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Damien

Protection Warrior 7.1

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You're missing the fact that mastery increases attack power and that critical blocks trigger Enrage as well. As for crit being better than mastery, it would be IFF Shield Barrier wasn't as weak as it is right now. It's in a ridiculously bad place, absorbing only about half of a single melee attack. Thus, having more rage from crit doesn't balance out the loss of static and crit block from mastery.

 

Aah right, didnt think about that. 

Thansk for the straight up answer ! :)

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Guest Guest

Hello,

 

I wondered alot when reading through your stat priority, critical strike being quite high:

Critical Strike provides additional avoidance due to increased parry chance (thanks to wow_icon_inv_sword_30.jpgRiposte), as well as additional Rage generation due to triggering wow_icon_spell_shadow_unholyfrenzy.jpgEnrage.

 

Riposte? I do not have that talent on my Protection Warrior. I looked at least 5x through the spellbook. I also searched the web and it's a talent given at 76, however I do not have it? I boosted my warrior from 1-90 by the way.

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Guest Tsamane

I find that Ravager is good for Single Target bosses, as it gives a dps boost and a 30% chance up for parry.

So even a single target bosses, you should be dropping it on the boss at times the boss isnt moving, as it doesnt require any extra work once it goes down.

 

Ive tried Anger Management, and found it to be the worse of the t7 talents

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Guest Yoko

Hey guys, so i see that the priority on AskMrRobot is wrong and i would like to edit my weights to reflect the priority from Icy Veins, could you guys help me out ?

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Guest Titan

why does this site STILL not have an official Gladiator guide?

its getting frustrating, having to resort to Noxxic... as THEY have had a guide on their side now for quite some time!

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Guest raikan

Hi,

I found an error

 

wow_icon_inv_axe_66.jpgHeroic Throw is worth a mention. This ability can be used at range, generates a high amount of threat, and it has no cooldown or mana cost

 


 

underlined - The ability actually has a 6 second cooldown.

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Guest Callum

 

"wow_icon_warrior_talent_icon_ravager.jpgRavager is the best choice on encounters with multiple enemies, as as it deals amazing damage and provides additional avoidance for its duration. Note that for raw survival against multiple enemies, Gladiator's Resolve is still the better choice."

Is quoted under: https://www.icy-veins.com/wow/protection-warrior-pve-tank-spec-builds-talents-glyphs

 

Where as the following:

 

 

wow_icon_warrior_talent_icon_ravager.jpgRavager is the talent of choice in this tier, unless you are going for wow_icon_spell_warrior_gladiatorstance.jGladiator's Resolve, but this latter option is not for tanking.

The optimal Ravager use has been explained as part of the rotation sections at the start of this guide.

 

Is quoted under: https://www.icy-veins.com/wow/protection-warrior-pve-tank-rotation-cooldowns-abilities#survival-abilities

 

Seems like your guide it s a little ambigous and could use some editing for clarification.

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Guest TJ

Something I've started doing while tanking, when I pull 4 or more mobs, the first thing I'll do is shield block.  All the critical blocks seem to trigger revenge, and I've been able to throw up a bunch of shield barriers a couple times in a few seconds by doing this.  I feel like there should be a mention somewhere in the guide about this.

 

-TJ

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Hey guys, so i see that the priority on AskMrRobot is wrong and i would like to edit my weights to reflect the priority from Icy Veins, could you guys help me out ?

There was a thread where this was talked about. Right now at this gear level crit is the better stat.

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Guest Sh1Zzle

Hi,

I found an error

underlined - The ability actually has a 6 second cooldown.

with level 100 it has not

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Guest Guest

I think you clearly miss the point of Gladiator's Resolve. By saying it is not for tanking it made me asked if this guide was really thrustworthy. In case you missed it, when you pick Gladiator's Resolve it decreases your damage taken while in DEFENSIVE stance by 5%. You do not pick this talent for the stance but for the damage reduction. Ravage is clearly a good option in multi target and dongeon farming but when you are tanking raid bosses, you go all the way in Gladiator's Resolve, espacially in heroic.

Also, you should make a guide on Resolve because a good tank should ALWAYS keep an eye on it. Use weakaura to place it somewhere where you can clearly see the stacks count. You should only use healing tonic when Resolve is maxed out or else it is a waste, use armor pot instead. Don't use warlock candy because it shares the same CD as healing tonic and healing tonic are better. Also in your shield barrier guide you didnt mention in any point that it scales up with Resolve. Shield barrier should only be used when your Resolve is high and you should also take in consideration that using 2 shield barrier in a row drop down your Resolve stacks so the next shield barrier will be low. A combinaison of shield barrier when high Resolve and shield block is the best to maintain high mitigation.

Feel free to comment on this, i am still learning too!

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Guest tankyspank-thrall

I think the food buff section needs updating. Savage feasts give 100 mastery, not 150 stamina. Also the single serving snacks give 75 stamina not 112.

 

Of course that leaves me with the question, which is better 100 mastery or 75 stamina?

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I think you clearly miss the point of Gladiator's Resolve. By saying it is not for tanking it made me asked if this guide was really thrustworthy. In case you missed it, when you pick Gladiator's Resolve it decreases your damage taken while in DEFENSIVE stance by 5%. You do not pick this talent for the stance but for the damage reduction. Ravage is clearly a good option in multi target and dongeon farming but when you are tanking raid bosses, you go all the way in Gladiator's Resolve, espacially in heroic.

Also, you should make a guide on Resolve because a good tank should ALWAYS keep an eye on it. Use weakaura to place it somewhere where you can clearly see the stacks count. You should only use healing tonic when Resolve is maxed out or else it is a waste, use armor pot instead. Don't use warlock candy because it shares the same CD as healing tonic and healing tonic are better. Also in your shield barrier guide you didnt mention in any point that it scales up with Resolve. Shield barrier should only be used when your Resolve is high and you should also take in consideration that using 2 shield barrier in a row drop down your Resolve stacks so the next shield barrier will be low. A combinaison of shield barrier when high Resolve and shield block is the best to maintain high mitigation.

Feel free to comment on this, i am still learning too!

We say that Gladiator's STANCE is not for tanking. Gladiator's Resolve, as we say, is the best choice for survivability. At least, this is what I had intended to write, and as far as I can see it's all that's written in the guide on the matter. If it says anywhere that Gladiator's Resolve serves no tanking purpose, please point it out specifically so I can fix it. Thanks!

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The last bit in single target rotation is confusing.

 

wow_icon_ability_rogue_ambush.jpgHeroic Strike is not on the same global cooldown as your other abilities, which means you can use it at any point of your rotation. The reason why we put it in the priority is to show its importance in your rotation. You want to avoid spamming Devastate once you already have 6 stacks of Unyielding Strikes, and use them on Heroic Strike.

 

Why not spam both? What would I be "using" on Devastate that is better off used on Heroic Strike? The only thing I could see here would be stacking to 5 then holding off on Devastate to get more cheap HSes out. Even then you'd miss out on Enrage and Sword and Board opportunities as well as higher damage.

 

The 30 rage cost of Heroic Strike should be used on defense abilities (Shield Block, Shield Barrier).  Heroic Strike is best used when you have 5+ stacks of Unyeilding Strikes (gaining 1/Devastate) OR when Ultimatum procs (from Shield Slam crits).  Unless the cost is "free", Devastate is superior since it has two advantages

1) Chance to Enrage (+10 Rage and +10% damage/8 sec)

2) Chance to proc Shield Slam

Shield Slam hits harder, generates Rage, and can proc Ultimatum (free guaranteed Heroic Strike crit).

Edited by Makroshec

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Guest Lorrey

Are Enraged Regeneration is really affected by versality or Resolve buff? It says that there are always 30% of max HP...

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We say that Gladiator's STANCE is not for tanking. Gladiator's Resolve, as we say, is the best choice for survivability. At least, this is what I had intended to write, and as far as I can see it's all that's written in the guide on the matter. If it says anywhere that Gladiator's Resolve serves no tanking purpose, please point it out specifically so I can fix it. Thanks!

 

Hi,

 

This is a great guide, thank you. On the above, Callum already quoted out the relevant passage in his comment - it's at the end of the page on rotation: 

 

wow_icon_warrior_talent_icon_ravager.jpg Ravager is the talent of choice in this tier, unless you are going for wow_icon_spell_warrior_gladiatorstance.j Gladiator's Resolve, but this latter option is not for tanking.

 

This seems inconsistent with the guidance in the talents page. Given that gladiator's resolve is the best for survivability, it clearly is an option for tanking and it's doubtful ravager is the talent of choice. Better to say ravager is the talent of choice for dps and not mention gladiator's resolve under rotation?

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Guest Justin

Hi everyone. As always a very well put together guide.  But I noticed some "inconsistencies" with our Stat priorities from website to website.  While usually I let Icy Veins settle these types of disputes, you seem to be the odd man out so to speak.  Max-dps, Ask Mr. Robot, etc, etc << they all quote our stat prio as Bonus Armor > Strength >= Stamina > Crit > Mastery > Versatility > Haste

Long winded way of asking why you are suggesting I take Mastery over Crit?  All other information I can find is the opposite. 

 

Also, as far as the level 100 talents.  While in the section on talents you say that G.Stance is the "go-to" talent, where as in the expanded section on ability and CD usage you contradict this.  Im just wondering if maybe a bit of clarification is needed to the expanded section on this talent, incase you were referring to a specific situation.  Regardless, any help anyone could provide would be very much apreciated.

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Guest Glowii

To me i would soon rather have the 30% Parry and added DPS with Ravager while popping a soft CD over having 5% damage reduction with Glad Resolve. I feel that i have something extra to use if need be and not something that just passive. Trash seems to give people more issues than the actual bosses.

 

I'm wondering if people are having issues with Gladiator Resolve in general?

 

If you take the Level 100 Tallant Gladiator Resolve you "DO NOT" use the Gladiator stance as a Tank. You maintain Protection Stance at all times. Gladiator Stance is an alternative DPS spec while wearing Tanking gear. You basicly become a DPS Sword and Board Warrior.

 

Thats my understanding.

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ravager gives 30% parry while active successful parry and dodge reset the CD on revenge and that generates rage ...

 

so depending on the fight is how you want to decide you talents for fights like tectus (4 motes at once) and butcher (enrage at 30%) ravager works really well as you can use a few times before you need it ... and it works as a "major" CD in times like stated before as it will damage, generate rage through revenge CD resets to use your negation abilities more and it gives 30% parry all at the same time and you have control over when you need it instead of just spead out over the fight :P a good tank is ready for any situation and open to what works best for his tanking roll in the fight :/ and willing to quickly switch talents to meet the fight i'm sure  we all agree on that :D for braken spore im going to take gladiators resolve since he doesnt attack very fast and there is only 1 add at a time to worry about ... the fights i mentioned before and even ko'ragh (if on adds) round up the adds/drop banner use ravager in a silence circle and there is way more done for you than -5% will do for you cause of the points made above and you can use it every vulnerability your healers will be very happy with all the negation you get :D YAY happy healers ... but if your on boss ravager isn't really going do much at all :/ 

 

i think your getting my points :P there isn't only one best way to be talented and glyph and you need to know when it's gonna work best and work all the mechanics at same time -_- tanks have it hard but it's worth it :D

 

and this rant started from just wanting to point out that the talent guide should point out the "revenge CD resets from parrying while ravager is up to generate rage" as well :P please make sure people factor this in for certain situations only it's worth giving thought to .

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There is some misleading information on the "Protection Warrior Tank Statistics Priority" page. I see this was mentioned/questioned by a previous poster, but it still has not been addressed in the guide.

 

 Versatility provides mitigation and increases your self healing (wow_icon_inv_shield_07.jpgShield Barrier / wow_icon_ability_warrior_focusedrage.jpgEnraged Regeneration, etc.) and DPS/threat generation.

 

This is incorrect for Enraged Regeneration.  Enraged regeneration is a flat percent heal based off of total HP and does not scale with Versatility or Resolve.  This is easily confirmed by using the ability and checking that the initial tick is indeed 10% of your current total HP regardless of any Versatility or Resolve you may have.

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Guest Wargurce

Just FYI:

 

1.2. Specific Macros for Protection Warriors 1.2.1. Hand of Protection/Salvation Cancelaura Macro

  • /cancelaura Hand of Protection
  • /cancelaura Hand of Salvation

This macro is very useful to have. It allows you to cancel a wow_icon_spell_holy_sealofprotection.jpgHand of Protection or wow_icon_spell_holy_sealofsalvation.jpgHand of Salvation that may have been cast on you. Hand of Protection prevents you from attacking (and being attacked), while Hand of Salvation affects your threat generation.

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Guest sortino

For some reason I can't keep aggro on mobs as a Prot warrior, shockwave and thunderclap barely work. I don't know of it's my gear or skill or a combination of both but it's very frustrating. 

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Guest Derptin

Has anyone considered using the Draenic Rejuv Pots in place of the Armor Pot? It lets me get the use of two healing potions instead of one per fight and it gets the benefit of resolve so it's a massive heal.

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Guest Collwyr

not sure if this is going to get answered anytime soon since Vlad has replied in a couple of months but I was wondering since the stat prio has changed when it last got updated "feb I think it says" I was wondering could you possibly show the weights so I can customize it in "Ask Mr Robot" seeing as their current PVE guide for protection warrior is different to this guide, and frankly I'm more inclined to follow the guides on this site than Ask Mr Robot, but I find it hard to judge what values to put on these stat prio's when editing the weights in Ask Mr Robot.

 

thanks in advance.

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not sure if this is going to get answered anytime soon since Vlad has replied in a couple of months but I was wondering since the stat prio has changed when it last got updated "feb I think it says" I was wondering could you possibly show the weights so I can customize it in "Ask Mr Robot" seeing as their current PVE guide for protection warrior is different to this guide, and frankly I'm more inclined to follow the guides on this site than Ask Mr Robot, but I find it hard to judge what values to put on these stat prio's when editing the weights in Ask Mr Robot.

 

thanks in advance.

AMR is a tool not a guide :)

 

But to get precise answer, I'd recommend posting it to the warrir forums where the community can answer more quickly :)

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      Before we dive in, we want to acknowledge that our work with each specialization tree is not complete. We’ve seen the recent discussions regarding how bloated the Demonology and Destruction tree are in terms of available talents and ranks, as well as thoughts on the pathing of the Affliction tree.
      In the near future, you will see that the Demonology tree is being restructured and condensed. Both the Destruction tree and the Affliction tree will also undergo a restructuring in the near future. In this context, a restructuring means that: the amount of 2-rank talent nodes will be reduced, talents may be removed, talents may be added, new pathing will be added, and talent nodes may be moved.
      Destruction Update
      Here are our stated goals, with the addition of a new goal, for Destruction moving into the War Within:
      Reduce the fluctuation in throughput in relation to the number of targets in combat. Improve underused talents such as Soulfire and Cataclysm. Condense the number of talents and talent ranks available. Beginning with our general changes, we are moving Chaos Bolt to be baseline. This is mainly to provide a Soul Shard spender once your specialization is chosen. We are also removing Chaosbringer but plan to provide additional tuning to Chaos Bolt, Rain of Fire, and Shadowburn baseline to ensure their power remains relatively the same.
      Avatar of Destruction
      We are removing Avatar of Destruction for a couple of reasons. First and foremost, we want to highlight Summon Infernal as a powerful moment and Avatar of Destruction lessens that by increasing the cadence in which an Infernal is present.
      Secondly, Avatar of Destruction provides Destruction warlocks with a powerful, multi-target stun on a frequent basis. We could remove the stun, but we want to stay in line with our philosophy that when a player sees a demon there’s an understanding of what function that demon provides.
      To replace Avatar of Destruction, we want to try bringing back Decimating Bolt as it fits the fantasy of a Destruction warlock well and provides more power to your rotational spells. We plan to iterate on this decision based on feedback we see from the community.
      Inferno
      We have redesigned Inferno to reduce how much throughput fluctuates based on the number of enemies present during an encounter. This will allow us to tune Destruction in all situations, regardless of the number of targets available. Additionally, this allows us to tune this talent to be a competitive option against Cataclysm rather than have it remain the correct choice.
      Soulfire, Shadowburn, Channel Demonfire
      We want to make each of these spells more appealing. In this build, you’ll see a redesign of Decimation as an experiment to accomplish this for Soulfire however we plan to expand more on this as well as Shadowburn and Channel Demonfire with the restructuring of the Destruction tree, mentioned earlier in this post. Stay tuned for future updates as we work to address this goal.
      Thank you for the discussions thus far. We appreciate the continued feedback!
      You will find all the changes that went live for Warlocks this week linked below.
      (Source)
      WARLOCK Hellcaller Seeds of Their Demise has been redesigned – Blackened Soul damage increased by 30%. When Blackened Soul deals damage, you have a chance to gain Ritual of Ruin/Tormented Crescendo. Malevolence, Wither, and Seeds of Their Demise icons have been updated. Demonology You now have a 35% chance (was 100% chance) to generate a Demonic Core from your summoned Dreadstalkers when they fade. Destruction New Talent: Devastation – Increases the Critical Strike chance of your Destruction spells by 5%. New Talent: Emberstorm – Increases the damage done by your Fire spells by 2/4% and reduces the cast time of your Incinerate spell by 10/20%. New Talent: Decimating Bolt – Hurl bolts of decimating magic at your target, dealing Shadow damage and increase the damage of your next 3 Incinerates by 40%. Decimating Bolt’s damage, and the bonus to Incinerate both increase as your target’s health decreases. New Talent: Summoner’s Embrace – Increases the damage dealt by your spells and your demon by 3%. Ruin has been redesigned – Increases the Critical Strike damage of your Destruction spells by 5/10%. Inferno has been redesigned – Rain of Fire damage is increased by 20% and its Soul Shard cost is reduced by 1. Decimation has been redesigned – Your Incinerate and Conflagrate casts on targets that have 35% or less health reduces the cooldown of Soulfire by 5 seconds and reduce its cast time by 40% for 10 seconds. Chaos Incarnate has been redesigned – Chaos Bolt, Rain of Fire, and Shadowburn always gain 70% of the maximum benefit from your Mastery: Chaotic Energies. Chaos Bolt has been removed from the Destruction specialization tree and is now baseline. Conflagrate has been moved to row 1. Backdraft has been moved to row 2. Roaring Blaze and Improved Conflagrate have been moved to row 3. Ruin has been moved to row 9. The following talents have been removed: Avatar of Destruction Chaosbringer
    • By Staff
      The latest Alpha build introduces significant changes to Death Knight's core and Unholy talent trees and here is what the devs had to say about the changes!
      The core class tree has been restructured to provide damage abilities earlier, improving the leveling experience and offering more flexibility in talent choices.
      The Unholy specialization has been streamlined to reduce the complexity of its rotation and cooldown management, making it less reliant on specific talent builds.
      Epidemic and Outbreak are now baseline and Sudden Doom has been updated.
      Here is what the devs had to say about the latest Death Knight changes.
      (Source)
      Greetings, Death Knights.
      This week’s alpha build has our first round of changes to both the core class tree and the Unholy spec tree. As stated in our initial messaging our goals for the core tree updates were to shift some of the damage throughput at the end of the talent tree to earlier in the tree. For Unholy our goal was to address some of the flood of resources, reduce the number of things that need to be tracked to play optimally, increase pathing as well as choice, and reduce the number of nodes you need to pick up to play the spec fluidly. We will go into a little more detail below for both the core and Unholy changes.
      Core
      The core tree has undergone a decent reshuffling of talent placement, node pathing, ability’s becoming baseline and talent rank reduction.
      Due to the unique leveling experience Death Knights have and not starting from level 1, they had a reduced amount of abilities baseline and had to “buy back” several abilities that other classes and specs would have normally earned as they levelled. Heading into The War Within we are reassessing the stance on this for Death Knight not only for abilities they had to talent into in the core tree but also their spec trees. The hope here is by freeing up some of these talent points you had to spend to make a functional leveling experience you gain a few points that allow you to flex into more optional talents without locking you into one build.
      We have also updated several pathing nodes and moved around a few nodes to better fit the new tree philosophy. Structurally the bottom of the tree no longer holds 9 throughput talents and they have been shifted to earlier in the tree and many of them have been reduced to 1 point. Again, allowing for more build variety and the ability to pick up situational talents when you might need.
      We hope that the update to the core tree allows for more expression when building out your talents and not as if you are locked into one talent build with very wiggle room to pick talents reactively for the situation you are facing.
      Unholy
      The Unholy talent update focuses on reducing the number of talents that you had to pick to make the rotation function in a reasonably coherent way. This includes Epidemic and Outbreak baseline and addressing the number of ability cooldown reduction talents. Unholy suffered from having to choose multiple talents that reduced their cooldowns to align in a way that made sense from a gameplay standpoint. This made playing the spec any other way unreasonably convoluted especially if you were new to the spec and trying to learn to play the spec. We have removed any talent that had any sort of cooldown reduction to abilities and baked them baseline into the spec (this includes Army of the Dead which is now a 3-minute cooldown).
      Secondly, we wanted to address Sudden Doom which has been feeling lackluster for awhile now. Most notably we’ve updated its proc functionality to be more consistent instead of using our RPPM system which is usually found on trinkets and other item procs. It now has a base 25% chance to proc with bad luck protection built in. The hope here is this feels more fluid and a normally occurring proc that fits well int your rotation instead of one that feels like you can go long periods of time without it. We are still noodling on the base percentage chance and values are subject to change, but we’ve found this to be a good starting point. We’ve also updated its functionality to cause your next Death Coil or Epidemic to crit to add a little extra punch to the proc. Alongside some talents that interacted with Sudden Doom and the new talent Doomed Bidding we hope that Sudden Doom feels much more impactful as a class proc.
      We’ve also cut several talents that felt somewhat lackluster or just did very little for Unholy, most notably Feasting Strikes and Replenishing Wounds. We hope that with the reduced amount of must pick Cooldown talents, never picked “useless” talents, and new talent choices there are more appealing choices to be made within the tree that allow you customize in a way that fits your needs. Lastly, there are a couple talent nodes that have temporary “Not Yet Implemented” talents. We will be updating in the future build and eyeing talents that add a little more interaction with diseases in potentially exciting ways.
      Thanks for your patience! We look forward to hearing your feedback on the above. Next up-- we’re working to get our planned Frost and Blood changes in.
      And here are the specific adjustments made to the class, from the development notes:
      (Source)
      DEATH KNIGHT New Talent: Subduing Grasp – When you pull an enemy the damage they deal to you is reduced by 4% for 6 seconds. Located at Rune Mastery’s previous location. New Talent: Osmosis – Anti-Magic Shell increases healing received by 15/25%. Located at Unholy Bonds previous location. New Talent: Null Magic – Magic Damage taken is reduced by 15% and the duration of harmful Magic effects against you are reduced by 35%. New capstone choice node with Vestigial Shell replacing Soul Reaper. New Talent: Vestigial Shell – Casting Anti-Magic Shell grants 2 nearby allies a Lesser Anti-Magic Shell that absorbs magic damage and reduces the duration of harmful Magic effects against them by 50%. New capstone choice node with Null Magic replacing Soul Reaper. New Talent: Ice Prison – Chains of Ice now also roots enemies for 4 seconds but its cooldown is increased to 12 seconds. Available in gate 1 after Blinding Sleet. New Talent: Rune Protection – Your chance to be critically struck is reduced by 3% and your Armor is increased by 3/6%. Replaces Icy Talons old position within the tree. Chains of Ice is now granted baseline and learned at level 13. Anti-Magic Shell is now granted baseline and learned at level 14. Rune of the Stoneskin Gargoyle can now be Runeforged on 1-handed weapons. Rune of Hysteria has been removed. Developer’s note: Rune of Hysteria was a problematic design especially as it pertains to Breath of Sindragosa and the volatility of its uptime. We felt that for the overall health of the spec it would be best to remove Hysteria at this time to better enable us to meet our goals with the upcoming changes to Breath. Empower Rune Weapon has been removed. Developer’s note: This will still be available for Frost in their spec tree but both Blood and Unholy were often flooded with resources and a big unnecessary contributor to this was Empower Rune Weapon. To better dial in resources on Blood and Unholy we feel its best to keep Empower Rune Weapon for Frost only. Abomination Limb no longer grants Bone Shield, Runic Corruption, or Rime based on specialization. Developer’s note: In Shadowlands it was important for the spec hooks to exist to better balance between the other covenant ability choices. With its re-introduction in Dragonflight its added to the influx of resources/procs that can often come at inopportune times or add to the feeling of being unable to spend down the bonuses it grants. By removing this it allows the ability to “breathe” on its own and lean into its strength of AoE control and damage. Rune of the Apocalypse has been updated: War Effect Damage taken increased to 4% (was 1%). Duration increased to 10 seconds (was 6 seconds). Pestilence Effect Damage increased by 500%. Famine Effect Damage dealt to the caster reduced to 5% (was 2%). Death Effect Healing reduction increased to 5% (was 1%). Cleaving Strikes now also retains bonus effects for being within your Death and Decay for 4 seconds when leaving its area. Icebound Fortitude cooldown reduced by 60 seconds. Veteran of the Third War now grants 20% Stamina (was 10%). Now a 1-rank talent (was 2). Icy Talons Now increases attack speed per stack by 6% (was 3%). Now a 1-rank talent (was 2). Unholy Bond now increases effectiveness of Runeforge effects by 20% (was 10%). Now a 1-rank talent (was 2). Assimilation now reduces the cooldown of Anti-Magic Zone by 30 seconds. No longer increase Runic Power when absorbing damage. Suppression now grants an additional 6% damage reduction to area of effects when you suffer a loss of control effect. Moved to gate 3. Blood Scent Leech increased to 5%. Moved to gate 3. Blood Draw now also grants a buff reducing damage taken by 10% and reducing Death Strike cost by 10 for 8 seconds when falling below 30% health. Now a 1-rank talent. Moved to the left capstone position. Unholy Ground moved to gate 1 available after Cleaving Strikes. Sacrificial Pact is now a choice node with Enfeeble. Runic Attenuation moved to gate 1 available after Coldthirst. Soul Reaper moved to gate 2 available after Unholy Blond or Death’s Reach The following talents have been removed: Might of Thassarian Merciless Strikes Clenching Grasp Unholy New Talent: Doomed Bidding – Consuming Sudden Doom calls upon a Magus of the Dead to assist you for 8 seconds. Now a choice node with Summon Gargoyle. Ghoulish Frenzy is now available in the 2nd gate replacing Unholy Command. New Talent: Raise Abomination – Summons an Abomination to attack nearby enemies applying Festering Wound with its melee attacks and infecting all nearby enemies with Virulent Plague. 90 second cooldown. Replaces Army of the Dead. New Talent: Foul Infections – Your diseases deal 10% more damage and have a 5% increased chance to critically strike. New Talent: Menacing Magus – Your Magus of the Dead Shadow Bolt now fires a volley of Shadow Bolts at up to 4 nearby enemies. Epidemic is now granted baseline and learned at level 18. Outbreak is now granted baseline and learned at level 13. Sudden Doom is now learned in gate 1 directly after Scourge Strike and also causes your next Death Coil or Epidemic to critically strike Sudden Doom is no longer an RPPM proc and has instead been updated to have a 25% chance on auto-attacks to proc with build in bad luck protection to provide a more consistent proc. Army of the Dead cooldown reduced to 3 minutes (was 8 minutes). Apocalypse cooldown reduced to 45 seconds (was 90 seconds). Dark Transformation cooldown reduced to 45 seconds (was 60 seconds). Vile Contagion cooldown reduced to 45 seconds (was 90 seconds). Festermight now functions like Ironfur, allowing multiple instances to overlap. Ruptured Viscera is no longer a choice node with Magus of the Dead. Ebon Fever is no longer a choice node with Bursting Sores and is available directly after Bursting Sores. Updated to also affect Frost Fever and Blood Plague if Superstrain is talented. Unholy Blight moved to gate 1. The following talents have been removed: Replenishing Wounds Army of the Damned Unholy Command Feasting Strike
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