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Dragonflight 10.2 Hotfixes, December 4th

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The nerfs have arrived to the final two bosses of Amirdrassil (in addition to quite a few fixes as well), and we also have the usual class, item, profession an PvP tweaks in here too.

You can also find Season of Discovery hotfixes for today here.

Blizzard Logo December 4 (Source)


  • Warlock
    • Demonology
      • Fixed an issue where Soul Strike Soul Strike would sometimes cast multiple times.

Dungeons and Raids

  • Throne of the Tides

    • Fixed an issue where Mindbender Ghu’sha would prevent players from releasing spirit when defeated.
  • Amirdrassil, the Dream’s Hope

    • Tindral Sageswift
      • Fixed an issue where multiple players can benefit from the same Fallen Feather buff.
      • Fixed an issue where Diffuse Magic can cause Tindral to be inflicted with Fiery Growth.
      • Fixed an issue where Dream Essence does not get removed if Tindral finishes casting Supernova during intermission.
      • Ride Along disabled on players with the Fallen Feather debuff on Mythic difficulty.
      • [With weekly maintenance in each region] Seed of Flame duration increased to 5 seconds (was 3 seconds) in phase two on Mythic difficulty.
      • [With weekly maintenance in each region] Fallen Feathers damage reduced by 15% and Fallen Feathers will now spawn around the boss (was spawning behind the boss) on Mythic difficulty.
    • Fyrakk the Blazing [with weekly maintenance in each region]
      • Blaze now hits fewer targets on Mythic difficulty.
      • Fyrakk no longer hits all targets with Aflame when casting Incarnate on Mythic difficulty.
      • Searing Screams damage increase reduced to 100% (was 300%) on Mythic difficulty.
      • Reduced the health of Burning Colossus and Dark Colossus by 15% on Mythic difficulty.


Player versus Player

  • Resolved an issue that caused War Mode Supply Drops in the Emerald Dream to occur in the same location repeatedly.


  • Cooking
    • Mages who Conjure Desserts will no longer draw the attention of all hungry creatures within 40 yards.
  • Tailoring
    • Attempting to craft for the Legion quest “Inspire Me!” should no longer result in Invalid Target errors.

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      Resilient Flourishing: Bloodseeker Vines and Symbiotic Blooms last 2 additional seconds. When a target afflicted by Bloodseeker Vines dies, the vines jump to a nearby unaffected target for their remaining duration. Root Network: Each active Bloodseeker Vine increases the damage your abilities deal by 2%. Each active Symbiotic Bloom increases the healing of your Lifebloom and Wild Growth by 2%. Bursting Growth: When Bloodseeker Thorns expire they explode in thorns, dealing physical damage to nearby enemies. Damage reduced above 5 targets. When Symbiotic Blooms expire, flowers grow around their target, healing them and up to 3 nearby allies.
      Choice Node: Twin Sprouts and Implant
      Twin Sprouts: When Bloodseeker Vines or Symbiotic Blooms grow, they have a 10% chance to cause another growth of the same type to immediately grow on a valid nearby target. Implant: Feral Frenzy immediately causes a Bloodseeker Vine to grow on the target. Casting Regrowth that is made instant via Nature’s Swiftness causes a Symbiotic Bloom to grow on the target.  WILDSTALKER CAPSTONE
      Vigorous Creepers: Bloodseeker Vines increase the damage your abilities deal to affected enemies by 10%. Symbiotic Blooms increase the healing your spells do to affected targets by 8%.
      Scalecommander Evoker Specializations: Augmentation and Devastation
      Scalecommanders are the chosen generals of the Dracthyr, specializing in calling targets and inspiring those around them. They are experts in using flight during a battle, and are often seen leading the charge while in the sky.
      Mass Eruptions / Mass Disintegrate: Empower spells cause your next Disintegrate (Devastation) and Eruption (Augmentation) to strike up to 3 targets. When striking less than 3 targets, Disintegrate or Eruption damage is increased by 25% for each missing target.
      Might of the Black Dragonflight: Black spells deal 10% increased damage.
      Bombardments: Mass Disintegrate marks your primary target for destruction for the next 10 seconds. You and your allies have a chance to trigger a Bombardment when attacking marked targets, dealing Volcanic damage split amongst all nearby enemies.
      Onslaught: Entering combat grants a charge of Burnout, causing your next Living Flame to cast instantly.
      Melt Armor: Deep Breath (Devastation) and Breath of Eons (Augmentation] cause enemies to take 20% increased damage from Bombardments and Essence abilities for 12 seconds.
      Wingleader: Bombardments reduce the cooldown of Deep Breath (Devastation) and Breath of Eons (Augmentation) by 1 second for each target struck, up to 3 seconds.
      Unrelenting Siege: For each second you are in combat, Azure Strike and Living Flame deal 1% increased damage, up to 50%.
      Choice Node: Hardened Scales and Menacing Presence
      Hardened Scales: Obsidian Scales reduces damage taken by an additional 5%. Menacing Presence: Knocking an enemy up or backward reduces their damage done to you by 15% for 8 seconds. Choice Node: Extended Battle and Diverted Power
      Extended Battle: Essence abilities extend Bombardments by 1 second. Diverted Power: Bombardments have a chance to generate Essence Burst. Choice Node: Nimble Flyer and Tailwinds
      Nimble Flyer: While Hovering, damage taken from area of effect attacks is reduced by 10%. Tailwinds: Deep Breath (Devastation) and Breath of Eons (Augmentation) reset the cooldown of Hover. SCALECOMMANDER CAPSTONE
      Maneuverability: Deep Breath (Devastation) and Breath of Eons (Augmentation) can now be steered in your desired direction. In addition, Deep Breath (Devastation) and Breath of Eons (Augmentation) burn targets for Volcanic damage over 12 seconds.
      Herald of the Sun Paladin Specializations: Holy and Retribution
      Heralds of the Sun infuse themselves with Radiant Solar energy to inflict burns on enemies and cauterize their allies’ wounds. They are deeply bonded to this power and can manifest potent solar rays while fully connected to the Light.
      Sunspot: Wake of Ashes (Retribution) and Holy Prism (Holy) cause your next 2 Holy Power spending abilities to create a Sunspot on your target, dealing Radiant damage or healing over 8 seconds. 10% of Sunspots damage and healing radiates to nearby allies or enemies, reduced beyond 5 targets.
      Choice Node: Morning Star and Gleaming Rays
      Morning Star: Every 5 sec, your next Sunspot’s damage or healing is increased by 5%, stacking up to 10 times. Morning Star stacks twice as fast while out of combat. Gleaming Rays: While a Sunspot is active, your abilities that use Holy Power deal 10% increased additional damage or healing. Eternal Flame: Heals an ally immediately and over an additional 20 seconds. Healing increased by 25% when cast on self. Replaces Word of Glory, costs 3 Holy Power.
      Luminosity: Critical strike chance of Hammer of Wrath and Divine Storm (Retribution) and Holy Shock and Light of Dawn (Holy) increased by 10%.
      Choice Node: Illumine and Will of the Dawn
      Illumine: Sunspots reduce the movement speed of enemies by 50% and increase the movement speed of allies by 20%. Will of the Dawn: Movement speed increased by 5% while above 80% health. When your health is brought below 35%, your movement speed is increased by 40% for 5 seconds. Cannot occur more than once every 60 seconds. Choice Node: Eternal Sun and Lingering Radiance
      Eternal Sun: Sunspot’s duration is increased by 2 seconds and Eternal Flame’s duration is increased by 3 seconds. Lingering Radiance: Sunspots leave an Eternal Flame for 12 seconds on allies or a Greater Judgment on enemies when they expire or are extended. Sun Sear: Hammer of Wrath and Divine Storm (Retribution) and Holy Shock and Light of Dawn (Holy) critical strikes cause the target to burn for additional Radiant damage over 4 seconds or be healed for over 4 seconds.
      Aurora: After you cast Wake of Ashes (Retribution) or Holy Prism(Holy) gain Divine Purpose.
      Solar Grace: Your Haste is increased by 4% for 12 seconds each time you apply a Sunspot. Multiple stacks may overlap.
      Second Sunrise: Hammer of Wrath and Divine Storm (Retribution]) and Holy Shock and Light of Dawn (Holy) have a 15% chance to cast again at 30% effectiveness.
      Sun’s Avatar: During Avenging Wrath, you become linked to your Sunspots, causing Radiant damage to enemies or healing to allies that pass through the beams, reduced beyond 5 targets.
      Activating Avenging Wrath applies 4 Sunspots onto nearby allies or enemies and increases Sunspot’s damage and healing by 20%.
      Templar Paladin Specializations: Protection and Retribution
      Templar stop at nothing to fulfil their divine purpose of bringing justice and purging the wicked. They call down hammers of light and unleash devastating combinations of Physical and Holy attacks that vanquish their enemies.
      Light's Guidance: Wake of Ashes (Retribution) and Eye of Tyr (Protection) are replaced with Hammer of Light for 12 seconds after they are cast.
      Hammer of Light: Hammer down your enemy with the power of the Light, dealing Holy damage to the target and up to 4 nearby enemies. Additionally, calls down Empyrean Hammers from the sky to strike 3 nearby enemies for Holy damage. Costs 5 Holy Power.  TEMPLAR ROW 1 
      Choice Node: Templar’s Watch and For Whom the Bell Tolls 
      Templar’s Watch: Hammer of Light, Wake of Ashes (Retribution), and Eye of Tyr (Protection) deal 30% increased damage when striking only 1 enemy. This amount is reduced by 6% for each additional target struck.  For Whom the Bell Tolls: Divine Toll grants up to 100% increased damage to your next 3 Judgments when striking only 1 enemy. This amount is reduced by 20% for each additional target struck.  Shake the Heavens: After casting Hammer of Light, you call down an Empyrean Hammer on a nearby target every 2 seconds for 8 seconds. 
      Empyrean Hammer: When Empyrean Hammer critically strikes, 60% of its damage is dealt to nearby enemies. Enemies hit by this effect deal 5% reduced damage to you for 8 seconds. 
      TEMPLAR ROW 2 
      Sacrosanct Crusade: When you cast Wake of Ashes (Retribution) or Eye of Tyr (Protection), gain Shield of Vengeance at 10% effectiveness. 
      Higher Calling: Crusader Strike, Hammer of Wrath, and Blade of Justice (Retribution) and Judgment (Protection) extend the duration of Shake the Heavens by 1 second. 
      Choice Node: Bonds of Fellowship and Unrelenting Charger 
      Bonds of Fellowship: You receive 20% less damage from Blessing of Sacrifice and each time its target takes damage, you gain 4% movement speed up to a maximum of 40%.  Unrelenting Charger: Divine Steed lasts 2 seconds longer and increases your movement speed by an additional 30% for the first 3 seconds.  TEMPLAR ROW 3 
      Choice Node: Endless Wrath and Sanctification 
      Endless Wrath: Calling down an Empyrean Hammer has a 10% chance to reset the cooldown of Hammer of Wrath and make it usable on any target, regardless of their health.  Sanctification: Casting Judgment increases the damage of Empyrean Hammer by 10% for 10 seconds. Multiple applications may overlap.  Hammerfall: Templar's Verdict and Divine Storm (Retribution) and Shield of the Righteous and Word of Glory (Protection) call down an Empyrean Hammer on a nearby enemy. While Shake the Heavens is active, this effect calls down an additional Empyrean Hammer. 
      Undisputed Ruling: Hammer of Light applies Judgment to its targets and increases your Haste by 15% for 6 seconds (Protection). Additionally, Eye of Tyr grants 3 Holy Power.  
      Light's Deliverance: You gain a stack of Light's Deliverance when you call down an Empyrean Hammer. At 50 stacks, casting Hammer of Light empowers you for 12 seconds to cast Hammer of Light an additional time for free. 
      Trickster Rogue Specializations: Outlaw and Subtlety
      Misdirection, dirty tricks, and flashing blades are on display when a Trickster enters a fight. A clever Trickster distracts an opponent with a devious misdirection or sword’s flourish then slashes the fool with a blade they never saw coming. Coins are taken, leaving pockets lighter and egos bruised.
      Unseen Blade: Feint now grants 2 Combo Points and quickly slashes with an Unseen Blade dealing damage to nearby enemies. Targets struck are Fazed for 5 seconds.
      Fazed enemies take 5% more damage from you and cannot parry your attacks.
      Surprising Strikes: Attacks that generate Combo Points deal 25% increased critical strike damage to Fazed targets.
      Choice Node: Smoke and Mirrors
      Smoke: You take 5% reduced damage from Fazed targets. Mirrors: Feint reduces area damage taken by an additional 10%. Flawless Form: Killing Spree (Outlaw) and Secret Technique (Subtlety) grant Mastery for 5 seconds. Multiple applications may overlap.
      Choice Node: So Tricky and Don’t Be Suspicious
      So Tricky: Tricks of the Trade’s threat redirect duration is increased to 1 hour. Don’t Be Suspicious: Blind and Shroud of Concealment have 10% reduced cooldown. Pick Pocket and Sap range increased by 10 yards. Devious Distractions: Distract and Killing Spree (Outlaw) and Secret Technique (Subtlety) cause targets to be Fazed for 10 seconds.
      Choice Node: Thousand Cuts and Flickerstrike
      Thousand Cuts: Slice and Dice grants 10% additional attack speed and gives your auto attacks a chance to trigger Unseen Blade. Flickerstrike: Taking area damage while Feint is active or dodging while Evasion is active triggers Unseen Blade. This effect may only occur once every 5 seconds. TRICKSTER ROW 3
      Nimble Flurry: Killing Spree (Outlaw) and Secret Technique (Subtlety) deal 10% more damage and have a 10% reduced cooldown.
      Choice Node: Cloud Cover and No Scruples
      Cloud Cover: Distract now creates a cloud of smoke for 10 seconds and its cooldown is increased to 90 seconds. Attacks from within the cloud afflict targets with Fazed for 5 seconds. No Scruples: Finishing moves have a 10% increased chance to critically strike Fazed targets. Elaborate Twirl: Increases the duration of Flawless Form by 2 seconds.
      Coup de Grace: After 4 strikes with Unseen Blade, your next Dispatch (Outlaw), Eviscerate, or Black Powder (Subtlety)will be performed as a Coup de Grace, dealing 40% increased damage. If the primary target is Fazed, gain 5 stacks of Flawless Form.
      Diabolist Warlock Specializations: Demonology and Destruction
      The defeat of the Legion has left many demons unbound and potent magics untouched. Bring the remnants of the Burning Crusade to heel, commanding greater demons once thought to be uncontrollable and wreak havoc across the battlefield using abyssal powers from the Twisting Nether.
      Diabolic Ritual: Spending a Soul Shard grants Diabolic Ritual for 20 seconds. While Diabolic Ritual is active, each Soul Shard spent reduces its duration by 1 second. When Diabolic Ritual expires you gain Demonic Art, causing your next ability that costs Soul Shards to summon an Overlord, Mother of Chaos, or Pit Lord that unleashes a devastating attack against your enemies. 
      Cloven Souls: Enemies damaged by your Overlord have their souls cloven, increasing damage taken by you and your pets by 10% for 20 seconds. 
      Touch of Rancora: Diabolic Ritual increases the damage of your next ability that costs Soul Shards by 30% and reduces its cast time by 50%. 
      Secrets of the Coven: Mother of Chaos empowers your next Shadow Bolt or Incinerate to become Demonfire Barrage. 
      Demonfire Barrage: Channel a barrage of 4 Shadow Bolts at 150% effectiveness toward the enemy target over 1.5 seconds.  DIABOLIST ROW 2 
      Choice Node: Soul-Etched Circles and Annihilan’s Bellow
      Soul-Etched Circles: You always gain the benefit of Soulburn when casting Demonic Circle: Teleport, increasing your movement speed by 50% and making you immune to snares and roots for 6 seconds.  Annihilan's Bellow: Howl of Terror cooldown is reduced by 15 seconds and range is increased by 5 yards.  Choice Node: Cruelty of Kerxan and Infernal Machine 
      Cruelty of Kerxan: Nether Portal, Summon Demonic Tyrant, and Summon Infernal grant Diabolic Ritual and reduce its duration by 3 seconds.  Infernal Machine: Abilities that cost Soul Shards decrease the duration of Diabolic Ritual by 1 additional second while your Demonic Tyrant, Nether Portal, or Infernal is active. Choice Node: Infernal Vitality and Infernal Bulwark 
      Infernal Vitality: Unending Resolve heals you for 30% of your maximum health over 10 seconds.  Infernal Bulwark: Unending Resolve grants Soul Leech equal to 10% of your maximum health and increases the maximum amount Soul Leech can absorb by 10% for 8 seconds. DIABOLIST ROW 3 
      Flames of Xoroth: Fire damage increased 2% and damage dealt by your demons is increased 2%. 
      Abyssal Dominion: Grimoire: Felguard and Cataclysm gain additional effects: 
      Grimoire: Felguard (Demonology) lasts 3 seconds longer and its cooldown is reduced by 30 seconds.  Casting Cataclysm (Destruction) summons an Overfiend that casts Chaos Bolt 2 times at 80% effectiveness before departing.  Gloom of Nathreza: Hand of Gul'dan deals 15% increased damage for each Soul Shard spent. Enemies marked by your Havoc take 5% increased damage from your single target spells. 
      Ruination: Summoning a Pit Lord causes your next Hand of Gul'dan or Chaos Bolt to become Ruination. 
      Ruination: Call down a demon-infested meteor from the depths of the Twisting Nether, dealing Chaos damage on impact to all enemies within 8 yards of the target and summoning 3 Wild Imps.  Colossus Warrior Specializations: Arms and Protection
      Colossus Warriors are the peak of pure physical might and resilience. They are veterans of countless battles and have the scars to show for it. Colossus’ know not only how to take a hit and keep going, but how and where to put their strikes to use to ensure their enemies don’t.
      Demolish: Unleash a series of precise and powerful strikes against your target and enemies within 8 yards of it. You can block, parry, and dodge while using this ability. 45 second cooldown.
      Martial Expert: Your critical strike damage is increased by 10% and the amount blocked by your critical blocks is increased by 10%.
      Colossal Might: Mortal Strike and Shield Slam grant a stack of Colossal Might. Colossal Might increases damage dealt by Demolish by 10% and stacks up to 5 times. Demolish consumes Colossal Might.
      Choice Node: Boneshaker and Earthquaker
      Boneshaker: Shockwave's stun duration is increased by 2 seconds. Earthquaker: Shockwave also knocks enemies into the air, and its cooldown is reduced by 5 seconds. COLOSSUS ROW 2
      Choice Node: One Against Many and Arterial Bleed
      One Against Many: Shockwave, Cleave, Whirlwind, and Revenge deal 5% more damage per target affected up to 5. Arterial Bleed: Colossal Might increases the damage of Rend and Deep Wounds by 2% per stack. Tide of Battle: Colossal Might increases the damage of Overpower and Revenge by 2%.
      Choice Node: No Stranger to Pain and Rally
      No Stranger to Pain: Total damage prevented by Ignore Pain increased by 15%. Rally: Taking damage has a low chance to give you a Second Wind for 2 seconds. COLOSSUS ROW 3
      Practiced Strikes: Mortal Strike and Shield Slam damage increased by 15%.
      True Might: Mortal Strike and Shield Slam critical strikes grant an additional stack of Colossal Might.
      Mountain of Muscle and Scars: You deal 5% more damage and take 2.5% less damage. Size increased by 5%.
      Unstoppable Force: Colossal Might now stacks 10 times. If you were to gain an additional stack of Colossal Might but are already at max stacks, the cooldown of Demolish is reduced by 2 seconds. While channeling Demolish, you are grounded, making you immune to stuns and effects that move you.
      We look forward to hearing your thoughts and sharing more as we progress.
      Visit our first and second preview articles to learn more about additional Hero Talents in development.
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