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Damien

Holy Paladin 6.2

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Guest HanZz

Thanks for this great guide!

 

 

Found one typo in glyph section: You wrote that the Glyph of Denounce reduces the cooldown of said spell, when in fact it reduces the cast time of denounce.

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Thanks for this great guide!

 

 

Found one typo in glyph section: You wrote that the Glyph of Denounce reduces the cooldown of said spell, when in fact it reduces the cast time of denounce.

Thanks for pointing this out. It will be fixed :)

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Guest Manderzz

Since we are in much more need to stay stacked on Holy Power now, wonder how viable it would be to throw out some Crusader strikes to keep that pool up?

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Since we are in much more need to stay stacked on Holy Power now, wonder how viable it would be to throw out some Crusader strikes to keep that pool up?

 

They increased the cost of Crusader Strike in 6.0 It's worth using, just be cautious of boss mechanics while you're in melee.

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Guest Chunkstyle

I notice the guide says that Sacred Sheild is usable on more than 1 target for holy spec, but the tooltip says the limit is one target. Don't have access to the game to see what the in-game tip says, but I figure one of those two has to be wrong.

 

Great guid though!

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I notice the guide says that Sacred Sheild is usable on more than 1 target for holy spec, but the tooltip says the limit is one target. Don't have access to the game to see what the in-game tip says, but I figure one of those two has to be wrong.

 

Great guid though!

The tooltip is wrong, only Ret and Prot have the 1 target limitation. :)

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Guest Flyingspam

Is Eternal Flame's HoT effect supposed to be refreshing and adding to Illuminated Healing?

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Is Eternal Flame's HoT effect supposed to be refreshing and adding to Illuminated Healing?

Indeed it is!

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Guest Nodnarious

After healing for a few days, I have gotten the feeling that Hpallies are back to being single target focused healers. Our aoe healing feels low and with the large health pools most situations required single target healing. Since we are now struggling to get heal pools filled and are more single target focused I think that the stat priorities you have are out of balance. I would rate them Int > Crit > Multistrike=Haste > Spirit = Mastery=Versatility. With the reduction of absorbs this xpac I don't feel the strength of stacking mastery that was strong last patch. I think HPallies need more raw healing output and need to focus on single target healing, thoughts?

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Guest Cranks

Purified Bindings of Immerseus are BiS for holy paladin despite proccing off of attacks? assuming this is an error

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Purified Bindings of Immerseus are BiS for holy paladin despite proccing off of attacks? assuming this is an error

In that list, the items are just listed in terms of item level. Normally, anything that doesn't apply to the spec shouldn't be there (in this case, I guess it's a bit debatable, what with Judgments and Crusader Strike), but it's not meant to tell you which piece to choose. That's what the very start of the page (where 2 trinkets are recommended) is for.

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In that list, the items are just listed in terms of item level. Normally, anything that doesn't apply to the spec shouldn't be there (in this case, I guess it's a bit debatable, what with Judgments and Crusader Strike), but it's not meant to tell you which piece to choose. That's what the very start of the page (where 2 trinkets are recommended) is for.

Even with Judgment and Crusader strike it doesnt proc you must be in a DPS spec but the trinket is still good b/c it still amplifies healing, Thok's Trinket is currently not working, so in my opinion using Siegecrafter, Nazgrims, or Sha's would be BiS

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Guest eagainis reafon

this guide isnt fully updated for 6.0

 

i only took a very short look and encountered multiple errors.

in the addon section you are mentioning hand of sacrifice, it is gone for holy.

in the stat section you say mastery is our best stat. in fact it might be true for now, as we can spam HR endless, but it lose drastically as we reach 100 and can't obtain this playstay. espacially when we chose the 100 bacons talent.

it is more like crit >= haste >> rest

you also didnt mention haste is reducing the cd of HS wich is. beside HR, our only source for holypower.

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this guide isnt fully updated for 6.0

 

i only took a very short look and encountered multiple errors.

in the addon section you are mentioning hand of sacrifice, it is gone for holy.

in the stat section you say mastery is our best stat. in fact it might be true for now, as we can spam HR endless, but it lose drastically as we reach 100 and can't obtain this playstay. espacially when we chose the 100 bacons talent.

it is more like crit >= haste >> rest

you also didnt mention haste is reducing the cd of HS wich is. beside HR, our only source for holypower.

 

Regarding stats, you are right, but the guide is not for level 100, so we are not yet concerned with that. I'm fixing the Hand of Sacrifice oversight now :) Thank you.

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Guest Guest

So i just had a Question regarding glyphs and talents for the Holy paladin.

I currently Run the talent Sanctified Wrath as well as the glyph of merciful wrath and sence making the change my Healing numbers have skyrocketed changing Avenging Wrath to a more on cd ability rather then a defensive Cd is there particular reason why this is not part of the guide as an option?

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Guest Bustoran

As Far as Holy paladin i currently run the Sanctified Wrath Talent along with the Glyph of Merciful Wrath and have seen great improvement in strength of my heals by turning avenging wrath into an on cd ability instead of defensive cd. Is there a reason as to why to is not an option on the guide?

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Something that might be worth noting is that Beacon of Insight will bounce back to you if everyone is topped off, and Glyph of Protector of the Innocent will trigger your Beacon of Insight. What this can allow you to do is bounce it between you and the tank without needing to cast a full heal on yourself. You put it on the tank, heal them causing it to bounce to you, cast your WoG/EF on the tank and the glyph will trigger the beacon causing it to bounce back to the tank (assuming everyone is topped off).

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As Far as Holy paladin i currently run the Sanctified Wrath Talent along with the Glyph of Merciful Wrath and have seen great improvement in strength of my heals by turning avenging wrath into an on cd ability instead of defensive cd. Is there a reason as to why to is not an option on the guide?

Merciful wrath is an extremely useful glyph. Avenging wrath without the glyph is an incredibly strong ability, and it sometimes causes some healing to go to waste. You top everyone off with one holy prism and you sit there with a really strong buff for 15 seconds not doing anything, and when it's off you can struggle to top people back up. In a raid environment it can basically snipe heals, your healing can go through the roof but the healing of your other healers just goes to waste. Merciful wrath redistributes some of this healing, making it a more rounded CD. In general I find merciful wrath to be the more practical choice, however if the fight has insane damage going out, ex: the second last boss in the everbloom when people don't jump, then you may want a full wings.

 

Given that our glyph chocies are flash of light, hand of sac, protector of the innocent, lay on hands, and merciful wrath, I think merciful wrath is very strong choice for most fights and should probably be included in this guide.

 

On mythic garry, merciful wrath is the difference between having wings on the first transition, having it up just after the second whirling and having to save it for phase 3 and then having it for the end of phase 4, or just saving it for phase 4, and having wings up for the iron star, the first transition, the first whirling, phase 3, and phase 4. When running the glyph and not running it my HPS was roughly the same, but people were still safe during times when I would have had full wings but had half wings instead, and they were safer during times when I had half wings where I would've had no wings. 

 

It might also be worth noting that if wings ever got nerfed, the usefulness of this glyph would be greatly reduced. The reason merciful wrath is strong is because avenging wrath is sometimes too strong, if avenging wrath were nerfed it's possible that half wings becomes not enough to handle certain levels of outgoing damage. 

Edited by mypaladin

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Thanks for bringing this up, guys. I've added Glyph of Merciful Wrath to the guide now :)

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A few errors that I found:

  • "wow_icon_ability_paladin_blessedmending. Sacred Shield should be kept up with 100% uptime on three targets. Two of the targets should be the current tanks, and the other two... (NOTE: there is only one other target, as SS doesn't have 4 charges)
  • You should always keep up Sacred Shield on two targets that are taking constant damage. This will mostly be the two tanks, but it can very depending on the encounter. (NOTE: Should say "vary" instead of "very")

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Also, Denounce no longer has a mana cost, so the following point can change: 

 

 Denounce deserves a special mention. This spell can be a useful and much-needed DPS boost during progression content, provided that you can spare the Mana required for it.

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Guest Anarchus

I'm struggling quite a bit with stat weights, on the guide it says that haste wins all and you should put haste enchant and gems on all your gear but when I go to Mr. Robot it says I should be using crit enchants and gems?

 

I've not long been back to the game after a long break so really struggling to get up to speed with things!

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      Survival To take down the horrors waiting for them in the Shadowlands, Survival Hunters are refining their skills and improving their weapons and gadgets. Expect to see damage increases for Hydra’s Bite, Butchery, Steel Trap, Tip of the Spear, and Flanking Strike, along with a reduction in the Focus cost for Chakrams—all designed to help them best the beasts they’ll encounter in death’s realm.
      Mage
      Mages manipulate many schools of magic but focus their power on one in particular. We feel it’s important for every Mage to have access to spells from the Arcane, Fire, and Frost schools, especially for utility purposes, even if their damage rotation draws primarily from a single source—and to support this, we’re making more spells from all three schools class-wide. In addition, we felt that the Arcane Mage damage rotation lacked a focal moment that results in a big payoff. As such, the combat rotation is undergoing a significant redesign that looks to add this while retaining the overall flow and feel of the spec.
      Mage Class and Specialization Changes General Changes
      Arcane Explosion, Fireblast, Frostbolt, and Mirror Image are once again available to all specializations, and Fire Ward and Frost Ward return to bolster Mages’ defenses.
      Alter Time also comes back from the past, allowing Mages of all specs to show off their temporal mastery. When cast, this spell gives the Mage the ability to return to their initial location, with the same health and mana, after casting it a second time or after a short duration.
      All Mages can also learn a new Talent, Focus Magic, which grants an ally a slight bonus to their spell critical hit chance; in addition, when the ally critically hits with a spell, the Arcane Mage receives the same boon for a short period of time.
      Arcane Wild, untamed magic wends through the Shadowlands—and Azeroth’s most chaotic magic-wielders can’t wait to channel it. Clearcasting now has an additional stack, rendering Arcane Mages even more capable of decimating their foes. Mastery: Savant now extends its damage-increasing properties beyond Arcane Blast and Barrage to all spells. Touch of the Magi moves from its current place as a Talent to a baseline Arcane ability, allowing wielders to target an enemy that will take an additional burst of damage from all Arcane spells and spread that damage to surrounding enemies.
      Enlightened is a new Talent that rewards mana management. While the Arcane Mage’s mana is above a certain threshold, it empowers all Arcane damage dealt by a moderate amount; when below that threshold, it significantly increases mana regeneration.
      Fire Fire Mages now have more control over how and when they spread their Ignite with a redesigned Mastery: Ignite. Fireblast now serves as the catalyst: when used against an enemy who is Ignited, it spreads to up to eight enemies close to your target.
      Fire Mages’ Talents are also getting a few updates to help promote different play styles based on the situation they face. Blast Wave now does more damage, and an increased slow duration helps keep enemies at bay while melting their health away.
      For Mages who want to watch the world burn, the cooldown reduction provided by Kindling is increased, allowing the Mage to get their Combustion back faster for maximum critical-strike goodness.
      The damage bonus that Pyroclasm grants is also being increased, making the reward for casting the next non-instant Pyroblast much more satisfying.
      Frost With the addition of Mirror Images and Alter Time, Frost Mages will have some cool new abilities to weave into their gameplay. One of the more noticeable changes to Frost Mages in Shadowlands is the update to Flurry’s Winter’s Chill debuff. Previously Winter’s Chill was tied to Flurry’s movement speed debuff, which created tight windows and required distance checks to achieve the maximum-damage bonuses. Moving into Shadowlands, Winter’s Chill is now a much longer debuff that causes Frost Mages’ next two spells to treat the target as frozen, a debuff that increases the critical hit chance from the Frost Mage and their allies against the target.
      Monk
      In preparation for their perilous journey into the Shadowlands, Monks return to the Peak of Serenity to study, train, and hone their skills. Several abilities from the original version of the class return to all specializations to reinforce their identity as masters of martial combat. In addition, each specialization will receive a unique Celestial cooldown ability reconnecting them with the mystic nature of Pandaria.
      Monk Class and Specialization Changes General Changes
      Expel Harm, Fortifying Brew, Spinning Crane Kick, and Touch of Death are now available for all Monks to use. Additionally, Touch of Death returns to its original design, killing an enemy with less health than the Monk. Each specialization also gains a unique benefit by dealing damage with Touch of Death.
      All three specializations will also be able to summon their Celestial to the battlefield with Invoke Xuen, the White Tiger; Invoke Niuzao, the Black Ox; and Invoke Yu’lon, the Jade Serpent (previously Talents).
      Brewmaster Stalwart Brewmaster Monks are prepared to do all they can to restore balance and can again choose between two 1-handed weapons or one 2-handed weapon to subdue their foes.
      Brewmaster Monks also have a returning passive, Shuffle, which increases the amount of physical damage that’s staggered when the Monk uses one of several abilities including Blackout Kick (previously called Blackout Strike), Keg Smash, and Spinning Crane Kick. Celestial Brew is a new ability that absorbs damage based on the imbiber’s attack power. And Brewmaster Monks can once again challenge their chosen target with Clash, a returning ability that causes both the Monk and their target bull-rush each other and—at the epicenter of the conflict—root their opponent for short duration.
      All Brewmaster Monks will be able to use Invoke Niuzao, the Black Ox (previously a Talent) to help shoulder Brewmasters’ Stagger damage. Niuzao also deals additional damage based on Stagger damage purified. For Brewmaster Monks, not only does Touch of Death instantly kill any creature with less health than the Monk, but it will also clear remaining Stagger damage.
      Brewmasters can imbue their brews with divine powers via a new Talent, Celestial Flames. Drinking brews has a moderate chance to grant Celestial Flames, which slightly increases Breath of Fire’s damage reduction and spreads its periodic damage effect to targets struck with Spinning Crane Kick. Exploding Keg returns as a Talent, immolating enemies on impact and blinding them for a brief period of time.
      Mistweaver All Mistweaver Monks will be able to use Invoke Yu’lon, the Jade Serpent to summon the Celestial, who heals allies with Celestial Breath and spawns Healing Spheres for nearby allies. Touch of Death now instantly kills any creature with less health than the Mistweaver Monk and will spawn Healing Spheres for their allies.
      Invoke Chi-Ji, the Red Crane (Talent) has been redesigned for Mistweaver Monks, strengthening their Physical damage moderately and healing their allies for part of the damage inflicted on enemies. Chi-Ji also makes Mistweaver Monks immune to movement-impairing abilities so that they can constantly be on the move during combat.
      Windwalker Like their Brewmaster brethren, Windwalker Monks will once again be able to choose between two 1-handed weapons or one 2-handed weapon in their fight to restore balance.
      All Windwalker Monks will be able to call upon a powerful ally with Invoke Xuen, the White Tiger (previously a Talent). Xuen will fight by their side and assault enemies with Tiger Lightning, dealing additional damage to targets the Monk has recently attacked. Touch of Death now instantly kills any creature with less health than the Windwalker Monk and will spawn Chi Spheres that the Windwalker can consume to perform devastating blows.
      In the Shadowlands, Wild Gods freely wander the woods of Ardenweald, and their magic awakens Windwalker Monks’ knowledge to perform Dance of Chi-Ji. This new passive Talent has a moderate chance to make the next Spinning Crane Kick free to use and deal a significant amount of extra damage to all it strikes.
      Paladin
      Devoted servants of the Light, Paladins tap into its holy power to protect their friends and vanquish their enemies. In the original version of the game, Paladins had several categories of spells that transcended their specializations, such as Seals, Blessings, and Auras. While we feel that not all of these categories of spells make sense for the modern game, having those categories defined the Paladin class. We want to restore that feeling of shared spell categories with the unification of the Paladin resource system, and the restoration of several iconic abilities including Auras. While a few of these abilities are situational utility, they play well into the Paladin’s archetype as a holy avenger and bane of the undead.
      Paladin Class and Specialization Changes General Changes
      Blessing of Sacrifice, Hammer of Wrath, Sense Undead, Shield of the Righteous, Turn Evil, and Word of Glory will be available to all Paladins, regardless of their specialization.
      Holy Power returns as a resource for all Paladins to use to fight off attackers and defend their allies. Abilities such as Crusader Strike and Hammer of Wrath grant Holy Power on use, which can then be spent to call upon the most powerful forms of the Light—including Word of Glory and Shield of the Righteous—to vanquish foes and protect allies.
      As champions of the Light, all Paladins can use powerful Auras to safeguard and enhance their allies. Concentration Aura returns to all Paladins, reducing the duration of interrupts and silences. A redesigned Retribution Aura allows Paladins to avenge fallen allies with a short burst of Avenging Wrath, giving these holy warriors the strength to vanquish evil or keep their remaining allies on their feet. Crusader and Devotion Auras are also available to all Paladins.
      All Paladins will also have access to more Talents that allow them to manipulate and spend Holy Power. The Divine Purpose Talent will be available for all Paladins to select and standardized for all specializations, allowing their abilities that spend Holy Power to have a decent chance to make the next Holy Power-spending ability free and increase its damage or healing output. Holy Avenger allows the generation of huge bursts of Holy Power in a short window, while Seraphim allows the Paladin to spend their Holy Power to increase their secondary stats for a moderate amount of time.
      Holy The Azerite Trait Glimmer of Light moves to a space in the Level 50 Talent row, competing with powerful existing options such as Beacon of Faith. While Holy Paladins’ Aura Talent row has been replaced by the class-wide Aura bar, Aura Mastery continues to give Holy Paladins the unique ability to give any Aura a special empowerment.
      Protection To better uphold their oath to protect the innocent, Protection Paladins now exude Shining Light—a new passive that makes the next cast of Word of Glory free whenever Judgment critically strikes a target, enabling Protection Paladins to shield themselves and defend their allies from attackers.
      Retribution The darkest places within the Shadowlands inspire Retribution Paladins to perform valorous acts in the name of the Light. Wake of Ashes is available to all Retribution Paladins instead of needing to be picked as a Talent, allowing these holy warriors to vanquish evil with a blow so powerful it damages all foes close to its impact and reduces any survivors’ movement speed significantly. Demon and Undead enemies are further crippled with a substantial stun when struck with the ability.
      Empyrean Power (previously an Azerite Trait) will be available as a Talent, giving Crusader Strike a moderate chance to make the next Divine Storm cost no Holy Power and increase the damage dealt by a significant amount.
      Priest Class and Specialization Changes General Changes
      Mind Blast, Mind Soothe, Power Infusion, Shadow Word: Death, and Shadow Word: Pain will be available for all Priests to use regardless of their active specialization. Additionally, Power Infusion can now be cast on allies.
      Discipline Discipline Priests are masters of balancing the forces of Light and Shadow, and the changes in Shadowlands cover both ends of that spectrum.
      Light’s Caress (Talent) is a new ability that the most powerful disciples of the Light can use, enabling Discipline Priests to heal their allies by blessing them with Power Word: Barrier, and healing them again if they’re still under the barrier when it expires.
      Discipline Priests who dare to lean into darker magics can learn Shadow Covenant. This reimagined Talent instantly heals a chosen hero and four other injured allies within a small area and moderately increases the damage the Priest deals for a short period of time, during which they cannot cast any Holy spells.
      New to Discipline in Shadowlands, Mind Blast will provide a powerful burst of damage and Atonement healing along with an absorption shield for a significant mana cost.
      Holy With the protective veil of the Shadowlands shattered, the grace of the naaru has slipped through and can be channeled by their most faithful. Circle of Healing is now a baseline spell for all Holy Priests, freeing them up to master a new Talent in its stead: Prayer Circle. Prayer Circle empowers Circle of Healing, reducing the cast time of Prayer of Healing moderately for a short period of time when cast.
      Shadow In the realms of death, Shadow Priests will learn how to ascend to the peak of their power with a new Talent: Death and Madness. Each time a target dies after being slain with Shadow Word: Death, the Shadow Priest gains a substantial amount of Insanity over a few seconds; in addition, Shadow Word: Death resets, instantly ready to use on their next victim.
      Surrender to Madness returns with a wicked twist. On use, the Shadow Priest instantly gains a huge spike of Insanity and casts Void Eruption on the target. Over a long duration, Insanity-generating abilities grant 100% more Insanity, and you can cast your spells while moving. However, this power comes at a terrible price—if the caster fails to slay their target during the buff window, they succumb to the shadows and die.
      Rogue
      Throughout WoW’s history, Rogues have always had a broad utility toolkit for damage, control and survivability. But, during the development of Legion, we felt a need to distinguish each of the specs from each other and give them a unique identity. This resulted in us dividing up much of the core Rogue kit amongst the three specializations, making each feel a bit thinner than before. For Shadowlands, we’re working to correct this problem by restoring many iconic Rogue traits to the base class, while preserving much of what’s novel about each specialization.
      Rogue Class and Specialization Changes General Changes
      The three specializations of Rogues share the teachings they’ve learned while mastering their vicious skills. Assassins teach the basics of Poisons, allowing Subtlety and Outlaw to once again coat their blades with Instant, Crippling, and Numbing Poisons. The lost art of a well-placed Shiv in a target’s side allows a concentrated version of poison to infect the target for a short duration. Pick Pocket will frequently uncover new ingredients that can be mixed into their Crimson Vial, augmenting its power the next time the Rogue drinks it.
      Assassination Assassination Rogues continue their mastery of poisons with the returning Shiv ability, providing a moment of increased Nature damage on the victim, mirroring the gameplay of Toxic Blade (previously a Talent). Their poisons will be stronger and apply to their blades faster than other Rogues, along with always infecting targets when attacking from Stealth. Assassination once again has access to Ambush as an option for their initial attack from Stealth.
      Blindside (Talent) has changed to give the Assassin a chance to allow access to Ambush even while out of stealth, with a higher chance on lower-health targets. Shiv gets access to another an upgrade through Toxic Blade, reducing its cooldown to provide more frequent assaults of increased Nature damage.
      Outlaw Ever resourceful and hungry for an edge, Outlaw Rogues have traded in the Combo Point requirement of Roll the Bones for a modifiable cooldown which can be manipulated to line up with their staggering finishing moves. Frantic combat will reduce the cooldown of Roll the Bones through Restless Blades by spending Combo Points. Kidney Shot returns to Outlaw’s toolkit, with Between the Eyes making their foes more susceptible to their critical strikes instead of stunning them.
      Evasion returns as Outlaw’s defensive ability, with Riposte becoming an upgraded Talent option. Retractable Hook (Talent) now also increases the speed of the Rogue’s Grappling Hook, getting them where they need to be faster than ever.
      Subtlety Always looking for an advantage in combat, all Subtlety Rogues have mastered the art of Find Weakness (previously a Talent). Attacking from stealth and other abilities allow the Rogue to bypass their target’s armor, but also causes additional Shadow damage when they are struck by an Eviscerate. Find Weakness can also mark a large number of targets when needed to setup for their new area-of-effect finisher, Shadow Vault, which also assaults targets with their Find Weakness for additional Shadow damage.
      Shadow Dance gains the power of Dark Shadow (previously a Talent) to increase all damage active, at the cost of less frequent dancing. Rupture returns as Subtlety’s damage-over-time bleed finishing move, instead of the shadowy Nightblade—however, they’ll still have access to movement speed reduction and healing reduction through Wound and Crippling Poisons.
      Shaman
      As a class, Shaman have long had some of the most distinctive categories of spells in the game—Totems, Shocks, Shields, Weapon Imbues, and Chain spells—but over time, some have become the domain of specific specializations. In Shadowlands, we're giving these types of abilities back to the entire class. As a player levels up, they'll be exposed to the many ways a Shaman can interact with the elements to overcome challenges. Over time, the Shaman will discover which of these tools they have the strongest affinity for, and which abilities they’d like to focus on as they master the elemental forces.
      Shaman Class and Specialization Changes General Changes
      In Shadowlands, Chain Heal, Chain Lightning, Healing Stream Totem, Flametongue Weapon, Flame Shock, Frost Shock, and Lightning Shield will be available for all Shaman to use regardless of their specialization. Searing Totem also returns as an ability for all Shaman to use, which bombards nearby enemies with fireballs for a short duration.
      Elemental The Maelstrom resource and accompanying bar have been removed, returning Elemental Shaman’s to their former cooldown management playstyle. When we added Maelstrom to Shamans in Legion, we wanted to improve affordance around the use of Earth Shock and Earthquake in their rotation. But the addition of the resource had the side-effect of converting the spec into one with “builder/spender” abilities, which comes with certain built-in expectations on the payoff of its spenders. When an Elemental Shaman presses Earth Shock and it consumes most of their resource, the expectation is that this moment is the peak of their rotation and there should be a big payoff. But we want the focus of the rotation to be about managing your Flame Shock debuff on multiple targets to maximize the potential of Lava Burst through Lava Surge procs. Lightning Bolt, and consequently Earth Shock, are meant to be a flavorful but secondary part of the single-target rotation. As such, we are returning to a design that relies on building stacks of Fulmination to determine when to insert Earth Shock into the rotation. Similarly, Chain Lightning and stacks of Seismic Thunder will serve to enable Earthquake.
      Echoing Shock is a new Talent that blasts a target for significant damage, and makes it so the Shaman’s next healing or damage-dealing spell casts a second time shortly afterward without costing additional resources.
      Enhancement As with Elemental, the Maelstrom resource and Maelstrom bar have been removed from Enhancement Shaman. Enhancement will return to a specialization based on managing a number of cooldown abilities with high points built around repeat casts of Stormstrike. In Shadowlands, Enhancement Shaman who chain certain abilities in combat will see their efforts rewarded when the time is right (and the elements will it) with the capacity to unleash a powerful cooldown dealing devastating damage. . Maelstrom Weapon returns, giving each attack a chance to grant a stack of a buff that can be used to make your next healing or damage-dealing spell instant. Flametongue Weapon and Windfury Weapon can once again be applied to Enhancement Shaman’s weapons, imbuing them with the power of the elements to suit the situation at hand.
      The passive bonus provided by Hailstorm has been redesigned so that it resets the cooldown of Flame Shock and Frost Shock when a Shaman uses Stormstrike. Searing Assault metamorphosizes into a powerful fire attack, striking the foe for significant Fire damage and causes their Searing Totem to cast incredibly fast. It also triggers Flame Shock to rapidly dish out its damage-over-time burn effects to melt enemies.
      Overcharge now generates five stacks of Maelstrom Weapon instantly and another stack every second for a short duration. Stormkeeper will make your next two Lightning Bolt or Chain Lightning spells instant cast and deal bonus damage. It also benefits from Maelstrom Weapon, lowering Stormkeeper’s cast time so the Enhancement Shaman can chain powerful abilities together to pummel down foes quickly.
      Elemental Blast is now a Talent option for Enhancement Shaman, giving this melee-focused spec access to a powerful spell to destroy foes from a distance. It also benefits from Maelstrom Weapon’s effect, which can reduce its cast time or even cause it to become instant cast.
      Restoration Once Restoration Shaman step into the realm of the ancestral spirits, they will find new ways to tap into the elements’ powers. Earth Shield can now be used by all Restoration Shaman without needing to select it as a Talent. Surge of the Earth is a new Talent that expends a few charges of Earth Shield to significantly heal the current Earth Shield target and several nearby allies.
      Warlock
      When designing Warlocks for Shadowlands, we had a few core goals. As part of our effort to distinguish classes as a whole, we’re bringing back Curses that Warlocks can use as proactive, situational tools—satisfying to use in special cases, but not something they should feel obligated to use when fighting every enemy. Abilities like Demonic Circle offer unique ways to interact with the world and combat spaces.
      Spec-wise, we’re making relatively minimal changes to Demonology and Destruction, as we feel their core rotations and talent options fit well with our goals for Shadowlands. With Affliction, we’re making larger changes to bring the specialization’s gameplay more towards managing damage-over-time effects, rather than saving up for a major burst moment.
      Warlock Class and Specialization Changes General Changes
      All Warlocks will be able to afflict their foes with Curse of Tongues, Curse of Recklessness, Curse of Weakness, and Curse of Doom. In addition, Warlocks can manipulate space with Demonic Circle.
      Tongue Tied is a new Talent that empowers spells lobbed at targets suffering from Curse of Tongues, causing them to seal the victim from receiving healing effects, forcing them to succumb to all incoming damage for a moderate amount of time
      Affliction Unstable Affliction sacrifices its stacking effect to torture its victim longer, and all without consuming a Soul Shard. Soul Wrack is a new channeled ability that ravages the foe’s spirit, empowering Warlocks’ periodic spells to deal a significant amount of bonus damage to an enemy afflicted by this dark magic. Affliction Warlocks can exacerbate the malaise they sow with Malefic Rapture, a new ability that causes their periodic spells to tick significantly faster while the victim is suffering from the malady.
      New Talents will be available for Affliction Warlocks to more effectively drain away the life from their victims. Sow the Seeds will now embed two additional seeds into nearby enemies which—combined with the new Malefic Rupture ability—can make for explosive results. Finally, Doom is now available for Affliction Warlocks to use, and deals more damage with a shorter damage-over-time duration. If Doom kills the target, there is a slight chance the Warlock will summon a Doomguard to fight for them for a period of time.
      Demonology Dark Pact will now scale with Spell Power to deal more damage than ever before. Demonology Warlocks will also discover that the Dark Fury Talent has a new effect—in addition to the cooldown reduction it provides, it empowers Shadowfury by increasing its area of effect as the spell crashes down on in the battlefield.
      Destruction Fire and Brimstone is getting an upgrade in Shadowlands, as it now generates 2 Soul Shard Fragments for each additional enemy struck by the Warlock’s empowered Incinerate.
      Warrior
      Clad in heavy armor and wielding brutal weapons, it’s often forgotten that Warriors are also hybrids, equally adept at dealing damage and protecting their allies on the frontline. We want to restore utility to all three Warrior specializations by bringing back many iconic abilities that are useful across the game. In addition, several Talents have undergone revision for each spec to increase build diversity and gameplay variety.
      Warrior Class and Specialization Changes General Changes
      Execute, Hamstring, Ignore Pain, Shield Block, Shield Slam, Slam, Spell Reflection, and Whirlwind are now available to all Warriors to use regardless of their active specialization. Furthermore, Challenging Shout and Intervene are returning, and all Warriors can use them to turn the tide of battle. Shattering Throw is also back, with a new twist—it will deal devastating damage against foes protected by an absorption shield.
      Lastly, Double Time and War Machine can now be utilized by all specializations as a Talent.
      Arms The armies of Maldraxxus have inspired Arms Warriors to return to several key martial tactics and abilities.
      Piercing Howl can now be used by Arms Warriors, giving them another way to stop enemies in their tracks by dazing them and significantly reducing their movement speed for a short duration.
      Cleave (Talent) has been redesigned—after striking three targets with Whirlwind, the Warrior can use Cleave to strike all enemies in front of the Warrior, inflicting Mastery: Deep Wounds—a scaling bleed effect. The Deadly Calm Talent has also been redesigned, and will completely remove the Rage cost of the next four abilities, and includes a passive effect that increases the Warrior’s maximum Rage by a moderate amount. Dreadnaught now takes on the Seismic Wave Azerite Trait, empowering Overpower to deal damage to enemies in a line. When Overpower hits two targets with Sweeping Strikes, Dreadnaught causes two devastating seismic waves.
      Fury Fury Warriors will find themselves at home in the Shadowlands and will be able to perform feats in battle that were previously unfathomable.
      Fervor of Battle is a new Talent, where the Warrior loses themselves to their bloodthirst during Whirlwind and also Slams their primary target and gains additional Rage. Warriors will also be able to learn Onslaught, in which an Enraged Warrior brutally attacks an enemy for a large amount of damage and generates some Rage.
      Frothing Berserker has been reimagined—now, when the Warrior reaches 100 Rage, they gain Haste and movement speed over a few seconds. Wrecking Ball returns as a Talent, which gives the Warrior a moderate chance for their next Whirlwind to deal a devastating amount of damage. Fresh Meat now causes Bloodthirst to always Enrage you the first time you strike a target with Bloodthirst.
      Protection In their shining armor, Protection Warriors are seen as stalwart defenders, but behind the shield stands a coldblooded tactician. Protection Warriors can now tap into their brutal side with some reimagined Talents. Best Served Cold increases the damage of Revenge, with the damage bonus increasing significantly after a successful dodge or parry has made Revenge cost no Rage. Menace has also been redesigned with this theme in mind, empowering Intimidating Shout to cause all enemies to cower in fear for a substantial amount of time, knocking back those that are not the primary target. Indomitable will passively increase the Warrior’s maximum health by a moderate amount, and spending Rage while the ability is active will heal their wounds. Never Surrender increases Ignore Pain by either a moderate or significant amount based on missing health.
      Here we have an overview of all Class changes coming in the Shadowlands expansion.
    • By Damien
      This thread is for comments about our Midrange Demon Hunter deck.
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