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Weekly Rotation for Awakened Raids in Dragonflight Season 4

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In Dragonflight Season 4, Awakened/Fated raids will be on a weekly rotation.

Upon accessing the Adventure Guide and navigating to the Raids section, you'll notice a green gem icon beside the raid that's Awakened for the current week.

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When a raid is Awakened, bosses are more powerful and loot drops are upgraded to a higher item level. The upcoming season revisits the Fated system introduced in Shadowlands Season 4.

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    • By Staff
      The development notes for this week's The War Within Beta build have arrived with many class changes including the previously announced tank nerfs.
      (Source)
      Hello everyone.
      This week’s update to the War Within Beta is now available to test. Please note that there is a possibility of some server instabilities over the next few days. If you encounter any issues with instabilities, please report them in the bug reporter.
      CLASSES
      DEATH KNIGHT Death Strike can now only heal the Death Knight for a percentage of damage taken from a given damage event once. Death Strikes that heal the minimum health amount do not count as using damage events in this way. Enfeeble reduces damage dealt to you by 12% (was 15%). Null Magic reduces Magic damage taken by 8% (was 10%). Hero Talents Deathbringer (Blood/Frost) Reaper’s Mark is now a 45 second cooldown (was 60 seconds). Swift End now reduces the cooldown of Reaper’s Mark by 15 seconds (was 30 seconds). Frost Reaper’s Mark now scales with Mastery: Frozen Heart. Wave of Souls now scales with Mastery: Frozen Heart. Exterminate now scales with Mastery: Frozen Heart. Rider of the Apocalypse (Frost/Unholy) Damage of all Riders reduced by 15% Hungering Thirst disease damage, Death Coil, and Frost Strike damage reduced to 10% (was 15%). A Feast of Souls now Increases damage of Runic Power spenders by 20% (was 30%). Trollbane’s Icy Fury damage reduced by 10%. Undeath damage reduced by 10%. Blood Consumption’s Blood Plague damage occurs 30% more quickly (was 50%) and duration reduced to 6 seconds (was 8 seconds). Rapid Decomposition’s Blood Plague and Death and Decay now deal damage 15% faster (was 18%). Coagulopathy now increases Blood Plague damage by 25% per stack (was 30%). Developer’s note: In The War Within, all character Stamina has been increased by 60% as part of an overall adjustment to the pace of healing gameplay. This increases the relative value of abilities that heal a percentage of a character’s maximum health. Many of these ability changes are to counteract that relative change. For instance, the percentage health that Frenzied Regeneration restores has been reduced by about a third, but the amount of health it restores has remained the same.
      Death Strike is a powerful ability that allows Blood Death Knights to mitigate a percentage of any form of damage taken in the last 5 seconds. In a way, Death Strike works like a retroactive shield block. Instead of reducing damage up front, it “mitigates” the damage you took from a hit by healing you. If used in succession, Death Strike can affect a single hit multiple times, which would be comparable to blocking a hit, then going back in time and blocking it again, in some cases restoring yourself to higher health than where you started. In The War Within, we are changing Death Strike to only heal the death knight for a percentage of damage taken from a given damage event once, to make it scale more like other tank mitigation mechanics.
      We are also reducing Runic Power generation somewhat and reducing some of the mitigation death knights get from high-uptime cooldowns like Enfeeble and Dancing Rune Weapon, but increasing armor from Bone Shield. Overall, death knights should take damage more smoothly, and they will remain one of the strongest tanks for encounters with high magic or periodic damage A new aura, Coagulating Blood, shows the amount of recently taken damage that will be used to calculate the value of your next Death Strike. The aura description lists the value as a flat amount and the number of stacks shows it as a percentage of your current health. Blood Shield’s cap is now 50% of the Death Knight’s maximum health (was 100%) and the cap is no longer temporarily increased by Vampiric Blood. Developer’s note: This should not affect how much Blood Shield Death Knights are able to generate while actively tanking, but will reduce how large a barrier they are able to accumulate while off-tanking. Bone Shield increases Armor by 100% of Strength (was 80%). Leeching Strike now heals for 0.25% maximum health for each target hit (was 0.5%). Dancing Rune Weapon increases Parry chance by 35% (was 40%). Each active Dancing Rune Weapon generates 3 Runic Power when mirroring Heart Strike (was 5). Everlasting Bond increases Dancing Rune Weapon’s duration by 6 seconds (was 8 seconds). Blood Drinker reduces the damage the enemy deals to you by 15% (was 20%). Bonestorm heals you for 2% of your maximum health (was 3%), up to a maximum of 10% (was 15%). Bonestorm damage increased by 20%. Frost Glacial Advance damage reduced by 15%. Icy Death Torrent damage reduced by 15%. Enduring Strength now grants 15% Strength (was 20%). Shattering Blade now causes the next Frost Strike when consuming 5 Razorice stacks to be increased by 115% (was 125%). Unholy Ebon Fever now increases damage diseases deal by 12% (was 15%). Bursting Sores now increases Festering wound damage by 16% (was 20%). Bursting Sores damage reduced by 8%. Superstrain now applies Blood Plague and Frost Fever at 75% (was 80%). DEMON HUNTER Live By the Glaive now restores 2% of maximum health (was 4%). Hero Talents Aldrachi Reaver Incisive Blade effectiveness reduced to 15%. Fel-Scarred Havoc Demonsurge no longer increases Armor or max health while your demon form is active. Demonsurge now causes Demon’s Bite to generate 15 additional Fury (and 5 for Demon Blades) while your demon form is active. Vengeance Developer’s note: In The War Within, all character Stamina has been increased by 60% as part of an overall adjustment to the pace of healing gameplay. This increases the relative value of abilities that heal a percentage of a character’s maximum health. Many of these ability changes are to counteract that relative change. For instance, the percentage health that Frenzied Regeneration restores has been reduced by about a third, but the amount of health it restores has remained the same.
      Like Death Strike for Death Knights, Soul Fragments give Demon Hunters strong recovery against any type of damage, as well as strong self-healing. Because Demon Hunters consume Soul Fragments steadily, we are not changing the rules for how often they can affect a damage event. We are increasing Vengeance’s overall damage taken by weakening the damage reduction of talents like Void Reaver and Illuminated Sigils, while keeping the power of core abilities like Soul Fragments and Demon Spikes. They will continue to be one of the stronger tank classes at self-healing and surviving magic damage. Thick Skin increases Stamina by 60% (was 65%). Demonic Wards reduces physical and magic damage taken by 8% (was 10%). Soul Cleave healing reduced by 20%. Frailty heals for 8% of damage done (was 10%). Void Reaver reduces damage you take from targets afflicted by Frailty by 3% (was 4%). Illuminated Sigils grants 12% Parry chance (was 15%). Down in Flames reduces Fiery Brand cooldown by 12 seconds (was 15 seconds). Metamorphosis increases maximum health by 40% (was 50%). Darkglare Boon now refreshes 15-30% of Fel Devastation’s cooldown (was 20-40%) and refunds 15-30 Fury (was 20-40). DRUID Regrowth initial heal increased by 30%. Frenzied Regeneration heals you for 20% of your maximum health (was 32%). Ironfur increases Armor by 112% of Agility (was 120%). Renewal heals for 20% of maximum health (was 30%). Hero Talents Keeper of the Grove (Balance/Restoration) Dream Bloom healing increased by 20%. Power of Nature increases the healing of Rejuvenation, Efflorescence, and Lifebloom by 10% (was 5%) Minor Cenarion Ward cast from Durability of Nature healing increased by 100%. Bounteous Bloom: Grove Guadian healing increased by 30% (was 20%). Grove’s Inspiration increases Regrowth, Wild Growth, and Swiftmend healing by 9% (was 6%). Potent Enchantments causes Tree of Life granted by Reforestation to last 3 seconds longer (was 2 seconds). Harmony of the Grove increases your healing by 6% for each active Grove Guardian (was 3%). Wildstalker (Feral/Restoration) Symbiotic Blooms prefer to target injured players over pets or minions. Symbiotic Blooms grow 30% more often. Bond with Nature now increases healing taken by 3% (was 10%). Harmonious Constitution now increases Regrowth’s healing to yourself by 35% for Restoration and 25% for Feral (was 50%). Bursting Growth healing increased by 100%. Implant causes Symbiotic Blooms to grow for 6 seconds (was 4 seconds). Vigorous Creepers increases the healing your spells do to affected targets by 20% (was 6%). Guardian Developer’s Notes: In The War Within, all character Stamina has been increased by 60% as part of an overall adjustment to the pace of healing gameplay. This increases the relative value of abilities that heal a percentage of a character’s maximum health. Many of these ability changes are to counteract that relative change. For instance, the percentage health that Frenzied Regeneration restores has been reduced by about a third, but the amount of health it restores has remained the same.
      With high armor and Ironfur uptime, druids should be one of the best tanks at surviving physical damage. We’re slightly increasing the damage they take from all types of damage and balancing the power of their self-healing. We’re also reducing the durations of some of their cooldowns to make timing their use more important. Reinvigoration reduces Frenzied Regeneration’s cooldown by 10/20% (was 20/40%). Earthwarden reduces damage taken by 25% (was 30%). Survival of the Fittest reduces cooldowns by 12/24% (was 15/30%). Tooth and Claw reduces damage taken by 12% (was 15%). After the Wildfire triggers after spending 300 Rage (was 200). Ursoc’s Fury grants a shield equal to 25% of Thrash and Maul damage (was 45%). Elune’s Favored heals you for 25% of Arcane damage dealt (was 40%). Rage of the Sleeper duration reduced to 8 seconds (was 10 seconds). Rage of the Sleeper damage taken reduction reduced to 20% (was 25%). Rage of the Sleeper Leech decreases to 20% (was 25%). Pulverize duration reduced to 8 seconds (was 10 seconds). Ursoc’s Guidance reduces the cooldown of Incarnation: Guardian of Ursoc by 1 second for each 25 Rage spent (was 20). Restoration Swiftmend healing increased by 20%. Lifebloom heal over time increased by 20%. Lifebloom bloom healing increased by 30%. Cenarion Ward healing increased by 20%. EVOKER Disintegrate damage increased by 10%. Fire Breath damage increased by 10%. Azure Strike damage increased by 10%. Deep Breath damage increased by 10%. Verdant Embrace healing increased by 20%. Living Flame healing increased by 30%. Hero Talents Chronowarden (Augmentation/Preservation) Echoes cast from Resonating Sphere will no longer trigger or consume Golden Opportunity. Flameshaper (Devastation/Preservation) Consume Flame no longer double dips healing and damage mods. Engulf can now be stored in Stasis. Traveling Flame will now prefer injured allies when seeking a new target for Dream Breath. Scalecommander (Devastation/Augmentation) Melt Armor damage increased by 25%. Augmentation Black Attunement increases the maximum health of you and 4 nearby allies by 2% (was 4%). Aspects’ Favor increases Black Attunement by 1% max health per talent point invested (was 2%). Devastation Eternity Surge damage increased by 10%. Pyre damage increased by 10%. Shattering Star damage increased by 10%. Unravel damage increased by 10%. Firestorm damage increased by 10%. Preservation Spiritbloom healing increased by 20%. Reversion will now extend its duration by 30% when it is refreshed. Emerald Blossom and Echo casts will no longer consume Essence Burst when they are released from Stasis. Lifebind will now trigger its healing from heals that are considered procs. Field of Dreams procs will no longer incorrectly benefit from Titan’s Gift. HUNTER Hero Talents Sentinel (Survival/Marksmanship) Symphonic Arsenal now has a 5 target cap. Sentinel now has a 2 second period (was 1 second). Sentinel damage increased by 100%. Overwatch now has a 15 second internal cooldown. MAGE Mass Barrier now has a cooldown of 3 minutes (was 2 minutes). Hero Talents Spellslinger (Frost/Arcane) Arcane Embedded Arcane Splinter damage reduced by 20%. Arcane Splinter damage reduced by 20%. Splinterstorm damage reduced by 20%. MONK Yu’lon’s Grace grants an absorb equal to 1% of your maximum health (was 2%) every 3 seconds (was 2 seconds). Healing Winds restores 10% of maximum health (was 15%). Hero Talents Conduit of the Celestials (Mistweaver/Windwalker) Celestial Conduit damage reduced by 8%. Master of Harmony (Mistweaver/Brewmaster) Manifestation effectiveness reduced to 50% (was 100%). Balanced Stratagem effect reduced to 3% (was 5%). Way of a Thousand Strikes vitality reduced to 30% (was 50%). Brewmaster Aspect of Harmony’s damage contribution reduced to 15% (was 20%) healing contribution reduced to 7% (was 10%). Brewmaster Detox now costs 10 energy (was 20). Chi Wave damage reduced by 10%. Chi Burst damage reduced by 10%. Developer’s note: In The War Within, all character Stamina has been increased by 60% as part of an overall adjustment to the pace of healing gameplay. This increases the relative value of abilities that heal a percentage of a character’s maximum health. Many of these ability changes are to counteract that relative change. For instance, the percentage health that Frenzied Regeneration restores has been reduced by about a third, but the amount of health it restores has remained the same.
      Healers have more time to heal monks than other tanks because Stagger spreads out the damage that they take over time. Our goal is for monks to take a little more damage overall than other tanks to offset this effect. However, we feel their overall magic damage mitigation is a little low compared to other tanks and are improving it somewhat by buffing Stagger and its value against magic. To increase their physical damage taken overall, we are primarily reducing the dodge granted by Elusive Brawler and some of their other talents. Mastery: Elusive Brawler chance to dodge reduced by 12%. Brewmaster’s Balance increases Armor by 50% (was 25%). Celestial Fortune heals you for 70% of the amount healed (was 80%). Amount of damage staggered increased by 8%. Percentage of magic damage staggered increased to 58% (was 45%). Dance of the Wind chance to dodge reduced to 5% (was 10%). Staggering Strikes healing reduced by 28%. Spirit of the Ox chance to summon a Healing Sphere reduced by 40%. Elixir of Determination healing reduced to 30% of recently purified damage (was 50%), or a minimum of 8% of your maximum health (was 20%). Celestial Brew healing reduced by 10%. Pretense of Instability grants 10% Dodge (was 15%). Dance of the Wind chance to dodge reduced to 5% (was 10%). Mistweaver Ancient Teachings now transfers 170% of damage to healing (was 150%). Tear of Morning now causes 12% of Enveloping Mist healing to transfer to allies with Renewing Mist (was 20%) and increases Vivify healing by 15% (was 20%). Jade Bond now increases the Mastery healing from Chi-Ji by 60% (was 40%). Yu’lon’s Grace now absorbs 1% health (was 1.5%) and may stack up to 10% max health (was 15%). Vivify healing increased by 30%. Gust of Mist healing increased by 10%. Windwalker Blackout Kick damage reduced by 8%. Tiger Palm damage reduced by 8%. Rising Sun Kick damage reduced by 8%. Fists of Fury damage reduced by 8%. Spinning Crane Kick damage reduced by 8%. Rushing Jade Wind damage reduced by 8%. Thunderfist damage reduced by 8%. Strike of the Windlord damage reduced by 8%. Whirling Dragon Punch area of effect damage reduced by 8%. Dual Threat damage reduced by 8%. Yu’lon’s Grace now absorbs 0.6% health (was 1%) and may stack up to 6% max health (was 10%). Detox now costs 10 energy (was 20). PALADIN Lightforged Blessing now affects 2 additional allies (was 4). Flash of Light healing increased by 20%. Shield of the Righteous increases your Armor by 150% of your Strength (was 170%). The Dusk buff from Of Dusk and Dawn reduces your damage taken by 4% (was 5%). Word of Glory healing increased by 10%. Sanctified Plates’ armor increase no longer applies to bonus armor from Shield of the Righteous. Protection Developer’s note: In The War Within, all character Stamina has been increased by 60% as part of an overall adjustment to the pace of healing gameplay. This increases the relative value of abilities that heal a percentage of a character’s maximum health. Many of these ability changes are to counteract that relative change. For instance, the percentage health that Frenzied Regeneration restores has been reduced by about a third, but the amount of health it restores has remained the same.
      Paladins have a balance of good defenses against both physical and magical damage. They can be in danger if they lose the defensive power of standing in Consecration or if the armor bonus from Shield of the Righteous drops, so we are not reducing any of their passive physical defenses like armor or block. Like druids, paladins have high uptime on their defensive cooldowns, so we’re pulling back some of their durations to make timing their use more important. We would like paladins to have slightly more self-healing, so we are increasing the power of Word of Glory. The damage reduction effect while standing in Consecrate of Mastery: Divine Bulwark is reduced by 20%. Improved Holy Shield increases your chance to block spells by 8% (was 10%). Sentinel’s duration reduced to 16 seconds (was 20 seconds). Eye of Tyr’s duration reduced to 6 seconds (was 9 seconds). Righteous Protector: Holy Power abilities reduces cooldowns by 1.5 seconds (was 2 seconds). Retribution Word of Glory healing increased by 20%. PRIEST Flash Heal healing increased by 20%. Power Word: Shield absorb amount increased by 20%. Power Word: Life healing increased by 20%. Hero Talents Voidweaver (Discipline/Shadow) Discipline Entropic Rift damage reduced by 30%. Void Blast damage reduced by 12%. Voidheart increases Atonement healing by 20% (was 10%). Discipline All healing is no longer reduced by 3%. Power Word: Radiance healing increased by 10%. Penance healing increased by 20%. Holy Heal healing increased by 20%. Holy Word: Serenity healing increased by 20%. Divine Image’s Healing Light spell healing increased by 20%. ROGUE Recuperator now triggers every 3 seconds (was 2 seconds). SHAMAN Healing Surge healing increased by 20%. Hero Talents Farseer (Restoration/Elemental) Restoration Unleash Life now calls an Ancestor for 12 seconds (was 6 seconds). Enhancement Primordial Wave is now a 30 second cooldown (was 45 seconds). Doom Winds is now a 60 second cooldown (was 90 seconds). Casting Flame Shock, Frost Shock, and Sundering will now initiate combat with melee auto attacks. Molten Assault range increased by 4 yards. Molten Assault now plays an impact visual on impacted targets. Crash Lightning range increased by 4 yards. Crash Lightning is now on personal resource display. Earthen Weapon is no longer on personal resource display. Elemental Blast now correctly replaces Lava Burst in spell book. The following talents are now 1 point: Molten Assault Improved Maelstrom Weapon Witch Doctor’s Ancestry Restoration Riptide initial heal increased by 20%. Unleash Life healing increased by 20%. Healing Wave healing increased by 20%. Ascendance now duplicates 70% of all healing (was 80%). Ancestral Guidance now transfers 10% of all healing into healing (was 25%). Undulation can now be tracked through a counter on the Healing Wave and Healing Surge spell icons. WARLOCK Hero Talents Hellcaller (Destruction/Affliction) Hatefury Rituals now increases the damage of Wither by 30% (was 50%) and reduces its duration by 15% (was 25%). Developer’s note: We are reducing the damage increase of Hatefury Rituals so that it is a competitive choice against Bleakheart Tactics rather than the correct choice. Affliction Wither periodic damage decreased by 20%. Soul Harvester (Demonology/Affliction) Your Demonic Soul now benefits from the following interactions: Mastery: Master Demonologist Shadowtouched Soul Anathema is now affected by Mastery: Potent Afflictions and Mastery: Master Demonologist. Demonology Succulent Soul now increases the damage of Hand of Gul’dan by 60% (was 20%). Destruction Shadowburn damage increased by 80%. Incinerate damage increased by 5%. Soul Fire damage increased by 5%. Channel Demonfire damage increased by 10%. Summon Infernal damage increased by 10%. Developer’s note: We’re increasing the throughput of Destruction after reviewing the performance of Warlock specializations from both internal and external data. In addition, we are considerably increasing the output of Shadowburn to bring it in line with other talent choices on the Destruction tree. WARRIOR Pain and Gain now heals for 2% of your max health (was 3.5%). Impending Victory heals you for 20% of your maximum health (was 30%). Protection Developer’s note: In The War Within, all character Stamina has been increased by 60% as part of an overall adjustment to the pace of healing gameplay. This increases the relative value of abilities that heal a percentage of a character’s maximum health. Many of these ability changes are to counteract that relative change. For instance, the percentage health that Frenzied Regeneration restores has been reduced by about a third, but the amount of health it restores has remained the same.
      Warriors are the strongest tank against physical damage, though they can be vulnerable to magic or periodic damage. In this round of changes, we are increasing their damage taken across the board by reducing the power of Defensive Stance. Warriors also have some strong heals that scale with their maximum health, like Indomitable and Impending Victory, so we are reducing the power of those abilities to compensate for the 60% increase to Stamina. Defensive Stance reduces damage taken by 16% (was 20%). Fight Through the Flames causes Defensive Stance to reduce magic damage you take by 6% (was 5%). Into the Fray increases Haste up to 8% (was 10%). Punish reduces damage enemies deal to you by 2% (was 3%). Enduring Alacrity increases Stamina and Armor by 8% (was 10%). Indomitable increases your maximum health by 6% (was 10%) and heals you for 1% of your maximum health per 20 Rage spent (was 10 Rage). Defender’s Aegis reduces Shield Wall’s cooldown by 60 seconds (was 30 seconds). Impenetrable Wall causes Shield Slam to generate an additional 4 Rage (was 3 rage) and reduces the remaining cooldown of Shield Wall by 6 seconds (was 5 seconds). Disrupting Shout cooldown increased to 90 seconds (was 75 seconds). PLAYER VERSUS PLAYER
      The stacking deserter debuff “No-Show” that is applied when leaving a Solo Shuffle or Battleground Blitz match is now applied account wide (was character specific). CLASSES MAGE Arcane New PvP Talent: Chrono Shift – Arcane Barrage reduces movement speed by 50% and increases your movement speed by 25%. Aether Attunement damage increase to secondary targets is no longer decreased by 50% in PvP combat. Prodigious Savant’s effectiveness is no longer decreased by 20% in PvP combat. Arcane Blast damage is no longer increased by 13% in PvP combat. Fire Unleashed Inferno damage bonus to Flamestrike is no longer reduced by 100% in PvP combat. Fire Blast damage is no longer reduced by 8% in PvP combat. Flame Patch damage is no longer increased by 11% in PvP combat. Pyroblast damage is no longer increased by 12% in PvP combat. Dragon’s Breath damage is no longer increased by 16% in PvP combat. Flamestrike damage is no longer increased by 24% in PvP combat. Living Bomb damage is no longer increased by 100% in PvP combat. Frost Glacial Assault damage increase is no longer reduced by 50% in PvP combat. Ice Lance damage is now increased by 95% in PvP combat (was 31%). Splitting Ice now causes Ice Lance to strike a secondary target for 20% of its damage done (was 80%). Glacial Spike damage is no longer decreased by 11% in PvP combat. Ice Nova damage is no longer increased by 8% in PvP combat. Blizzard damage is no longer increased by 9% in PvP combat. Flurry damage is no longer increased by 9% in PvP combat. MONK Ancient Teachings is now increased by 120% in PvP combat (was 150%). PRIEST Discipline Power Word: Radiance healing is no longer increased by 10% in PvP combat. WARLOCK Health Funnel’s effect is no longer increased by 20% in PvP combat. Affliction Infirmity is no longer reduced by 50% in PvP combat. Siphon Life damage is no longer increased by 20% in PvP combat. Fixed an issue that caused Haunt to deal no damage in PvP combat. Demonology Pact of Ered’ruin’s Doom Bolt damage is no longer reduced by 60% in PvP combat. Demonic Strength is now reduced by 25% in PvP combat (was 50%). Dreadbite damage is no longer increased by 10% in PvP combat. Demonbolt damage is no longer increased by 20% in PvP combat. Destruction Conflagrate damage is no longer reduced by 15% in PvP combat. Incinerate damage is no longer reduced by 10% in PvP combat. Immolate damage is no longer reduced by 9% in PvP combat. Shadowburn damage is no longer increased by 10% in PvP combat. WARRIOR Thunderous Roar damage is no longer reduced by 7% in PvP combat. Shockwave damage is no longer increased by 16% in PvP combat. Armored to the Teeth is no longer increased by 45% in PvP combat. The War Within Warrior Class sets are now 50% effective in PvP combat (was 0%). Arms Arms Warrior damage is no longer decreased by 13% in PvP combat. Arms Warrior auto attack damage is no longer decreased by 15% in PvP combat. Fueled by Violence is no longer reduced by 17% in PvP combat. Deep Wounds damage is no longer reduced by 13% in PvP combat. Cleave damage is no longer reduced by 9% in PvP combat. Overpower damage is no longer increased by 10% in PvP combat. Execute damage is no longer increased by 15% in PvP combat. Test of Might’s effectiveness is no longer decreased by 50% in PvP combat. Bloodletting’s effectiveness is no longer decreased by 50% in PvP combat. Dreadnaught damage is no longer increased by 30% in PvP combat. Fixed an issue that caused Strength of Arms Overpowers to grant higher Mortal Strike and Cleave damage increase than intended. Fury Bloodbath damage is no longer reduced by 20% in PvP combat. Whirlwind cleave damage is no longer reduced by 9% in PvP combat. Bloodthirst damage is no longer increased by 6% in PvP combat. Annihilator damage is no longer increased by 15% in PvP combat. Dancing Blade’s auto-attack speed and damage increase is no longer decreased by 50% in PvP combat. Raging Blow damage is no longer increased by 30% in PvP combat. Protection Rend damage is no longer reduced by 20% in PvP combat. Shield Slam damage is no longer reduced by 20% in PvP combat. Battering Ram’s effect is no longer decreased by 50% in PvP combat. REWARDS Fixed an issue causing Unbound Changeling’s secondary stat buff effect to use incorrect scaling. Raid Rewards Treacherous Transmitter cooldown increased to 1.5 minutes (was 1 minute). Primary stat buff increased accordingly.
    • By Stan
      The War Within pre-patch data is now available for pre-download on the Battle.net launcher, ahead of its release next week.
      If you’ve opened Battle.net today, you’ve probably noticed the green text below the game version. If not, don’t worry! You still have plenty of time to download the pre-patch. Patch 11.0 will launch next week—Tuesday in NA and Wednesday in the EU.

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    • By Staff
      Tanks are currently very durable, but Blizzard plans to reduce their durability and self-healing in the War Within update. Read on for more details.
      Blizzard today outlined some heavy nerfs for all tanking specializations planned for the upcoming expansion. 
      (Source)
      With the introduction of the Dragonflight talents system and season-over-season changes, tanks in World of Warcraft have become extremely durable relative to non-tank characters. Their active defenses can mitigate high percentages of incoming damage and they have strong self-healing. Today, in the hardest content in the game, many tanks can sustain themselves without much assistance from healers. In some cases, we’ve seen it become optimal to do group content without a healer at all.
      World of Warcraft is an MMO, and its multiplayer aspects are a major strength. Group content is extremely rewarding when players performing different roles come together to overcome a challenge. We want to reinforce the importance of the healer role and work towards gameplay where tanks and healers collaborate to reduce the damage the tank is taking and to restore the tank’s lost health.
      Tank durability can cause some other problems as well, especially in challenging endgame content, that we want to work toward improving.
      Enemy damage has increased to challenge tanks, but if it’s increased too much, it gets spiky and puts tanks in significant danger if their defenses ever drop. This can lead to tanks getting killed rapidly, seemingly out of nowhere. We feel this is unsatisfying and would prefer tank damage to generally be evenly distributed, but still threatening over time.
      If tanks are not threatened enough, then the most challenging part of endgame content can become keeping DPS and healers alive, often against high burst damage. Making tank survival a more involving element of group gameplay could give us some freedom to ease up on the threat to other group members.
      To address the above, we’re making reductions to tank durability and self-healing. This will allow us to smooth out the damage tanks and parties take while retaining the challenge of keeping them alive over time. We’ll take those changes into account in encounter tuning as well.
      Tanks will take more damage overall, but shouldn’t die significantly more often.
      To increase the overall damage tanks take and their reliance on healers, we’re primarily increasing the percentage of damage they take, after mitigation, from steady damage sources like physical attacks. We’re making fewer reductions to each class’s defenses against burst damage or other threats that are currently most likely to be lethal to them. Encounters will be tuned with this in mind so the character of tank damage changes, but the lethality of it doesn’t significantly increase.
      Tank damage intake should be steady and not too fast.
      One of our goals for these changes is to smooth out the rate tanks take damage to reduce surprise, spiky deaths. Healers should have time to respond to tank health and tanks should have time to use self-heals like Word of Glory or Celestial Brew. For some classes, we’re increasing their passive defenses to compensate for decreases to more active or reactive defensive mechanics. Tankbusters will still create challenging moments that reward tanks for planning and smart use of cooldowns.
      Tanks will still have strong answers to threats or periods of danger, but less sustained self-healing.
      Tanks should have autonomy over their own survival and will still have cooldowns or emergency self-heals like Renewal or Impending Victory. But the healing of continuous effects like Elune’s Favored or Indomitable are reduced, so tanks must have more of a partnership with healers to restore their missing health once it’s lost.
      Healer gameplay should not be dominated by tank healing.
      Healers play a critical role, and keeping tanks alive is part of what they bring to the table. However, healers contribute to the success of groups in many ways, especially in dungeons. They sustain the group, dispel harmful effects, and respond to burst damage, all while doing mechanics. Tank healing should not demand so much that it interferes with their other roles. It may take some iteration to get the balance right on this, where healers feel essential to tank survival but with their attention not overly demanded by it.
      Tank gameplay should not significantly change or require actions like kiting to survive.
      We’re happy that more players are enjoying playing tanks with their friends and in pick-up groups. There are a lot of demands on tanks, such as learning M+ routes, leading groups, and knowing what trash abilities are particularly dangerous. The gameplay of standing toe-to-toe with groups of enemies and the tactics you’ve learned to survive should continue to be effective.
      Your Feedback Please!
      We’re excited for you to get ahold of these changes and share your feedback on playing with them. Because there are so many factors to tanking, the most valuable feedback will be descriptions of your experiences playing with them. What does it feel like to play with the changes, and what’s different for you and your allies? Here are some questions to give you ideas of things you could share:
      How durable do you feel before and after the changes? What makes you feel that difference? In what ways did you change how you play? How did it change your builds? In what scenarios were you getting into trouble? For healers, how much more of your attention went to tanks compared to before? We’d also love it if you can share what content you played and its difficulty level (M+ key level, Delve level, Heroic vs. Mythic raid, etc.), what difficulty level you and your friends normally clear, and what your experience level is with a class you tried.
      You will find out how this affects the individual tanking specializations in the blog post down below.
      (Source)
      Class Updates
      In The War Within, all character Stamina has been increased by 60% as part of an overall adjustment to the pace of healing gameplay. This increases the relative value of abilities that heal a percentage of a character’s maximum health. Many of these ability changes are to counteract that relative change. For instance, the percentage health that Frenzied Regeneration restores has been reduced by about a third, but the amount of health it restores has remained the same.
      Blood Death Knight
      Death Strike is a powerful ability that allows Blood Death Knights to mitigate a percentage of any form of damage taken in the last 5 seconds. In a way, Death Strike works like a retroactive shield block. Instead of reducing damage up front, it “mitigates” the damage you took from a hit by healing you. If used in succession, Death Strike can affect a single hit multiple times, which would be comparable to blocking a hit, then going back in time and blocking it again, in some cases restoring yourself to higher health than where you started. In The War Within, we’re changing Death Strike to only heal the death knight for a percentage of damage taken from a given damage event once, to make it scale more like other tank mitigation mechanics.
      We’re also reducing Runic Power generation somewhat and reducing some of the mitigation death knights get from high-uptime cooldowns like Enfeeble and Dancing Rune Weapon, but increasing armor from Bone Shield. Overall, death knights should take damage more smoothly, and they will remain one of the strongest tanks for encounters with high magic or periodic damage.
      Death Strike can now only heal the Death Knight for a percentage of damage taken from a given damage event once. Death Strikes that heal the minimum health amount do not count as using damage events in this way. A new aura, Coagulating Blood, shows the amount of recently taken damage that will be used to calculate the value of your next Death Strike. The aura description lists the value as a flat amount and the number of stacks shows it as a percentage of your current health. Blood Shield’s cap is now 50% of the Death Knight’s maximum health (was 100%) and the cap is no longer temporarily increased by Vampiric Blood. Developers’ notes: This should not affect how much Blood Shield Death Knights are able to generate while actively tanking, but will reduce how large a barrier they are able to accumulate while off-tanking. Rune of the Fallen Crusader now heals for 4% of your maximum health (was 6%). Runic Attenuation now generates 3 Runic Power (was 5). Enfeeble reduces damage dealt to you by 12% (was 15%). Null Magic reduces magic damage taken by 8% (was 10%). Bone Shield increases Armor by 100% of Strength (was 80%). Leeching Strike now heals for 0.25% maximum health for each target hit (was 0.5%). Dancing Rune Weapon increases Parry chance by 35% (was 40%). Each active Dancing Rune Weapons generate 3 Runic Power when mirroring Heart Strike (was 5). Everlasting Bond increases Dancing Rune Weapon’s duration by 6 seconds (was 8 seconds). Blood Drinker reduces the damage the enemy deals to you by 15% (was 20%). Bonestorm heals you for 2% of your maximum health (was 3%), up to a maximum of 10% (was 15%). Bonestorm damage increased by 20%. Vengeance Demon Hunter
      Like Death Strike for Death Knights, Soul Fragments give Demon Hunters strong recovery against any type of damage, as well as strong self-healing. Because Demon Hunters consume Soul Fragments steadily, we’re not changing the rules for how often they can affect a damage event. We’re increasing Vengeance’s overall damage taken by weakening the damage reduction of talents like Void Reaver and Illuminated Sigils, while keeping the power of core abilities like Soul Fragments and Demon Spikes. They will continue to be one of the stronger tank classes at self-healing and surviving magic damage.
      Live By the Glaive now restores 2% of maximum health (was 4%). Thick Skin increases Stamina by 60% (was 65%). Demonic Wards reduces physical and magic damage taken by 8% (was 10%). Soul Cleave healing reduced by 20%. Frailty heals for 8% of damage done, down from 10%. Void Reaver reduces damage you take from targets afflicted by Frailty by 3% (was 4%) Illuminated Sigils grants 12% Parry chance (was 15%). Down in Flames reduces Fiery Brand cooldown by 12s, down from 15s. Metamorphosis increases maximum health by 40% (was 50%). Darkglare Boon now refreshes 15-30% of Fel Devastation’s cooldown (was 20-40%) and refunds 15-30 Fury (was 20-40). Guardian Druid
      With high armor and Ironfur uptime, druids should be one of the best tanks at surviving physical damage. We’re slightly increasing the damage they take from all types of damage and balancing the power of their self-healing. We’re also reducing the durations of some of their cooldowns to make timing their use more important.
      Frenzied Regeneration heals you for 20% of your maximum health (was 32%). Ironfur increases Armor by 112% of Agility (was 120%). Renewal heals for 20% of maximum health (was 30%). Reinvigoration reduces Frenzied Regeneration’s cooldown by 10/20% (was 20/40%). Earthwarden reduces damage taken by 25% (was 30%). Survival of the Fittest reduces cooldowns by 12/24% (was 15/30%) Tooth and Claw reduces damage taken by 12% (was 15%). After the Wildfire triggers after spending 300 Rage (was 200). Ursoc’s Fury grants a shield equal to 25% of Thrash and Maul damage (was 45%). Elune’s Favored heals you for 25% of Arcane damage dealt (was 40%). Rage of the Sleeper duration reduced to 8 seconds (was 10 seconds). Rage of the Sleeper damage taken reduction reduced to 20% (was 25%). Rage of the Sleeper Leech decreases to 20% (was 25%). Pulverize duration reduced to 8 seconds (was 10 seconds). Ursoc’s Guidance reduces the cooldown of Incarnation: Guardian of Ursoc by 1 second for each 25 Rage spent (was 20). Brewmaster Monk
      Healers have more time to heal monks than other tanks because Stagger spreads out the damage that they take over time. Our goal is for monks to take a little more damage overall than other tanks to offset this effect. However, we feel their overall magic damage mitigation is a little low compared to other tanks and are improving it somewhat by buffing Stagger and its value against magic. To increase their physical damage taken overall, we’re primarily reducing the dodge granted by Elusive Brawler and some of their other talents.
      Brewmaster’s Balance increases Monks’ Armor by 50% (was 25%). Elusive Brawler chance to dodge reduced by 12%. Celestial Fortune heals you for 70% of the amount healed (was 80%). Amount of damage staggered increased by 8%. Percentage of magic damage staggered increased to 58% (was 45%). Dance of the Wind chance to dodge reduced to 5% (was 10%) for Brewmaster only. Yu’lon’s Grace grants an absorb equal to 1% of your maximum health (was 2%) every 3 seconds (was 2 seconds). Healing Winds restores 10% of maximum health (was 15%). Staggering Strikes healing reduced by 28%. Spirit of the Ox chance to summon a Healing Sphere reduced by 40%. Elixir of Determination healing reduced to 30% of recently purified damage (was 50%), or a minimum of 8% of your maximum health (was 20%). Celestial Brew healing reduced by 10%. Pretense of Instability grants 10% Dodge (was 15%). Protection Paladin
      Paladins have a balance of good defenses against both physical and magical damage. They can be in danger if they lose the defensive power of standing in Consecration or if the armor bonus from Shield of the Righteous drops, so we are not reducing any of their passive physical defenses like armor or block. Like druids, paladins have high uptime on their defensive cooldowns, so we’re pulling back some of their durations to make timing their use more important. We would like paladins to have slightly more self-healing, so we are increasing the power of Word of Glory.
      Shield of the Righteous increases your Armor by 150% of your Strength (was 170%). The damage reduction effect while standing in Consecrate of Mastery: Divine Bulwark is reduced by 20%. Sanctified Plates’ armor increase no longer applies to bonus armor from Shield of the Righteous. Improved Holy Shield increases your chance to block spells by 8% (was 10%). The Dusk buff from Of Dusk and Dawn reduces your damage taken by 4% (was 5%). Word of Glory healing increased by 10%. Sentinel’s duration reduced to 16 seconds (was 20 seconds). Eye of Tyr’s duration reduced to 6 seconds (was 9 seconds). Righteous Protector: Holy Power abilities reduces cooldowns by 1.5 seconds (was 2 seconds). Protection Warrior
      Warriors are the strongest tank against physical damage, though they can be vulnerable to magic or periodic damage. In this round of changes, we’re increasing their damage taken across the board by reducing the power of Defensive Stance. Warriors also have some strong heals that scale with their maximum health, like Indomitable and Impending Victory, so we are reducing the power of those abilities to compensate for the 60% increase to Stamina.
      Pain and Gain now heals for 2% of your max health (was 3.5%). Impending Victory heals you for 20% of your maximum health (was 30%). Defensive Stance reduces damage taken by 16% (was 20%). Fight Through the Flames causes Defensive Stance to reduce magic damage you take by 6% (was 5%). Into the Fray increases haste up to 8% (was 10%). Punish reduces damage enemies deal to you by 2% (was 3%). Enduring Alacrity increases Stamina and Armor by 8% (was 10%). Indomitable increases your maximum health by 6% (was 10%) and heals you for 1% of your maximum health per 20 Rage spent (was 10 rage). Defender’s Aegis reduces Shield Wall’s cooldown by 60 seconds (was 30 seconds). Impenetrable Wall causes Shield Slam to generate an additional 4 Rage (was 3) and reduces the remaining cooldown of Shield Wall by 6 seconds (was 5 seconds). Disrupting Shout cooldown increased to 90 seconds (was 75 seconds).
    • By Staff
      We have some additional testing coming to the first raid of the War Within! Blizzard have announced some more (Updated) Heroic poking around, with three bosses scheduled to arrive on the Beta tomorrow, Wednesday July 3rd. 
      Raid Testing (Source)
      Hello!
      We’d like to announce some additional testing times tomorrow for three encounters on Heroic difficulty. We understand this is on short notice, but we’ve identified a need for additional testing to gather feedback and performance data.
      The schedule above will be updated shortly. Thank you!
      Wednesday, July 3rd
      Heroic
      Sikran, Captain of the Sureki - 11:00 PDT (14:00 EDT, 20:00 CEST) Broodtwister Ovi’nax - 12:00 PDT (15:00 EDT, 21:00 CEST) The Silken Court – 13:00 PDT (16:00 EDT, 22:00 CEST)
    • By Stan
      If you've missed the latest class changes from the War Within Beta, we've summarized them all!
      Death Knight
      Incite Terror - Vampiric Strike benefits from Incite Terror at 400% effectiveness. Vampiric Strike and Heart Scourge Strike cause your targets to take 1% increased Shadow damage, up to 5% for 15 sec Wave of Souls - Wave of Souls critical strikes cause enemies to take 5% increased Shadowfrost damage for 15 sec, stacking up to 2 times, and it is always a critical strike on its way back. Reaper's Mark sends forth bursts of Shadowfrost energy and back, dealing [ 86.25% 99.19% of Attack Power ] Shadowfrost damage both ways to all enemies caught in its path Festering Strike - Strikes for [ 139.2% of Attack Power ] Physical damage and infects the target with 2-2 Festering Wounds Festering Wound Normal: A pustulent lesion that will burst on death or when damaged by Scourge Strike, dealing [ 23.85% of Attack Power ] Shadow damage and generating 3 Runic Power. Clawing Shadows : A pustulent lesion that will burst on death or when damaged by Clawing Shadows, dealing [ 23.85% of Attack Power ] Shadow damage and generating 3 Runic Power. Soul Rupture - Enemies hit by this effect deal 5% reduced physical damage to you for 10 sec. When Reaper's Mark explodes, it deals 20% 30% of the damage dealt damage to nearby enemies Exterminate - After Reaper's Mark explodes, your next Obliterate costs no Rune and summons 2 scythes to strike your enemies. Deals reduced damage beyond 8 targets. The first scythe strikes your target for [ 306% 382.5% of Attack Power ] Shadowfrost damage and has a 20% chance to apply Reaper's Mark, the second scythe strikes all enemies around your target for [ 204% 244.8% of Attack Power ] Shadowfrost damage Infliction of Sorrow - After Gift of the San'layn ends, your next Scourge Strike consumes the disease to deal 100% of their remaining damage to the target. When Vampiric Strike damages an enemy affected by your Virulent Plague, it extends the duration of the disease by 2 3 sec, and deals 10% of the remaining damage to the enemy Reaper's Mark - Each time you deal Shadow or Frost damage, add a stack of Reaper's Mark. This explosion cannot occur again on a target for 3 min.. After 12 sec or reaching 40 stacks, the mark explodes, dealing [ 26% of Attack Power ] damage per stack. Reaper's Mark travels to an unmarked enemy nearby if the target dies, or explodes below 35% health when there are no enemies to travel to Viciously slice into the soul of your enemy, dealing [ 80% 150% of Attack Power ] Shadowfrost damage and applying Reaper's Mark Trollbane's Icy Fury - When you Obliterate or Scourge Strike shatters a target affected by Trollbane's Chains of Ice, Ice it shatters when hit, dealing [ 240% of Attack Power ] Shadowfrost damage to nearby enemies enemies, and slows slowing them by 40% for 4 sec. Deals reduced damage beyond 8 targets. Demon Hunter
      Thrill of the Fight - After consuming both enhancements, gain Thrill of the Fight, increasing your attack speed by 15% for 20 sec and your damage and healing by 30% 20% for 10 sec. Wounded Quarry - While Reaver's Mark is on your target, melee attacks strike with an additional glaive slash for [ 10% of Attack Power ] Physical damage and have a chance to shatter a soul. Reaver's Mark - When enhanced by Reaver's Glaive, Shear applies Reaver's Mark, which causes the target to take 15% 12% increased damage for 20 sec. If cast after Soul Cleave, Reaver's Mark is increased to 30%. 24%. Druid
      Vigorous Creepers - Symbiotic Blooms increase the healing your spells do to affected targets by 6%. Bloodseeker Vines increase the damage your abilities deal to affected enemies by 6% 5% Restoration Druid - Restoration Druid core passive Increases damage/healing by 71%: Ferocious Bite, Improved Prowl, Incarnation: Avatar of Ashamane, Incarnation: Tree of Life, Lunar Calling, Mangle, Moondust, Moonfire, Pouncing Strikes, Ravage, Shred, Thrash, Thrashing Claws, Wrath Increases periodic damage/healing by 71%: Ferocious Bite, Improved Prowl, Incarnation: Avatar of Ashamane, Incarnation: Tree of Life, Lunar Calling, Mangle, Moondust, Moonfire, Pouncing Strikes, Ravage, Shred, Thrash, Thrashing Claws, Wrath Decreases Increases damage/healing by 2%: Improved Regrowth and Regrowth Increases periodic damage/healing by 44%: Improved Regrowth and Regrowth Increases periodic damage/healing by 11%: 110%: + Improved Regrowth and Regrowth Increases periodic damage/healing by 25%: Improved Regrowth and Regrowth Increases periodic damage/healing by 83%: Incarnation: Tree of Life and Rejuvenation Increases damage/healing by 90%: Incarnation: Tree of Life, Lunar Calling, Wrath Increases periodic damage/healing by 25%: Incarnation: Tree of Life and Wild Growth Increases damage/healing by 73%: Ferocious Bite, Incarnation: Avatar of Ashamane, Ravage Increases damage/healing by 96%: Improved Prowl, Pouncing Strikes, Shred, Thrashing Claws Increases damage/healing by 31%: Improved Prowl and Pouncing Strikes Increases periodic damage/healing by 44%: Improved Prowl and Pouncing Strikes Increases periodic damage/healing by 44%: Improved Prowl and Pouncing Strikes Increases damage/healing by 8%: Adaptive Swarm, Bursting Growth, Cultivation, Dream Surge, Efflorescence, Embrace of the Dream, Grove Tending, Harmonious Blooming, Improved Regrowth, Incarnation: Tree of Life, Lifebloom, Reactive Resin, Regrowth, Rejuvenation, Spring Blossoms, Thriving Growth, Tranquility, Verdancy, Wild Growth, Wild Synthesis Increases periodic damage/healing by 8%: Adaptive Swarm, Bursting Growth, Cultivation, Dream Surge, Efflorescence, Embrace of the Dream, Grove Tending, Harmonious Blooming, Improved Regrowth, Incarnation: Tree of Life, Lifebloom, Reactive Resin, Regrowth, Rejuvenation, Spring Blossoms, Thriving Growth, Tranquility, Verdancy, Wild Growth, Wild Synthesis Feral Druid - Feral Druid core passive Increases periodic damage/healing by 25%: Incarnation: Tree of Life Increases damage/healing by 75%: Regrowth Increases periodic damage/healing by 75%: Regrowth Increases periodic damage/healing by 5%: Improved Prowl, Pouncing Strikes, Rake Increases damage/healing by 75%: Regrowth Increases periodic damage/healing by 75%: Regrowth Increases periodic damage/healing by 5%: Improved Prowl, Pouncing Strikes, Rake Bursting Growth - When Symbiotic Blooms expire or you cast Rejuvenation on their target flowers grow around their target, healing them and up to 3 nearby allies for [ 10% of Spell Power ].. Damage reduced above 5 targets When Bloodseeker Vines expire or you use Ferocious Bite on their target they explode in thorns, dealing [ 81% 70% of Attack Power ] physical damage to nearby enemies Astral Smolder - Your Starfire and Wrath damage has a 45% 40% chance to cause the target to languish for an additional 40% 50% of your spell's damage over 6 sec. Swiftmend - Swiftmend heals the target for [ 136.5% of Spell Power ] over 9 sec. Normal: Consumes a Regrowth, Wild Growth, or Rejuvenation effect to instantly heal an ally for [ 448% 515.2% of Spell Power ]. Grove Tending : Consumes a Regrowth, Wild Growth, or Rejuvenation effect to instantly heal an ally for [ 448% 515.2% of Spell Power ] Evoker
      Ruby Embers - Stacks 3 times. Living Flame deals [ 18.4% 24.1% of Spell Power ] damage over 12 sec to enemies, or restores [ 40% of Spell Power ] health to allies over 12 sec Evoker Preservation 11.0 Class Set 4pc - Verdant Embrace Temporal Compression increases the healing of your next Reversion empower spell by 200%. 10% per stack. Evoker Preservation 11.0 Class Set 2pc - Reversion Reversion's healing is increased by 10%, and it has a 50% chance to grant 1 additional stack Emerald Blossom heal an injured ally within 30 yds for 10% of Temporal Compression. any amount healed. Unravel - Sunder an enemy's protective magic, dealing [ 500% 655% of Spell Power ] Spellfrost damage to absorb shields. Pyre - Lob a ball of flame, dealing [ 120.75% 158.18% of Spell Power ] Fire damage to the target and nearby enemies. Lifecinders - Renewing Blaze also applies to your target or 1 nearby injured allies when cast. at 100% value. Shattering Star - Grants Essence Burst. Normal: Exhale a bolt of concentrated power from your mouth for [ 160% 209.6% of Spell Power ] Spellfrost damage that cracks the target's defenses, increasing the damage they take from you by 20% for 4 sec. Eternity's Span : Exhale bolts of concentrated power from your mouth at 1 enemies for [ 160% 209.6% of Spell Power ] Spellfrost damage that cracks the targets' defenses, increasing the damage they take from you by 20% for 4 sec. Arcane Vigor : Exhale a bolt of concentrated power from your mouth for [ 160% 209.6% of Spell Power ] Spellfrost damage that cracks the target's defenses, increasing the damage they take from you by 20% for 4 sec Eternity Surge - I: Damages 1 enemy. II: Damages 2 enemies. II: Damages 4 enemies. I: Damages 2 enemies. Damages additional enemies within 12 yds of the target when empowered. III: Damages 3 enemies. III: Damages 6 enemies. Normal: Focus your energies to release a salvo of pure magic, dealing [ 374% 563.5% of Spell Power ] Spellfrost damage to an enemy. Eternity's Span : Focus your energies to release a salvo of pure magic, dealing [ 374% 563.5% of Spell Power ] Spellfrost damage to an enemy Hunter
      Marksmanship Hunter - Marksmanship Hunter core passive Increases damage/healing by 7%: Improved Kill Shot and Kill Shot Increases damage/healing by 25%: Chimaera Shot Increases damage/healing by 7%: Improved Kill Shot and Kill Shot Increases damage/healing by 25%: Chimaera Shot Improved Traps - The cooldown of Tar Trap, Steel Trap, High Explosive Trap, Implosive Trap, and Freezing Trap is reduced by 5.0 sec. Mongoose Bite - Normal: A brutal attack that deals [ 202% of Attack Power ] Physical damage and grants you Mongoose Fury. Bloody Claws : A brutal attack that deals [ 202% of Attack Power ] Physical damage and grants you Mongoose Fury Mongoose Fury Increases the damage of Mongoose Bite by 15% for 10 15 sec, stacking up to 5 times. Mongoose Fury Increases the damage of Mongoose Bite by 15% and the chance for Kill Command to reset by 0% for 10 15 sec, stacking up to 5 times. Rejuvenating Wind - Maximum health increased by 8%, and Exhilaration now also heals you for an additional 20.0% 12.0% of your maximum health over 8 sec. Mage
      Scald - Scorch deals 300% increased damage to targets below 30% health. Clearcasting - Arcane Missiles fires 1 additional missile. Casting Arcane spells has a 10% 8% chance of making your next Arcane Missiles or Arcane Explosion free Spellfrost Teachings - Direct damage from Arcane Splinters has a small chance to launch an Arcane Orb at 100% effectiveness and increase all damage dealt by Arcane Orb by 10% for 10 sec. Arcane Barrage - Consumes all Arcane Charges.. For each Arcane Charge, deals 30% additional damage, grants you 1.5% of your maximum mana, and hits 1 additional nearby targets for 40% of its damage Launches bolts of arcane energy at the enemy target, causing [ 108% 97.2% of Spell Power ] Arcane damage Glacial Spike - Requires 5 Icicles to cast. Damage may interrupt the freeze effect. Passive: Ice Lance no longer launches Icicles.. Conjures a massive spike of ice, and merges your current Icicles into it It impales your target, dealing [ 450.06% 495% of Spell Power ] damage plus all of the damage stored in your Icicles, and freezes the target in place for 4 sec Fractured Frost - N/A While Icy Veins is active, your Frostbolts hit up to 2 additional targets and their damage is increased by 15%. Splinterstorm - Splinterstorm : Shatter all Embedded Arcane Splinters, dealing their remaining periodic damage instantly. Whenever you have 8 or more active Embedded Arcane Splinters, you automatically cast a Splinterstorm at your target Conjure an Arcane Splinter for each Splinter shattered, then unleash them all in a devastating barrage, dealing [ 29% of Spell Power ] Arcane damage to your target for each Splinter in the Splinterstorm. Splinterstorm has a 20% chance to grant you Clearcasting. Arcane Missiles - Only castable when you have Clearcasting Launches five waves of Arcane Missiles at the enemy over 2.5 sec, causing a total of [ 334.5% 317.8% of Spell Power ] Arcane damage. Reabsorption - You are healed for 5% 3% of your maximum health whenever a Mirror Image dissipates due to direct damage. Arcane Blast - Generates 1 Arcane Charge.. Each Arcane Charge increases damage by 60% and mana cost by 100%, and reduces cast time by 8% Blasts the target with energy, dealing [ 79.2% 75.2% of Spell Power ] Arcane damage Death's Chill - While Icy Veins is active, damaging an enemy with Frostbolt increases spell damage by 2% Stacks up to 10 12 times. High Voltage - Damage from Arcane Missiles has a 20% 10% chance to grant you 1 Arcane Charge. Chance is increased by 5% 10% every time your Arcane Missiles fails to grant you an Arcane Charge. Splintering Orbs - Arcane Orb damage is increased by 10%. The first enemy damaged by your Arcane Orb conjures 4 2 Arcane Splinters Mirror Image - While your images are active damage taken is reduced by 20%. Mirror Image's cooldown is reduced by 10 sec whenever a Mirror Image dissipates due to direct damage.. Reduplication : Creates 3 copies of you nearby for 40 sec, which cast spells and attack your enemies. Normal: Creates 3 copies of you nearby for 40 sec, which cast spells and attack your enemies. Taking direct damage will cause one of your images to dissipate. Reabsorption : Creates 3 copies of you nearby for 40 sec, which cast spells and attack your enemies You are healed for 5% 3% of your maximum health whenever a Mirror Image dissipates due to direct damage Aether Attunement - Every 3 times you consume Clearcasting, gain Aether Attunement Aether Attunement : Your next Arcane Missiles deals 150% 100% increased damage to your primary target and fires at up to 4 nearby enemies dealing 100% 50% increased damage. Monk
      Ancient Teachings - While Ancient Teachings is active, your Stamina is increased by 5%.. Lasts 15 sec After casting Faeline Jadefire Stomp, your Tiger Palm, Blackout Kick, and Rising Sun Kick heal up to 5 injured allies within 40 yds for 150])}% of the damage done, split evenly among them Life Cocoon - Applies Renewing Mist and Enveloping Mist to the target. Normal: Encases the target in a cocoon of Chi energy for 12 sec, absorbing [ 80% 48% of Total Health ] damage and increasing all healing over time received by 50%. Mists of Life : Encases the target in a cocoon of Chi energy for 12 sec, absorbing [ 80% 48% of Total Health ] damage and increasing all healing over time received by 50% Healing Elixir - Drink a healing elixir, healing you for 15% 10% of your maximum health. Chi Burst - Brewmaster: Your damaging spells and abilities have a chance to activate Chi Burst, allowing you to hurl a torrent of Chi energy up to 40 yds forward, dealing [ 280% of Attack Power ] Nature damage to all enemies, and [ 220% of Attack Power ] healing to the Monk and all allies in its path. Windwalker, Mistweaver, Initial: Your damaging spells and abilities have a chance to activate Chi Burst, allowing you to hurl a torrent of Chi energy up to 40 yds forward, dealing [ 280% of Attack Power ] Nature damage to all enemies, and [ 220% of Attack Power ] healing to the Monk and all allies in its path. Casting Chi Burst does not prevent avoiding attacks Healing and damage reduced beyond 5 targets. Healing and damage reduced beyond 5 targets. Paladin
      Aurora - After you cast Holy Prism or Barrier of Faith, gain Divine Purpose Divine Purpose Holy Power abilities have a 15% chance to make your Your next Holy Power ability is free and deal deals 15% increased damage and healing. Gleaming Rays - While a Dawnlight is active, your Holy Power spenders deal 10% 6% additional damage or healing. Sun's Avatar - During Avenging Wrath, you become linked to your Dawnlights, causing [ 18% of Spell Power ] Radiant damage to enemies or [ 30% 24% of Spell Power ] healing to allies that pass through the beams, reduced beyond 5 targets. Activating Avenging Wrath applies up to4 - to 4 Dawnlights onto nearby allies or enemies and increases Dawnlight's duration by 25%. Undisputed Ruling - Hammer of Light applies Judgment to its targets, and increases your Haste by 15% 12% for 6 sec. Vanguard of Justice - Divine Storm deals 10% Enemies hit by other Holy Power spending abilities take 30% increased damage and when it hits an enemy affected by your Expurgation, it spreads the effect to up to 4 targets hit. You deal 3% increased Holy damage to targets burning from your Expurgation. next Divine Storm stacking up to 2 times. Imbued Infusions - Consuming Infusion of Light reduces the cooldown of Holy Shock by 2.0 1.0 sec. Wrathful Descent - Enemies hit by this effect deal 5% reduced damage to you for 8 sec. When Empyrean Hammer critically strikes, 60% 80% of its damage is dealt to nearby enemies Holy Light - A powerful but expensive spell, healing a friendly target for [ 509.6% 400% of Spell Power ]. Holy Paladin - Holy Paladin core passive Decreases damage/healing by 36%: Judgment and Judgment of Justice Increases damage/healing by 64%: Consecrated Ground and Consecration Increases damage/healing by 65%: Afterimage, Eternal Flame, Faith in the Light, Hand of the Protector, Word of Glory Decreases damage/healing by 4%: Flash of Light Divine Purpose - Holy Power spending abilities have a 10% chance to make your next Holy Power spending ability free and deal 10% increased damage and healing. Holy Prism - Fires a beam of light that scatters to strike a clump of targets If the beam is aimed at an enemy target, it deals [ 124.8% 240% of Spell Power ] Holy damage and radiates [ 240% 350% of Spell Power ] healing to 5 allies within 30 yds. If the beam is aimed at a friendly target, it heals for [ 450% 700% of Spell Power ] and radiates [ 74.88% 140% of Spell Power ] Holy damage to 5 enemies within 30 yds. Light's Guidance - Costs 5 Holy Power.. Hammer of Light : Hammer down your enemy with the power of the Light, dealing [ 580.64% of Attack Power ] Holy damage and [ 290.3% of Attack Power ] Holy damage up to 4 nearby enemies. Wake of Ashes is replaced with Hammer of Light for 12 sec after it is cast Additionally, calls down Empyrean Hammers from the sky to strike 3 nearby enemies for [ 49% 46.55% of Attack Power ] Holy damage each Divine Purpose - Holy Power spending abilities have a 15% chance to make your next Holy Power spending ability free and deal 15% increased damage and healing. Sacrosanct Crusade - Any overhealing done with this effect gets converted into a Holy barrier instead. Wake of Ashes surrounds you with a Holy barrier for 20% 15% of your maximum health. Hammer of Light heals you for 20% 15% of your maximum health, increased by 2% for each additional target hit Glistening Radiance - Spending Holy Power has a 25% chance to trigger Saved By The Light's absorb effect at 30% 50% effectiveness without activating its cooldown. Blessed Champion - Crusader Strike and Judgment hit an additional 2 4 targets but deal 50% reduced damage to secondary targets. Luminosity - Critical Strike chance of Holy Shock and Light of Dawn increased by 10%. 5%. Eternal Flame - Healing increased by 25% when cast on self. Heals an ally for [ 315% of Spell Power ] and an additional [ 120% 96% of Spell Power ] over 16 sec Justicar's Vengeance - Damage is increased by 25% when used against a stunned target. Damage is increased by 25% when used against a stunned target. Normal: Focuses Holy energy to deliver a powerful weapon strike that deals [ 151.61% of Attack Power ] Holy damage, and restores 5% 3% of your maximum health. Blades of Light : Focuses Holy energy to deliver a powerful weapon strike that deals [ 151.61% of Attack Power ] Holystrike damage, and restores 5% 3% of your maximum health Priest
      Discipline Priest - Discipline Priest core passive - Decreases damage/healing by 30%: Entropic Rift and Shadow Word: Death Pain Transformation - Pain Suppression also heals your target for 25% 15% of their maximum health and applies Atonement. Power Word: Radiance - A burst of light heals the target and 4 injured allies within 30 yards for [ 409.5% 450.4% of Spell Power ], and applies Atonement for 60% of its normal duration. Void Blast - Entropic Rift upgrades Smite into Void Blast while it is active Void Blast : Sends a blast of cosmic void energy at the enemy, causing [ 125% 110% of Spell Power ] Shadow damage. Rogue
      Rogue Assassination 11.0 Class Set 2pc - When your bleeds deal damage, they have a chance to grant you Vile Tincture for 8 sec, increasing your poison damage by 1% 1.0% per stack (up to 10 stacks). Momentum of Despair - If you have critically struck with , Fan of Knives or Shuriken Storm, increase the critical strike chance of Fan of Knives, Shuriken Storm, and Black Powder by 15% for 12 sec. Cloaked in Shadows - Vanish grants you a shield for 6 sec, absorbing damage equal to 30% 18% of your maximum health. Follow the Blood - Fan of Knives, Shuriken Storm, Crimson Tempest, and Black Powder deal 20% 25% additional damage while 3 or more enemies are afflicted with Rupture. Deadly Precision - N/A Increases the critical strike chance of your attacks that generate combo points by 5%. Soothing Darkness - You are healed for 24% 15% of your maximum health over 6 sec after gaining Vanish or Shadow Dance. Shaman
      Torrent - Riptide's initial heal is increased 15% 20% and has a 15% 10% increased critical strike chance. Mastery: Elemental Overload - Your Lightning Bolt, Elemental Blast, and Chain Lightning casts have a 15.0% chance to trigger a second cast on the same target, dealing 25% of normal damage and generating less Maelstrom. Normal: Increases all Elemental and Physical damage by 4.5%. Elemental Blast : Increases all Elemental and Physical damage by 4.5%. Echo Chamber : Increases all Elemental and Physical damage by 4.5%. Your Lightning Bolt, and Chain Lightning casts have a 15.0% chance to trigger a second cast on the same target, dealing 35% of normal damage and generating less Maelstrom.. Your Lightning Bolt, Icefury, and Chain Lightning casts have a 15.0% chance to trigger a second cast on the same target, dealing 25% of normal damage and generating less Maelstrom. Your Lightning Bolt, Lava Burst, and Chain Lightning casts have a 15.0% chance to trigger a second cast on the same target, dealing 25% of normal damage and generating less Maelstrom Tempest : Increases all Elemental and Physical damage by 4.5%. Your Lightning Bolt, Tempest, and Chain Lightning casts have a 15.0% chance to trigger a second cast on the same target, dealing 25% of normal damage and generating less Maelstrom. Icefury , Icefury : Increases all Elemental and Physical damage by 4.5% Elemental Warding - N/A Reduces all magic damage taken by 6%. Earthen Wall Totem - [ 35% of Spell Power ] damage from each attack against allies within 10 yards of the totem is redirected to the totem. [ 35% of Spell Power ] damage from each attack against allies within 11.5 yards of the totem is redirected to the totem. Normal: Summons a totem at the target location with [ 60% of Total Health ] health for 15 sec. Totemic Focus : Summons a totem at the target location with [ 60% of Total Health ] health for 15 sec Enhancement Shaman - Enhancement Shaman core passive -  Decreases damage/healing by 25%: Chain Lightning and Ride the Lightning Reactive Warding - When refreshing Water Shield, you are refunded 0 mana for each stack of Water Shield missing. When refreshing Earth Shield, your target is healed for [ 75% 85% of Spell Power ] for each stack of Earth Shield they are missing Wellspring - Creates a surge of water that flows forward, healing friendly targets in a wide arc in front of you for [ 200% 250% of Spell Power ]. Tempest - Every 40 Maelstrom Weapon stacks spent replaces your next Lightning Bolt with Tempest Tempest 0.200000002980232% of Base Mana 40 yd range 2 sec cast Deal [ 180% 270% of Spell Power ] Nature damage to your target, and [ 126% 189% of Spell Power ] Nature damage to other enemy targets within 8 yds of your target. Elemental Equilibrium - This can only occur once every 30 sec. Dealing direct Fire, Frost, and Nature damage within 10 sec will increase all damage dealt by 7% 10% for 10 sec Shaman Enhancement 11.0 Class Set 4pc - Activating Feral Spirits last 100% longer. summons 1 extra Feral Spirit. Everlasting Elements (New) - Increases the duration of your Elementals by 20%. Seasoned Winds (New) - Interrupting a spell with Wind Shear decreases your damage taken from that spell school by 15% for 18 sec. Stacks up to 2 times. Storm Frenzy (New) - Your next Chain Lightning or Lightning Bolt has 40% reduced cast time after casting Earth Shock, Elemental Blast, or Earthquake. Can accumulate up to 2 charges. Jet Stream (New) - Wind Rush Totem's movement speed bonus is increased by 10% and now removes snares. Thunderstrike Ward (New) - Imbue your shield with the element of Lightning for 60 min, giving Lightning Bolt and Chain Lightning a chance to call down 2 Thunderstrikes on your target for [ 20% of Spell Power ] Nature damage. Icefury (New) - Casting Lava Burst has a chance to replace your next Frost Shock with Icefury, stacking up to 2 times. Icefury Hurls frigid ice at the target, dealing [ 163.35% of Spell Power ] Frost damage and causing your next 2 Frost Shocks to deal 225% increased damage and generate 10 Maelstrom. Generates 12 Maelstrom. Ascending Air (New) - Wind Rush Totem's cooldown is reduced by 30 sec and its movement speed effect lasts an additional 2 sec. Stone Bulwark Totem (New) - Summons a totem with [ 5% of Total Health ] health at the feet of the caster for 30 sec, granting the caster a shield absorbing [ 1,400% of Spell Power ] damage for 10 sec, and up to an additional [ 140% of Spell Power ] every 5 sec. Encasing Cold (New) - Frost Shock snares its targets by an additional 10% and its duration is increased by 2 sec. Fury of the Storms (New) - Activating Stormkeeper summons a powerful Lightning Elemental to fight by your side for 8 sec. Elemental Unity (New) - While a Storm Elemental is active, your Nature damage dealt is increased by 10%. While a Fire Elemental is active, your Fire damage dealt is increased by 10%. Earthen Rage (New) - Your damaging spells incite the earth around you to come to your aid for 6 sec, repeatedly dealing [ 13.75% of Spell Power ] Nature damage to your most recently attacked target. Enhanced Imbues (New) - The effects of your weapon imbues are increased by 30%. Lightning Conduit (New) - While Lightning Shield is active, your Nature damage dealt is increased by 8%. Arctic Snowstorm (New) - Enemies within 10 yds of your Frost Shock are snared by 30%. Earthquake (New) - Causes the earth within 8 yards of your target to tremble and break, dealing [ 266.5% of Nature Spell Power ] Physical damage over 6 sec and has a 5% chance to knock the enemy down. Multiple uses of Earthquake may overlap. This spell is cast at your target. Traveling Storms (New) - Thunderstorm now can be cast on allies within 0 to 40 yards, reduces enemies movement speed by 60%, and knocks enemies 25% further. Echo of the Elementals (New) - When your Storm Elemental or Fire Elemental expires, it leaves behind a lesser Elemental to continue attacking your enemies for 15 sec. Fusion of Elements (New) - After casting Icefury, the next time you cast a Nature and a Fire spell, you additionally cast an Elemental Blast at your target at 60% effectiveness. Warlock
      Infernal Machine - Your Spending Soul Shard Shards spending abilities on damaging spells while your Infernal is active decrease decreases the duration of Diabolic Ritual by 1 additional sec sec. + while your Infernal is active. Demonic Soul - A demonic entity now inhabits your soul, allowing you to detect if a Soul Shard has a Succulent Soul when it's generated A Succulent Soul empowers your next Hand of Gul'dan, reducing increasing its damage Soul Shard cost by 20%, 1, summoning 1 additional Wild Imp, and unleashing your demonic soul to deal an additional [ 130.83% of Spell Power ] Shadow damage. Shadow of Death - Your demonic soul lures lost spirits to you, granting you a Succulent Soul every 30 sec while in combat. In addition, your demonic soul empowers your Summon Demonic Tyrant spell is empowered by the demonic entity within you, causing it to grant 2 3 Soul Shards that each contain a Succulent Souls Soul. when cast. Malevolence - Dark magic erupts from you and corrupts your soul for 20 sec, causing enemies suffering from your Wither to take [ 333.03% of Spell Power ] Shadowflame damage and increase its stack count by 3. 6. While corrupted your active Withers are acute, your haste Haste is increased by 15% 8% and Malefic Rapture spending Soul Shards on damaging spells grants 1 additional stack of Wither Wither. to targets affected by your Unstable Affliction. Seeds of Their Demise - When Blackened Soul deals damage, you have a chance to gain Tormented Crescendo. Blackened Soul After Wither reaches 8 stacks or when its host reaches 20% health, Wither deals [ 58.95% of Spell Power ] Shadowflame damage increased by 30% to its host every 1 sec until 1 stack remains Blackened Soul - Spending Soul Shards on damaging spells will further corrupt enemies affected by your Wither, increasing its stack count by 1 Each time Wither increases gains a stack it has a chance to deal become acute, dealing [ 45.35% 58.95% of Spell Power ] Shadowflame damage to its host every 1 sec until 1 stack remains. Wither will always become acute after reaching 8 stacks or when its host reaches 20% health. Malefic Rapture - Your damaging periodic effects from your spells erupt on all targets, causing [ 38.27% of Spell Power ] Shadow Shadowflame damage per effect. Wither - Replaces Corruption. Bestows a vile malediction upon the target, burning the sinew and muscle of its host, dealing [ 13.8% of Spell Power ] Shadowflame damage immediately and an additional [ 206.29% of Spell Power ] Shadowflame damage over 18 sec. Replaces Corruption. Flames of Xoroth - Fire damage increased by 2% and damage dealt by your demons is increased by 2%. Soul Conduit - Affliction, Destruction: Every Soul Shard you spend has a 10% chance to be refunded. Demonology, Initial: Every Soul Shard you spend has a 5% chance to be refunded. Warrior
      Slayer's Dominance - Stacks 3 times. Your attacks against your primary target have a high chance to overwhelm your their defenses and trigger a Slayer's Strike, dealing [ 100% of Attack Power ] damage and applying Marked for Execution, increasing the damage they take from your next Execute by 10% Odyn's Fury - Generates 15 Rage. Unleashes your power, dealing [ 644% 547.4% of Attack Power ] Physical damage and an additional [ 188% 159.8% of Attack Power ] Physical damage over 4 sec to all enemies within 12 yards Fierce Followthrough - Mortal Strike critical strikes increase the damage of your next Mortal Strike by 15% 10%. Reckless Abandon - Recklessness generates 50 Rage and Rampage greatly empowers your next Bloodthirst and Raging Blow. Bloodthirst - Generates 8 Rage. Assault the target in a bloodthirsty craze, dealing [ 115% 103.5% of Attack Power ] Physical damage and restoring 3% of your health Rampage - Normal: Enrages you and unleashes a series of 4 brutal strikes for a total of [ 275.3% 316.5% of Attack Power ] Physical damage. Reckless Abandon : Enrages you and unleashes a series of 4 brutal strikes for a total of [ 275.3% 316.5% of Attack Power ] Physical damage and greatly empowering your next 0 Bloodthirsts Bloodthirst or and Raging Blows. Blow. Storm Wall - Can only occur once per second. Whenever you Parry, you heal for 8.00% 5.00% of your maximum health Raging Blow - Generates 12 Rage. Generates 12 Rage. Normal: A mighty blow with both weapons that deals a total of [ 145.2% 159.7% of Attack Power ] Physical damage. Improved Raging Blow : A mighty blow with both weapons that deals a total of [ 145.2% 159.7% of Attack Power ] Physical damage. Raging Blow has a 20% 25% chance to instantly reset its own cooldown Cacophonous Roar - N/A Intimidating Shout can withstand 200% more damage before breaking. Improved Raging Blow - Raging Blow has 2 charges and has a 20% 25% chance to instantly reset its own cooldown.
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