of Recklessness buff increased by 50% and bonus Rage generation reduced to 25% (was 100%). In for the Kill’s Haste bonus now lasts as long as Colossus Smash does. Improved Overpower increases number of Overpower charges by 1. Dreadnaught no longer increases number of Overpower charges. Strength of Arms no longer causes Overpower to generates 8 Rage when used on a target below 35% health. Tactician chance to reset cooldown of Overpower per Rage spent reduced to 1% (was 1.3%). Deft Experience increase to Tactician’s chance to reset cooldown of Overpower per Rage spent reduced to 0.5% (was 0.6%). Valor in Victory’s Versatility bonus increased to 2% (was 1%). Battlelord no longer generates Rage when triggered. Skullsplitter now accelerates Rend’s Bleed baseline. Ravager is now a choice node with Bladestorm. All existing Bladestorm sub-talents updated to work with both Ravager and Bladestorm. Bladestorm no longer generates Rage on cast. The following talents have been removed: Tide of Blood Reaping Swings Fury Developer’s note: In Dragonflight, the Fury talent tree allowed for players to specialize heavily in either Raging Blow or Bloodthirst, to the point of eliminating one or the other from their rotation. We think Fury works best when all the core rotational abilities see regular use, so we have made several changes to the Fury tree and abilities to ensure that both Raging Blow and Bloodthirst remain valuable for Fury Warriors in all builds, while maintaining build choice and rotational diversity for Fury Warriors with the return of Bladestorm to the Fury tree and the addition of a choice of Enrage effects. Learn more here 1. Fury Warriors now learn Defensive Stance by default. Moderate re-arrangement of several talents on the Fury tree. New Talent: Powerful Enrage: Enrage increases the damage your abilities deal by an additional 15% and Enrage’s duration is increased by 1 second. On a choice node with Frenzied Enrage. Bladestorm is now a choice node with Ravager. All existing Ravager sub-talents updated to work with both Ravager and Bladestorm. Wrath and Fury now increases the chance for Improved Raging Blow to reset Raging Blow’s cooldown by 10% while Enraged. Deft Experience no longer reduces Bloodthirst’s cooldown, instead it now increases Bloodthirst’s chance to trigger Enrage by 2% per point. Tenderize no longer increases the duration of Enrage. Frenzied Flurry has been removed, its effects have been added to Single-Minded Fury. The following talents have been removed: Raging Armaments Annihilator Storm of Swords Developer’s note: Annihilator and Sword of Swords provided an option for Fury players who wanted a lower “actions per minute” playstyle. However, we’re not happy with how they changed which abilities warriors used in their rotations. We are instead providing Powerful Enrage as a new option for a slower playstyle that synergizes with Fury’s rotation and flavor. Protection Whirlwind base Rage cost reduced to 20 (was 30). Whirlwind damage reduced by 33%. Rend base Rage cost reduced to 20 (was 30). DYNAMIC FLIGHT
        440+ Flying Mounts will feature Dynamic Flight active abilities, faster speeds, and new animations in The War Within. Known Issue: Dragonriding talent panel is not available outside of Dragon Isles. To access the talents, paste this command into the chat box: /run DragonridingPanelSkillsButtonMixin:OnClick() ITEMS
        The item levels of leveling gear have been adjusted to be rewarded at an appropriate item level through level 70. Developer’s note: With this adjustment the leveling content should feel easier for all players as the items being rewarded will be a higher item level. All leveling items will follow this high item level cadence except for heirlooms. Heirlooms still have the advantage of increasing their item level as the wielder levels. In general, this should make leveling a more fluid and pleasant experience! The sell value of the Elegant Canvas Brush has been reduced to 100 gold. PLAYER VERSUS PLAYER
        DRUID Call of the Elder Druid has been removed from PvP talents and is now a Restoration Druid talent. PALADIN Holy Barrier Faith is now 50% more effective in PvP combat (was 100%). PROFESSIONS
        Developer’s note: We added Inspiration in Dragonflight to try and capture the fantasy of critical hits while crafting. If you weren’t quite capped out on your gear and specializations for a given craft, or if you weren’t using max quality reagents to guarantee that max quality item, Inspiration was a way to get that lucky crit. It could save you some money (by using lower-quality reagents) and you could craft a better item than you would otherwise.
        That was the hope at least, but it ended up (understandably) becoming a situation where crafters take this luck-based system, tell their customers that they would recraft an item an indeterminate number of times, and summarily charge a specific price per recraft until their Inspiration struck. So, in The War Within, we’re removing Inspiration. In its place, we have a new ability for crafters to utilize: Concentration and a new stat: Ingenuity. Learn more about this change in the Professions Update: Concentration in The War Within feedback thread. New Ability: Concentration – Concentration is a resource that you have a separate pool of per crafting profession. It represents your ability to heavily focus on your recipes and exceed your normal capabilities. You choose when you want to Concentrate using a button within the crafting window, empowering your next craft(s). Doing so will cause the craft to automatically reach the next level of quality, no questions asked. New Stat: Ingenuity – You have a chance to have an ingenious breakthrough when you Concentrate on a craft, refunding all Concentration spent. ALCHEMY Alchemy is in a near-complete state, beyond some polish and tuning work that will likely happen in broad strokes across all professions. Most, if not all recipes should be able to be crafted and utilized, and the specialization tree should be largely reflective of the final experience; all subject to feedback of course. Your good friend Instructaur and his cohort can supply you with the training and materials needed to experiment, and the items you make should be functional and ready for testing. Some additional notes: Phials have been rebranded to be profession effects only, retaining the 30m extendable duration. Flasks make a return with 1h durations! As a quality of life bonus, you can now have phials and flasks active at the same time. Experimentation has been carried forward from Dragonflight but with some adjustments in effort to mitigate frustration while keeping with the theme. You now select which herb to experiment with, and can only discover recipes that utilize that particular herb. Experimentation now has two forms: A repeatable version that you can do with short lockouts (which can be bypassed with Formulated Courage), and a time-gated one that boasts a much higher chance at recipe discoveries. Transmutation has been significantly expanded with a system called Thaumaturgy. This is a side component of Alchemy that boasts extra complexity which allows you to regularly transmute a variety of reagents found on Khaz Algar into other forms. While this process is highly destructive, specializations and clever choices in your inputs will ultimately bring you closer to transmuting Blasphemite, the elusive and highly coveted meta gem that is sure to catch the eye of aspiring Jewelcrafting entrepreneurs. Please take a look at the Thaumaturgy specialization tab and experiment with this feature with and without specializations and let us know how it feels! Specializations now focus heavily on the herbs of Khaz Algar, so it is wise to evaluate the recipe list to determine which recipes appeal to you the most. Specializations for all herbs on a recipe contribute to the final rolls associated with them. As a reminder, recipe difficulty tuning will happen in a later pass but you can nonetheless engage with this mechanic to observe their impact on crafts. BLACKSMITHING Specializations are in and ready for players to dissect! Developer’s note: While the hookups aren’t fully implemented, I’m hoping the Everburning Forge Specialization catches player’s attention as a way to inject a helping of profession stats deterministically. ENCHANTING In this Alpha build, Enchanting has been enabled and can be trained by Professor Instructaur in Orgrimmar and Stormwind. Dragonflight enchantments worked well to provide players with choices and customization, so many of the available options will look familiar in The War Within. There is a new host of weapon enchants available, as well as the new Cursed ring enchants as selectable options. Weapon Oils have also made a return, and Enchanting has an additional set of fun consumables to market to other players! The vast majority of the enchants have been implemented, but some of them are still in progress. Developer’s note: None of the enchants have been tuned yet, a baseline tuning will be done in the near future. Some of the specializations include: Designated Disenchanter Master your fundamental disenchanting rituals, maximizing the quality of reagents you create when destroying items. You will gain +1 Skill per point in this Specialization when disenchanting. Supplementary Shattering Learn the art of shattering the magical essences of Khaz Algar, temporarily empowering your Resourcefulness, Multicraft, and Ingenuity. Additionally, your studies will grant you +1 Ingenuity per point in this Specialization. FISHING In this alpha build, the waters around Khaz Algar are populated with a single fish while we worked out a few updates to the ecosystem. However, fellow Anglers will notice a change in their Fishing Journal, namely Fishing Accessories! Your existing Fishing Gear from the past will lose all Fishing stats and converting them to Fishing Accessories will permanently exchange the combat stats for the proper Fishing-related bonuses. Developer’s note: We’re strictly looking out for any friction with this conversion, items we might have missed, or critical issues to fix before this is fully live. HERBALISM In this Alpha build, Herbalism has been enabled and can be trained by Professor Instructaur in Orgrimmar and Stormwind. Specializations for herbalism have been fully implemented, and in addition to some of the fan favorites, we also have some new abilities and bonuses that you can specialize into. Finally, herbs are growing all over the Isle of Dorn, including ones that have been affected by the magics present on Khaz Algar. As always, we appreciate your time and feedback! The base idea behind Herbalism specializations in The War Within is the same as Dragonflight, but there have been changes and additions to some of the bonuses. The Botany specialization now has a Mulching sub-specialization, which allows you to make potent magical mulch and learn to utilize your Green Thumb. Mulching allows you to consume some of the common herb, Mycobloom, to make a consumable Mulch that gives you a large Finesse bonus to the next herb you gather. Green Thumb, also learned from the Mulching tree, is an activatable cooldown that doubles the amount of herbs you receive from the next herb you gather. JEWELCRAFTING Dragonflight Jewelcrafters will feel right at home with the updates in War Within! A familiar lineup of recipes await your discovery, but with a variety of new cantrips and an updated set of gems. We felt that Jewelcrafting’s structure, particularly its vast array of gem choices, fit well under the new profession system and wanted bring that with us into the new expansion. Item quality has been removed from raw gems and there is only one tier instead of two. Enjoy the reclaimed inventory space! The same lineup of gem options and their associated stats has been carried forward. For reference: Amber: Stamina Emerald: Haste Onyx: Mastery Ruby: Critical Strike Sapphire: Versatility Weighted hybrid combinations of all of the above! Ordinary hybrid gem cuts are now entirely sourced through Specializations rather than distributed across various parts of the game, in any order you choose. Knowing your customers and the gaps in the market is critical for maximizing your profits – but eventually all invested Jewelcrafters will be able to acquire all of the gems as usual. LEATHERWORKING Leatherworkers, your profession is available to be trained by Professor Instructaur in Orgrimmar and Stormwind! The general structure of Leatherworking remains the same as in Dragonflight, crafting a variety of armor pieces for both Leather and Mail wearers. Leatherworkers will also find that they have a new market in reagents with the ability to craft Weapon Grip Wraps and Armor Banding that is used in the high-level crafts of other Professions. We’ve also removed the specialization that granted general Skill across the board, so it should be clearer what specializations you need to focus on if you want to get max quality with a particular recipe. The majority of the recipes are implemented, but a couple of the embellished pieces aren’t implemented. Please look for them to be fully functional in the near future! Developer’s note: None of the effects have been tuned yet. Values related to stats bonuses, damage, or healing are very likely to change as the Alpha moves forward. The majority of specializations are implemented as well, except for a couple of sub-specializations within the Learned Leatherworker tree. Some of the specializations include: Learned Leatherworker Master your Leatherworking fundamentals to increase your reagent efficiency, ability to Concentrate, general stitchwork, and production process. This specialization tree is all about increasing your secondary crafting stats and increasing the efficacy of their effects. Flawless Fortes Master the techniques of Khaz Algar to craft specialty items beyond that of standard armor. This specialization tree focuses on improving your crafting capabilities for embellished armor pieces, reagents, armor kits, and profession gear. QUESTS
        The War Within campaign chapters and local stories. USER INTERFACE AND ACCESSIBILITY
        Spellbook has been redesigned and moved to the same window as Talents and Specializations. Professions now has its own micromenu button. Mount Journal now has a button called Switch Flight Style that lets you switch between steady flight (normal flying) and Dynamic Flight. NEW OPTIONS Option to replace spiders with alternative creatures. This doesn’t affect gameplay or difficulty. Option under Accessibility > General > Arachnophobia Mode. Icon can be used to mark your player character for visibility. Option under Accessibility > General > Self Highlight. Highlight your character’s silhouette when blocked by objects in game. Option under Gameplay > Combat > Show Silhouette when Obstructed. OBJECTIVE TRACKER Updated Objective Tracker art. Minimize settings are now on a new top level quest tracker header. New animations on headers and objectives. Icons for in progress quests have been updated. Objective Tracker text size can be adjusted with Edit Mode. Developer’s note: This will only apply for headers and most text lines in the tracker. Added new 3D quest bangs and icons: Meta quests Repeatable quests Campaign trivial quests Flight map icons have been updated. Flightmaster icon and bang has been updated.
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