An Overview of Class Changes in Patch 11.0.5 Build 56572

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Here’s an overview of all the class changes that went live in the first two Patch 11.0.5 builds on the PTR so far!

Death Knight

  • Reaper's Onslaught iconReaper’s Onslaught (New)Reduces the cooldown of Reaper’s Mark by 15 sec, but the amount of Obliterates empowered by Exterminate is reduced by 1.
  • Frozen Shadows (New)Your Shadowfrost damage is increased by 5%.
  • Gift of the San’layn – Gift of the San’layn increases the effectiveness of your Essence of the Blood Queen by 150%, and Vampiric Strike replaces your Scourge Strike for the duration. While Vampiric Blood or Dark Transformation is active you gain Gift of the San’layn
  • The Blood is Life – Vampiric Strike has a chance to summon a Blood Beast to attack your enemy for 10 sec. Each time the Blood Beast attacks, it stores a portion of the damage dealt When the Blood Beast dies, it explodes, dealing 50% of the damage accumulated to nearby enemies and healing the Death Knight for the same amount. Deals reduced damage beyond 8 targets.
  • Grim ReaperReaper’s Mark initial strike grants Killing Machine. Reaper’s Mark explosion deals up to 30% increased damage based on your target’s missing health, and applies Soul Reaper to targets below 35% health.
  • Icy Death Torrent – Your auto attack critical strikes have a chance to send out a sleet torrent of ice dealing [ 122.4% of Attack Power ] Frost damage to enemies in front of you.
  • Dark Talons – Consuming Killing Machine or Rime has a 25% chance to grant 3 stacks of Icy Talons and increase the its maximum stacks of an active Icy Talons by the same amount for 6 sec. 1, up to 2 times. While Icy Talons is active, your Runic Power spending abilities also count as Shadowfrost damage. while Icy Talons is active.
  • Soul Rupture – When Reaper’s Mark explodes, it deals 20% 30% of the damage dealt damage to nearby enemies. enemies and causes them to Enemies hit by this effect deal 5% reduced physical Physical damage to you for 10 sec.
  • Blood FeverWhen you apply Reaper’s Mark, the cooldown of Soul Reaper is reset, Your your Frost Fever has a chance to deal 30% next Soul Reaper costs no runes, and it explodes on the target regardless of their health. Soul Reaper damage is increased by 20%. damage as Shadowfrost.
  • Bind in DarknessRime empowered Howling Blast deals 30% increased damage to its main target, and is now Shadowfrost. Shadowfrost damage applies 2 stacks to Reaper’s Mark and 4 stacks when it is a critical strike. Additionally, Rime empowered Howling Blast deals Shadowfrost damage.
  • Rune Carved Plates – Each Rune spent reduces the magic damage you take by 2% 1.5% and each Rune generated reduces the physical damage you take by 2% 1.5% for 5 sec, up to 5 times.
  • Exterminate – Deals reduced damage beyond 8 targets. After Reaper’s Mark explodes, your next 2 Obliterate Obliterates costs cost no 1 Rune and summons summon 2 scythes to strike your enemies. The first scythe strikes your target for [ 430.31% of Attack Power ] Shadowfrost damage and has a 20% 30% chance to apply Reaper’s Mark, the second scythe strikes all enemies around your target for [ 146.88% of Attack Power ] Shadowfrost damage
  • Wither Away – Frost Fever deals its damage 100% faster, in half the duration and the second scythe of Exterminate applies Frost Fever.
  • Swift EndIf no enemies are struck by Soul Rupture, you gain 10% Strength for 8 sec. Wave of Souls is 100% more effective on the main target of your Reaper’s Mark. Mark’s cost is reduced by 1 Rune and its cooldown is reduced by 15 sec.
  • Rider’s Champion – Spending Runes has a chance to call forth the aid of a Horsemen for 10 sec. Trollbane Casts Chains of Ice on your target slowing their movement speed by 40% and increasing the damage they take from you by 5% for 8 sec. Cannot be Refreshed. Whitemane Casts Undeath on your target dealing [ 11.44% of Attack Power ] Shadowfrost damage per stack every 3 sec, for 24 sec. Mograine Casts Death and Decay at his location that follows his position. Each time Undeath deals damage it gains a stack Nazgrim While Nazgrim is active you gain Apocalyptic Conquest, increasing your Strength by 3% 5%.
  • Arctic Assault – Consuming Killing Machine fires a Glacial Advance through your target. target at 80% effectiveness.
  • Unyielding Will – Anti-Magic Shell’s shell now removes all harmful magical effects when activated, but it’s cooldown is increased by 20 sec sec. and it now also removes all harmful magic effects when activated.
  • Festering Strike – 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. Strikes for [ 139.2% of Attack Power ] Physical damage and infects the target with 0-0 2-2 Festering Wounds

Demon Hunter

  • Metamorphosis – While transformed, Shear and Fracture generate one additional Lesser Soul Fragment and 20 additional Fury. Transform to demon form for 15 sec, increasing current and maximum health by 40%, healing for that amount, and increasing Armor by 200%
  • Felblade – Demon’s Bite has a chance to reset the cooldown of Felblade. Demon Blades : Charge to your target and deal [ 111.2% of Attack Power ] Normal: Fire Any Means Necessary : Chaos damage. Shear has a chance to reset the cooldown of Felblade. Generates 40 Fury. Vengeance: Charge to your target and deal [ 111.2% of Attack Power ] Normal: Fire Any Means Necessary : Chaos damage. Havoc: Charge to your target and deal [ 111.2% of Attack Power ] Normal: Fire Any Means Necessary : Chaos damage. Generates 40 Fury.. Demon Blades has a chance to reset the cooldown of Felblade Fracture : Charge to your target and deal [ 111.2% of Attack Power ] Normal: Fire Any Means Necessary : Chaos damage. Fracture has a chance to reset the cooldown of Felblade
  • Preemptive Strike – Throw Glaive deals [ 200% of Attack Power ] Physical damage to enemies near its initial target.
  • Focused Hatred – Demonsurge deals 50% increased damage when it strikes a single target. Each additional target reduces this bonus by 10%.

Druid

  • Reactive Resin (New)When your Restoration heal over time effects are removed by enemies, they are replaced with Reactive Resin, healing an ally for [ 90% of Spell Power ] over 6 sec. Multiple stacks may overlap.
  • Renewing Surge (New)The cooldown of Swiftmend is reduced by up to 40%, based on the current health of the target. Cooldown is reduced more when cast on a lower health target.
  • Twinleaf (New)Nature’s Swiftness now has 2 charges.
  • Wildwood Roots (New)Abundance now also reduces the cast time of Regrowth by 5% per stack. Cenarion Ward’s cooldown is reduced by 10 sec and its duration is increased by 2 sec.
  • Forest’s Flow (New)Consuming Clearcasting now causes your Regrowth to also cast Nourish onto a nearby injured ally at 60% effectiveness, preferring those with your heal over time effects. Nourish : Heals a friendly target for [ 446% of Spell Power ]. Receives 300% bonus from Mastery: Harmony .
  • Whirling Stars (New)Celestial Alignment’s cooldown is reduced to 75 seconds and it has two charges, but its duration is reduced by 40%.
  • Sunseeker Mushroom (New)Sunfire damage has a chance to grow a magical mushroom at a target’s location. After until cancelled, the mushroom detonates, dealing [ 254.4% of Spell Power ] Nature damage and then an additional [ 143.5% of Spell Power ] Nature damage over 10 sec. Affected targets are slowed by 50%. Generates up to 20 Astral Power based on targets hit.
  • Astronomical Impact (New)The critical strike damage of your Astral spells is increased by 20%.
  • Crashing Star (New)Shooting Stars has a 15% chance to instead call down a Crashing Star, dealing [ 95.4% of Spell Power ] Astral damage to the target and generating 4 Astral Power.
  • Hail of Stars (New)Casting a free Starsurge or Starfall grants Solstice for 3 sec.
  • Circle of Life and Death (New)Moonfire, Sunfire, Stellar Flare, and Starfall deal their damage in 20% less time, and your healing over time effects in 15% less time.
  • Guardian Druid – Guardian Druid core passive – Increases damage/healing by 268%: Thrash Increases periodic damage/healing by 300%: Thrash Increases periodic damage/healing by 300%: Thrash
  • Balance Druid – Balance Druid core passive Decreases damage/healing by 10%: Moondust and Moonfire Decreases periodic damage/healing by 10%: Moondust and Moonfire 
  • Dream of CenariusWhile Heart of the Wild is active, Wrath and Shred transfer 150% 50% of their damage and Starfire and Swipe transfer 100% 33% of their damage into healing onto a nearby ally. This effect is increased by 200% while Heart of the Wild is active.
  • Starfall – Extends the duration of active Moonfires and Sunfires by 3 sec.. Multiple uses of this ability may overlap Calls down waves of falling stars upon enemies within 40 yds, dealing [ 160.3% 176.2% of Spell Power ] Astral damage over 8 sec
  • Ironfur – Multiple uses of this ability may overlap. Balance, Feral, Restoration, Initial: Increases armor by [ 112% of Agility ] for 7 sec. Guardian: Increases armor by [ 112% of Agility ] for 7 sec
  • Warrior of Elune – Your next 3 Starfires are instant cast and generate 40% 30% increased Astral Power.
  • Aetherial Kindling – Casting Starfall extends the duration of active Moonfires and Sunfires by 3 3.0 sec, up to 28 sec.
  • Umbral Intensity – Solar Eclipse increases the damage of Wrath by an additional 20% Lunar Eclipse increases Starfire’s damage by 15% and the damage it deals to nearby enemies by an additional 15%. 30%.
  • Orbit Breaker – Every 25th 30th Shooting Star calls down a Full Moon at 60% effectiveness upon its target.
  • Tiger’s Tenacity – Tiger’s Fury causes your next 3 finishing moves to restore 1 combo points Tiger’s Fury’sFury also increases the periodic damage of your bleeds by an additional 10% for their full duration.
  • Harmonious Blooming – Lifebloom counts for 2 3 stacks of Mastery: Harmony.
  • Power of Goldrinn – Starsurge has a chance to summon the Spirit of Goldrinn, which immediately deals [ 103.2% 67.1% of Spell Power ] Astral damage to the target.
  • Balance of All Things – Entering Eclipse increases your critical strike chance with Arcane or Nature spells by 20%, 16%, decreasing by 2% every 1 sec.
  • Astral Smolder – Your Starfire and Wrath damage has a 40% 35% chance to cause the target to languish for an additional 50% 60% of your spell’s damage over 6 sec.
  • Cosmic Rapidity – Your Moonfire, Sunfire, and Stellar Flare deal damage 20% faster. more frequently.
  • Astral Insight – Increases the duration and number of spells cast by Convoke the Spirits by 25%. Incarnation: Chosen of Elune increase increases Arcane damage from spells and abilities by 10% while active
  • Control of the Dream – Affects Force of Nature, Celestial Alignment, and Convoke the Spirits. Time elapsed while your major abilities are available to be used or at maximum charges is subtracted from that ability’s cooldown after the next time you use it, up to 15 seconds
  • Nature’s Grace – When Eclipse ends or when you enter combat, enter a Dreamstate, reducing the cast time of your next 2 Starfires or Wraths by 40% 40%. and increasing their damage by 50%.
  • Touch the Cosmos – Casting Wrath in an Eclipse has an a 12% chance to make your next Starsurge or Starfall free. Casting Starfire in an Eclipse has a 18% chance to make your next Starsurge or Starfall free.
  • Astral Communion – Increases maximum Astral Power by 20 Entering Eclipse grants 25 reduces the Astral Power cost of your next Starsurge or Starfall by 15.

Evoker

  • Unravel – Sunder an enemy’s protective magic, dealing [ 720.5% 900% of Spell Power ] Spellfrost damage to absorb shields.
  • Heavy Wingbeats – Wing Buffet’s cooldown is reduced by 45 sec. 2 min.
  • Clobbering Sweep – Tail Swipe’s cooldown is reduced by 45 sec. 2 min.
  • Lifeforce Mender – Living Flame and Fire Breath deal additional damage and healing equal to 1% 1.0% of your maximum health.
  • Mass Disintegrate – Empower spells cause your next Disintegrate to strike up to 3 targets. When striking less fewer than 3 targets, Disintegrate damage is increased by 15% for each missing target.
  • Imminent Destruction – Deep Breath reduces the Essence cost of Eruption by 1 and increases its damage by 10% for 12 15 sec after you land.
  • Molten Embers – Fire Breath causes enemies to take 20% up to 40% increased damage from your Black spells increased based on its empower level.

Hunter

  • Barbed Scales (New)Casting Cobra Shot reduces the cooldown of Barbed Shot by 2 sec.
  • Ruthless Marauder (New)Fury of the Eagle’s damage is increased by 10% and has a 20% chance to generate a stack of Tip of the Spear. When Fury of the Eagle ends, your Haste is increased by 8%.
  • Soul Drinker (New)When an enemy affected by Black Arrow dies, you have a 10% chance to gain Deathblow. Deathblow The cooldown of Kill Shot is reset. Your next Kill Shot can be used on any target, regardless of their current health.
  • Ebon Bowstring (New)Casting Black Arrow has a 15% chance to grant Deathblow. Deathblow The cooldown of Kill Shot is reset. Your next Kill Shot can be used on any target, regardless of their current health.
  • Pin Cushion (New)Steady Shot reduces the cooldown of Aimed Shot by 2 seconds.
  • Snakeskin Quiver (New)Your auto shot has a 15% chance to also fire a Cobra Shot at your target.
  • Serpentine Rhythm (New)Casting Cobra Shot increases its damage by 15%. Stacks up to 6 times. Upon reaching 6 stacks, the bonus is removed and you gain 6% increased pet damage for 10 sec.
  • Banshee’s Mark (New)Murder of Crows now deals Shadow damage. Black Arrow’s initial damage has a 25% chance to summon a Murder of Crows on your target. A Murder of Crows Summons a flock of crows to attack your target, dealing [ 324% of Attack Power ] Physical damage over 15 sec.
  • Bleak Powder (New)Casting Black Arrow while Beast Cleave is active causes Black Arrow to explode upon hitting a target, dealing [ 100% of Attack Power ] Shadow damage to nearby enemies.
  • Shadow Surge (New)Periodic damage from Black Arrow has a small chance to erupt in a burst of darkness, dealing [ 75% of Attack Power ] Shadow damage to all enemies near the target. Damage reduced beyond 8 targets.
  • Phantom Pain (New)When Kill Command damages a target affected by Black Arrow, 5% of the damage dealt is replicated to each other unit affected by Black Arrow.
  • A Murder of Crows – Summons a flock of crows to attack your target, dealing [ 345.6% 324% of Attack Power ] Physical damage over 15 sec.
  • Shadow Dagger (New)While in combat, Disengage releases a fan of shadow daggers, dealing [ 5% of Attack Power ] shadow damage per second and reducing affected target’s movement speed by 30% for 6 sec.
  • Bleak Arrows (New)Your auto shot now deals Shadow damage, allowing it to bypass armor. Your auto shot has a 15% chance to grant Deathblow. Deathblow The cooldown of Kill Shot is reset. Your next Kill Shot can be used on any target, regardless of their current health.
  • The Bell Tolls (New)Black Arrow is now usable on enemies with greater than 80% health or less than 20% health.
  • Black Arrow (New)Your Kill Shot is replaced with Black Arrow. Black Arrow You attempt to finish off a wounded target, dealing [ 259.2% of Attack Power ] Shadow damage and [ 25% of Attack Power ] Shadow damage over 10 sec. Only usable on enemies above 80% health or below 20% health.
  • Withering Fire (New)Every 4 casts of Bestial Wrath, you surrender to darkness for 12 sec If you would gain Deathblow while under the effects of Withering Fire, you instead instantly fire a Black Arrow at your target and 2 additional Black Arrows at nearby targets at 50% effectiveness.
  • Marksmanship Hunter – Marksmanship Hunter core passive Increases damage/healing by 7%: Improved Black Arrow, Deathblow, Kill Shot and Kill Shot Decreases damage/healing by 40%: A Murder of Crows Decreases damage/healing by 15%: Barrage Increases damage/healing by 25%: Chimaera Shot Increases damage/healing by 7%: Black Arrow, Deathblow, Improved Kill Shot and Kill Shot Increases damage/healing by 25%: Chimaera Shot
  • Survival Hunter – Survival Hunter core passive Decreases damage/healing by 50%: Bleak Arrows
  • Steady FocusUsing Casting Steady Shot twice in a row increases your haste by 8% for 15 sec.
  • Aimed Shot – Careful Aim : A powerful aimed shot that deals [ 363% of Attack Power ] Physical damage. Aimed Shot also fires a Serpent Sting at the primary target.. Serpentstalker’s Trickery , Serpent Sting : A powerful aimed shot that deals [ 363% of Attack Power ] Physical damage. Aimed Shot deals 0% bonus damage to targets who are above 70% health. Chimaera Shot : A powerful aimed shot that deals [ 363% of Attack Power ] Physical damage Normal: A powerful aimed shot that deals [ 363% of Attack Power ] Physical damage and causes your next 1-2 1-1 Arcane Shots or Multi-Shots to deal 70% 100% more damage
  • Tranquilizing ShotNormal: Removes [ 25% of Spell Power ] Enrage and 1 Magic effect from an enemy target. Disruptive Rounds : Removes [ 25% of Spell Power ] Enrage and 1 Magic effect from an enemy target. Successfully dispelling an effect generates 10 Focus.
  • Stomp – When you cast Barbed Shot, your pet stomps the ground, dealing [ 73.1% 48% of Attack Power ] Physical damage to all nearby enemies.
  • Fury of the Eagle – Critical strike chance increased by 50% against any target below 20% health Normal: Furiously strikes all enemies in front of you, dealing [ 1,140.3% 1,422% of Attack Power ] Physical damage over 4 3 sec. Deals reduced damage beyond 5 targets. Kill Command cooldown resets reduce the cooldown of Fury of the Eagle by 3.0 sec. Ruthless Marauder : Furiously strikes all enemies in front of you, dealing [ 1,140.3% of Attack Power ] Physical damage over 4 sec. Deals reduced damage beyond 5 targets. Kill Command cooldown resets reduce the cooldown of Fury of the Eagle by 3.0 sec and Fury of the Eagle critical strikes reduce the cooldown of Wildfire Bomb and Flanking Strike by 0.0 sec.
  • Butchery – Deals reduced damage beyond 5 targets Normal: Attack all nearby enemies in a flurry of strikes, inflicting [ 184% 276% of Attack Power ] Physical damage to each. nearby enemies. Reduces the remaining cooldown on Wildfire Bomb by 1 3 sec for each target hit, up to 5 sec. Merciless Blow : Attack all nearby enemies in a flurry of strikes, inflicting [ 276% of Attack Power ] Physical damage to nearby enemies and [ 480% of Attack Power ] damage over 8 sec. Deals reduced damage beyond 5 targets.
  • Barbed Shot – Generates 20 Focus over 8 sec. Generates 20 Focus over 8 sec. Normal: Fire a shot that tears through your enemy, causing them to bleed for [ 237.5% 475% of Attack Power ] damage over 8 12 sec. Sends your pet into a frenzy, increasing attack speed by 30% for 8 12 sec, stacking up to 3 times. Thrill of the Hunt : Fire a shot that tears through your enemy, causing them to bleed for [ 237.5% 475% of Attack Power ] damage over 8 12 sec and increases your critical strike chance by 2% for 8 12 sec, stacking up to 3 times. Sends your pet into a frenzy, increasing attack speed by 30% for 8 12 sec, stacking up to 3 times
  • Thrill of the Hunt – Barbed Shot increases your critical strike chance by 2% for 8 12 sec, stacking up to 3 times.
  • Precise Shots – Normal: Aimed Shot causes your next 2 Arcane Shots Shot or Multi-Shots Multi-Shot to deal 70% 100% more damage and cost 50% less Focus. Chimaera Shot : Aimed Shot causes your next 2 Chimaera Shots Shot or Multi-Shots Multi-Shot to deal 70% 100% more damage and cost 50% less Focus.
  • Multi-ShotBeast Mastery: Fires several missiles, hitting all nearby enemies within 8 yds of your current target for [ 12.6% of Attack Power ] Physical damage and triggering Beast Cleave. Deals reduced damage beyond 5 targets. Marksmanship: Fires several missiles, hitting all nearby enemies within 8 yds of your current target for [ 12.6% of Attack Power ] Physical damage. Deals reduced damage beyond 5 targets. Generates 3 Focus per target hit.
  • Animal Companion – Your Call Pet additionally summons the pet from the bonus slot in your stable This pet will obey your Kill Command, but cannot use pet family abilities abilities. and both of your pets deal 35% reduced damage.
  • Trueshot – While Trueshot is active, you generate 50% additional Focus. While Trueshot is active, you generate 50% additional Focus and you gain 1% critical strike chance and 2% increased critical damage dealt every 1 sec, stacking up to 10 times. Every 50 Focus spent reduces the cooldown of Trueshot by 2.5 sec. Normal: Reduces the cooldown of your Aimed Shot and Rapid Fire by 70%, and causes Aimed Shot to cast 50% faster and cost 50% less Focus for 15 sec. Unerring Vision : Reduces the cooldown of your Aimed Shot and Rapid Fire by 70%, and causes Aimed Shot to cast 50% faster and cost 50% less Focus for 15 sec. Calling the Shots : Reduces the cooldown of your Aimed Shot and Rapid Fire by 70%, and causes Aimed Shot to cast 50% faster and cost 50% less Focus for 15 sec
  • Frenzy Strikes – Butchery reduces the remaining cooldown on Wildfire Bomb by 1.0 3.0 sec for each target hit, up to 5. 5 targets.
  • Pack Tactics – Passive Focus generation increased by 100%. 125%.
  • Improved Steady Shot – Steady Shot now generates an additional 10 Focus.
  • Bloodshed – Command your pet to tear into your target, causing your target to bleed for [ 172.8% of Attack Power ] over 18 sec and take 15% increased damage from your pet by for 18 sec.
  • Improved Kill ShotBeast Mastery, Survival, Initial: Kill Command has a 10% chance to grant Deathblow. Deathblow The cooldown of Kill Shot’sShot critical damage is increased by 25%. reset. Your next Kill Shot can be used on any target, regardless of their current health. Marksmanship: Aimed Shot has a 10% chance to grant Deathblow. Deathblow The cooldown of Kill Shot is reset. Your next Kill Shot can be used on any target, regardless of their current health.
  • Hunter’s PreyKill Command has a 10% chance to reset the cooldown of Kill Shot, and causes your next Kill Shot will strike 1 additional target and deal 10% increased damage for each of your active pets. Stacks up to 5 times. be usable on any target, regardless of the target’s health.
  • Cobra Senses – Cobra Shot Focus cost reduces reduced the cooldown of Kill Command by an additional 1.0 sec. 5. Cobra Shot damage increased by 35%.
  • Deathblow – Aimed Shot now has a 15% chance and Rapid Fire now has a 25% chance to grant a charge Deathblow. Kill Shot’s critical strike damage is increased by 25%. Deathblow The cooldown of Kill Shot, Shot and cause is reset. your Your next Kill Shot to can be usable used on any target target, regardless of their current health.
  • Killer Companion – Kill Command damage increased by 10%. 20%.
  • Eagletalon’s True Focus – Trueshot lasts an additional 3.0 sec, reduces the Focus Cost of Aimed Shot by 50%, 50%. and causes your Arcane Shot, Chimaera Shot, and Multi-Shot to be cast again at 30% effectiveness.
  • Readiness – Wailing Arrow resets the cooldown of Rapid Fire and generates 2 charges of Aimed Shot. Trueshot grants Wailing Arrow and you Aimed Shot generate generates 2 additional Wind Arrows while in Trueshot
  • Bombardier – When you cast Coordinated Assault, you gain 2 charges of Wildfire Bomb When Coordinated Assault ends, Explosive Shot’s cooldown is reset and your next Explosive Shot fires at 2 additional targets at 100% effectiveness. Explosive Shots are free and have no cooldown.
  • Shadow Hounds – Each time Black Arrow deals damage, you have a 10% small chance to manifest a Dark Hound to charge to your target and deal Shadow damage. damage for 8 sec. Whenever you summon a Dire Beast, you have a 25% chance to also summon a Shadow Hound.
  • Dark ChainsWhile in combat, Disengage will chain the closest target to the ground, causing them to move 40% slower until they move 8 yards away.
  • Don’t Look Back – Each time Sentinel deals damage to an enemy you gain an absorb shield equal to 1% 1.0% of your maximum health, up to 10%.
  • Symphonic Arsenal – Multi-Shot and Butchery discharge arcane energy from all targets affected by your Sentinel, dealing [ 33.6% 90% of Attack Power ] Arcane damage to up to 5 targets within 8 yds of your Sentinel targets.
  • Overwatch – All Sentinel debuffs implode when a target affected by more than 3 stacks of your Sentinel falls below 20% health. This effect can only occur once every 15 sec per target.
  • Moment of Opportunity – Can only occur every 1 min. When a trap triggers, you gain 30% movement speed Aspect of the Cheetah for 3 sec
  • Laceration – When your petspet attacks critically strike, they cause their target to bleed for 8% of the damage dealt over 6 sec.
  • Venomous BiteBloodshed Bloodshed’s pet increases all damage bonus increased by100% taken from your pet by an additional 15%, and Kill Command deals 20% increased damage to the target.
  • A Murder of Crows – Every 5 casts of Kill Command summons a Murder of Crows A Murder of Crows Summons a flock of crows to attack your target, dealing [ 345.6% 324% of Attack Power ] Physical damage over 15 sec.
  • Rapid Fire Barrage – Barrage now instead shoots Rapid Fires at your target and up to 4 nearby enemies at 30% 40% effectiveness, but its cooldown is increased by 40 sec.
  • Grenade Juggler – Explosive Shot reduces the cooldown of Wildfire Bomb by 2 sec. Wildfire Bomb deals 5% increased damage and has a 25% chance to also cast an reset the cooldown of Explosive Shot at your target at 100% effectiveness
  • Exposed Flank – Your Flanking Strike now strikes 2 additional nearby targets at 100% effectiveness, effectiveness. Flanking Strike causes and exposes a weakness in your next enemy’s defenses, causing your Kill Command to deal 50% increased damage, to hit 2 additional nearby enemies enemies, and generate a Tip of the Spear stack for 10 sec. each additional hit.
  • Merciless Blows – Casting Butchery causes affected makes your next Raptor Strike or Mongoose Bite hit 3 targets. targets to bleed for [ 480% of Attack Power ] damage over 8 sec.
  • Sic ‘EmCasting Kill Command Command’s has a 15% chance to reset the cooldown of grant Deathblow is increased to 15% and Deathblow now makes Kill Shot, Shot make it usable on targets regardless of Health, and strike up to 2 additional targets. This Your chance to gain Deathblow is doubled during Coordinated Assault. Deathblow The cooldown of Kill Shot is reset. Your next Kill Shot can be used on any target, regardless of their current health.
  • Relentless Primal Ferocity – Coordinated Assault sends you and your pet into a state of primal power For the duration of Coordinated Assault, Kill Command generates 1 2 additional stack of Tip of the Spear, you gain 10% Haste, and Tip of the Spear’s damage bonus is increased by 50%.
  • Concussive ShotBeast Mastery: Dazes the target, slowing movement speed by 50% for 6 sec. Cobra Shot will increase the duration of Concussive Shot on the target by 3.0 sec. Marksmanship: Dazes the target, slowing movement speed by 50% for 6 sec. Steady Shot will increase the duration of Concussive Shot on the target by 3.0 sec.
  • Roar of SacrificeInstructs your pet to protect a friendly target from critical strikes, making attacks against that target unable to be critical strikes, but 10% of all damage taken by that target is also taken by the pet. Lasts 12 sec.

Mage

  • Fire Mage – Fire Mage core passive Increases damage/healing by 25%: Frostfire Bolt
  • Signature Spell (New)When your Magi’s Spark explodes, you conjure 6 Arcane Splinters.
  • Aethervision (New)Consuming Nether Precision with Arcane Blast increases the damage of your next Arcane Barrage by 10% and causes it to generate 2 Arcane Charges. Stacks up to 2 times.
  • Ice Nova – Causes a whirl of icy wind around the enemy, dealing [ 138% of Spell Power ] Frost damage to the target and reduced damage to all other enemies within 8 yds, and freezing them in place for 2 sec. Damage reduced beyond 8 targets.
  • Chrono Shift – Arcane Barrage slows enemies by 25% 50% and increases your movement speed by 50% 25% for 5 sec.
  • Charged Orb – Arcane Orb gains 1 additional charge. Arcane Orb damage increased by 15%.
  • Frostfire Bolt – Frostfire Bolt generates stacks for both Fire Mastery and Frost Mastery. Launches a bolt of frostfire at the enemy, causing [ 110% of Spell Power ] Frostfire damage, slowing movement speed by 50%, and causing an additional [ 40% of Spell Power ] Frostfire damage over 8 sec until cancelled
  • Excess Fire – Reaching maximum stacks of Fire Mastery causes your next to apply Living Bomb at 150% effectiveness. When this Living Bomb explodes,explode in a Frostfire Burst, dealing [ 100% of Spell Power ] Frostfire damage to nearby enemies. Damage reduced beyond 8 targets. Frostfire Burst, .
  • Splinterstorm – Whenever you have 8 or more active Embedded Arcane Splinters, you automatically cast a Splinterstorm at your target. Splinterstorm : Shatter all Embedded Arcane Splinters, dealing their remaining periodic damage instantly Conjure an Arcane Splinter for each Splinter shattered, then unleash them all in a devastating barrage, dealing [ 23.2% of Spell Power ] Arcane damage to your target for each Splinter in the Splinterstorm. Splinterstorm has a 5% chance to grant Clearcasting.
  • Merely a Setback – Your Prismatic Barrier now grants 5% avoidance while active and 5% 3% leech for 5 seconds sec when it breaks or expires.
  • Glorious Incandescence – Consuming Burden of Power causes your next cast of Arcane Barrage to deal 30% increased damage, grant 4 Arcane Charges Charges, and call down a storm of 4 Meteorites on its target.
  • Ignite the Future – Generating a Spellfire Sphere while your Phoenix is active causes it to cast an exceptional spell. Mana Cascade can now stack up to 15 times.
  • Memory of Al’ar – Arcane Soul : Arcane Barrage grants Clearcasting and generates 4 Arcane Charges.. While under the effects of a casted Arcane Surge, you gain twice as many stacks of Mana Cascade When your Arcane Phoenix expires, it empowers you, granting Arcane Soul for 2 sec, plus an additional 0.5 1.0 sec for each exceptional spell it had cast
  • Burden of Power – Conjuring a Spellfire Sphere increases the damage of your next Arcane Blast by 30% or your next Arcane Barrage by 30%.
  • Majesty of the PhoenixWhen Casting Phoenix Flames causes damages 3 or more targets, your next 2 Flamestrikes Flamestrike to have their cast time reduced its critical strike chance increased by 20% 1.5 sec and their critical strike damage is increased by 20%. Stacks up to 3 times.
  • Leydrinker – Consuming Nether Precision has a 20% 25% chance to make your next Arcane Blast or Arcane Barrage echo, repeating its damage at 60% effectiveness to the primary target and up to four nearby enemies. Casting Touch of the Magi grants Leydrinker.
  • Time Loop – This effect can trigger off of itself. Arcane Debilitation’s duration is increased by 2 sec. When you apply a stack of Arcane Debilitation, you have a 10% 25% chance to apply another stack of Arcane Debilitation
  • Consortium’s Bauble – Reduces Arcane Blast’s mana cost by 3% 5% and increases its damage by 3%. 8%.
  • Mastery: Icicles – Normal: Casting Frostbolt or Flurry grants you an Icicle. Increases the damage of Frozen Orb, Blizzard, and Comet Storm by 9%. Casting Ice Lance causes all Icicles stored to begin launching at the target, each dealing [ 0.1% of Spell Power ] Frost damage. Up to 5 Icicles can be stored. Frostbolt and Flurry have a 30% chance to generate 2 Icicles. Any excess Icicles gained will be automatically launched. Splintering Cold : Casting Frostbolt or Flurry grants you an Icicle. Increases the damage of Ice Lance, Glacial Spike, and Ray of Frost by 6%. Hailstones : Casting Frostbolt, Ice Lance, or Flurry grants you an Icicle Any excess Splintering Sorcery : Casting Frostbolt or Flurry grants you an Icicles Icicle. gained will be automatically launched. Increases the damage of Frozen Orb, Blizzard, Frost Splinters, and Comet Storm by 9%. Increases the damage of Ice Lance, Glacial Spike, and Ray of Frost by 6%.

Monk

  • Renewing Mist – Surrounds the target with healing mists, restoring [ 196.65% of Spell Power ] health over 20 sec If Renewing Mist heals a target past maximum health, it will travel to another injured ally within 20 yds. Each time Renewing Mist heals, it has a 4% chance to increase the healing of your next Vivify by 30%.
  • Thistle Tea (New)Restore 100 Energy. Mastery increased by [ 800% of mas ]% for 6 sec. When your Energy is reduced below 30, drink a Thistle Tea.
  • Refreshment (New)Life Cocoon grants up to 5 stacks of Mana Tea and applies 2 stacks of Healing Elixir to its target.
  • Jadefire Teachings (New)After casting Jadefire Stomp or Thunder Focus Tea, Ancient Teachings transfers an additional 140% damage to healing for 15 sec. While Jadefire Teachings is active, your Stamina is increased by 5%.
  • Rushing Wind Kick (New)Kick up a powerful gust of wind, dealing [ 143.8% of Attack Power ] Nature damage in a 25 yd cone to enemies in front of you, split evenly among them. Damage is increased by 6% for each target hit, up to 30%. Grants Rushing Winds for 4 sec, increasing Renewing Mist’s healing by 50%.
  • Jade Empowerment (New)Casting Thunder Focus Tea increases your next Crackling Jade Lightning’s damage by 800% and causes it to chain to 4 additional enemies.
  • Healing Elixir – You generate 1 healing elixir every 30 sec, stacking up to 2 times. You consume a healing elixir when you drop below 40% health or generate excess healing elixirs, instantly healing you for 20% 15% of your maximum health
  • Combat Conditioning – Additionally, your Rising Sun Kick now also causes Mortal Wounds to the primary target. Mortal Wounds Grievously wounds the target, reducing the effectiveness of any healing received for 10 sec. Your Blackout Kick now also deals an additional 20% damage over 0 until cancelled if behind the target or heals you for 20% of the damage done if in front of the target
  • Dome of Mist (New)Enveloping Mist transforms 80% of its remaining periodic healing into a Dome of Mist when dispelled. Dome of Mist Absorbs damage. All healing received by the Monk increased by 30%. Lasts 8 sec.
  • Ancient TeachingsAfter casting Jadefire Stomp, your Your Tiger Palm, Blackout Kick, and Rising Sun Kick Kick, and Crackling Jade Lightning heal up to 5 injured allies within 40 yds for 170])}% 30% of the damage done, split evenly among them. Lasts 15 sec. While Ancient Teachings is active, your Stamina is increased by 5%.
  • Calming CoalescenceThe Each time Soothing Mist heals, the absorb amount of your next Life Cocoon is increased by 80%. 2%, stacking up to 50 times.
  • Overflowing Mists – Your Enveloping Mists heal the target for 2.0% of their maximum health each time they take direct damage.
  • Awakened Jadefire – Your abilities reset Jadefire Stomp 100% more often While within Jadefire Stomp, your Tiger Palms strike twice twice, your Blackout Kicks strike an additional 2 targets at 70% effectiveness, and your Spinning Crane Kick heals 3 nearby allies for 90% of the damage done.
  • Dance of Chi-Ji – Your spells and abilities have a chance to make your next Spinning Crane Kick deal an additional 300% 400% damage.
  • Celestial Conduit – You may move while channeling, but casting other healing or damaging spells cancels this effect. The August Celestials empower you, causing you to radiate [ 5,500% of Attack Power ] Nature damage onto enemies and [ 5,500% of Spell Power ] healing onto up to 5 injured allies within 15 yds over 4 sec, split evenly among them. Healing and damage increased by 6% per enemy struck, up to 30%

Paladin

  • Stand Against Evil (New)Turn Evil now affects 5 additional enemies.
  • Refining Fire (New)Enemies struck by Avenger’s Shield burn with holy fire, suffering [ 125% of Attack Power ] damage over 5 sec.
  • Lead the Charge (New)Divine Steed reduces the cooldown of 4 nearby ally’s major movement ability by 3.0 sec. Your movement speed is increased by 3%.
  • Authoritative Rebuke (New)Successfully interrupting an enemy spellcast reduces your Rebuke’s cooldown by 1.0 sec. Effect increased by 100% while wielding a Holy Armament.
  • Tempered in Battle (New)When you or an ally wielding a Holy Bulwark are healed above maximum health, transfer 100% of the overhealing to your ally. When you or an ally wielding a Sacred Weapon drop below 40% health, redistribute your health immediately and every 1 sec for 4 sec.
  • Blessed Calling (New)Allies affected by your Blessings have 15% increased movement speed.
  • A Just Reward (New)After Cleanse successfully removes an effect from an ally, they are healed for [ 125% of Spell Power ].
  • Divine Spurs (New)Divine Steed’s cooldown is reduced by 20%, but its duration is reduced by 40%.
  • Lightbearer (New)10% of all healing done to you from other sources heals up to 4 nearby allies, divided evenly among them.
  • Selfless Healer (New)Flash of Light and Holy Light are 30% more effective on your allies and 40% of the healing done also heals you.
  • Inspired Guard (New)Divine Protection increases healing taken by 15% for its duration.
  • Holy Reprieve (New)Your Forbearance’s duration is reduced by 10 sec.
  • Divine Reach (New)The radius of your auras is increased by 20 yds.
  • Righteous Protection (New)Blessing of Sacrifice now removes and prevents all Poison and Disease effects.
  • Light’s Countenance (New)The cooldowns of Repentance and Blinding Light are reduced by 15 sec.
  • Sacred Strength (New)Holy Power spending abilities are 2% more effective.
  • Stoicism (New)The duration of stun effects on you is reduced by 20%.
  • Worthy Sacrifice (New)You automatically cast Blessing of Sacrifice onto an ally within 40 yds when they are below 35% health and you are not in a loss of control effect. This effect activates 100% of Blessing of Sacrifice’s cooldown.
  • Steed of Liberty (New)Divine Steed also grants Blessing of Freedom for 3.0 sec. Blessing of Freedom : Normal: Blesses a party or raid member, granting immunity to movement impairing effects for 8 sec. Unbound Freedom : Blesses a party or raid member, granting immunity to movement impairing effects and increasing movement speed by 30% for 8 sec.
  • Eye for an Eye (New)Melee and ranged attackers receive [ 35% of Spell Power ] Holy damage each time they strike you during Divine Protection and Divine Shield.
  • Seraphim – Protection: The Light magnifies your power for 15 sec, granting 8% haste, critical strike, and versatility, and [ 8.000 * $76,671bc1 ]% mastery Holy: The Light magnifies your power for 15 sec, granting 8% haste, critical strike, and versatility, and [ 8.000 * $183,997bc1 ]% mastery. Retribution, 
  • Light’s Revocation (New)Removing harmful effects with Divine Shield heals you for 10% for each effect removed. This heal cannot exceed 30% of your maximum health. Divine Shield may now be cast while Forbearance is active.
  • Unbreakable Spirit – Protection: Reduces the cooldown of your Divine Shield, Ardent Defender, and Lay on Hands by 30% Holy, Initial: Reduces the cooldown of your Divine Shield, Divine Protection, and Lay on Hands by 30%. Retribution: Reduces the cooldown of your Divine Shield, Shield of Vengeance, Divine Protection, and Lay on Hands by 30%. Initial: Reduces the cooldown of your Divine Shield, Divine Protection, and Lay on Hands by 30%.
  • Divine Hammer – Deals reduced damage beyond 8 targets.. Divine Hammers spin around you, consuming a Holy Power to strike enemies within 8 yds for [ 35.7% of Attack Power ] Holy damage every 2.2 sec While active active, your Judgment, Blade of Justice and Crusader Strike recharge 75% faster, and increase increases the rate at which Divine Hammer strikes by 15% when they are cast
  • Holy Ritual (New)Allies are healed for [ 100% of Spell Power ] when you cast a Blessing spell on them and healed again for [ 100% of Spell Power ] when the blessing ends.
  • Consecrated GroundHoly, Protection, Initial: Your Consecration is 15% larger, and enemies within it have 50% reduced movement speed. Retribution: Your Consecration is 15% larger, and enemies within it have 50% reduced movement speed. Your Divine Hammer is 25% larger, and enemies within them have 30% reduced movement speed.
  • Crusade (New)Normal: Call upon the Light and begin a crusade, increasing your haste by 3% for 27 sec. Each Holy Power spent during Crusade increases haste and damage by an additional 3%. Maximum 10 stacks. Avenging Wrath : Call upon the Light and begin a crusade, increasing your haste and damage by 3% for 27 sec. Each Holy Power spent during Crusade increases haste and damage by an additional 3%. Maximum 10 stacks. Hammer of Wrath may be cast on any target.
  • Fist of JusticeEach Holy Power spent reduces the remaining cooldown on Hammer of Justice Justice’s cooldown is reduced by 1 15 sec.
  • Hammer of Wrath – Generates 1 Holy Power.. Blades of Light : Hurls a divine hammer that strikes an enemy for [ 110.7% of Attack Power ] Holystrike damage. Only usable on enemies that have less than 20% health. Generates 1 Holy Power Normal: Holy, Protection, Initial: Hurls a divine hammer that strikes an enemy for [ 110.7% of Attack Power ] Holy damage. Retribution: Hurls a divine hammer that strikes an enemy for [ 110.7% of Attack Power ])} Holy damage damage. Hammer of Wrath : Hurls a divine hammer that strikes an enemy for [ 110.7% of Attack Power ] Holy damage. Only usable on enemies that have less than 20% health, or during Avenging Wrath
  • Judgment – Generates 1 Holy Power. Judges the target, dealing [ 112.5%123.75% of Spell Power ] Holy damage, and preventing [ 184% of Shadow Spell Power ] damage dealt by the target
  • Judgment – Generates 1 Holy Power. Judges the target, dealing [ 112.5%123.75% of Spell Power ] Holy damage, and causing them to take 20% increased damage from your next Holy Power ability
  • Avenging Wrath (New)Holy: Call upon the Light to become an avatar of retribution, increasing your damage, healing, and critical strike chance by 25% for 20 sec. Protection, Retribution, Initial: Call upon the Light to become an avatar of retribution, increasing your damage, healing, and critical strike chance by 20% for 20 sec. Sanctified Wrath : Call upon the Light to become an avatar of retribution, reducing Holy Shock’s cooldown by 50%, increasing your damage, healing, and critical strike chance by 20% for 20 sec. Hammer of Wrath : Call upon the Light to become an avatar of retribution, allowing Hammer of Wrath to be used on any target, increasing your damage, healing, and critical strike chance by 20% for 20 sec.
  • Gift of the Golden Val’kyr – This cannot occur again for 45 sec.. When you drop below 30% health, you become infused with Guardian of Ancient Kings for 4 sec Each enemy hit by Avenger’s Shield reduces the remaining cooldown on Guardian of Ancient Kings by 0.5 1.0 sec
  • Uther’s Counsel – Your Lay on Hands, Divine Shield, Blessing of Protection, and Blessing of Spellwarding have 20% 30% reduced cooldown.
  • Crusader’s Resolve – Enemies hit by Avenger’s Shield deal 0% 10% + reduced melee damage to you for 10 sec.
  • Of Dusk and Dawn – This effect stacks. When you consume Blessing of Dawn, you gain Blessing of Dusk. When you cast 3 Holy Power generating abilities, you gain Blessing of Dawn. Blessing of Dusk Damage taken reduced by 4% For 10 sec. Blessing of Dawn Your next Holy Power spending ability deals 20% 30% additional increased damage and healing
  • Holy Aegis – Armor and critical strike chance increased by 2%. 4%.
  • Seal of the Crusader – Your auto attacks deal [ 10% 50% of Attack Power ] additional Holy damage.
  • Empyreal Ward (New)Lay on Hands grants the target 100% increased armor for 30 sec and now ignores healing reduction effects.
  • Lightforged Blessing – Divine Storm heals you and up to 2 nearby allies for 2.0% 3.0% of maximum health.
  • Crusading Strikes – Crusader Strike replaces your auto-attacks and deals [ 48.15% of Attack Power ] Physical damage, but now only generates 1 Holy Power every 2 attacks Inherits Crusader Strike benefits but cannot benefit from Windfury. Skyfury.
  • Lightforged BlessingNormal: Shield of the Righteous heals you and up to 2 nearby allies for 1.0% 3.0% of maximum health. Denounce : Denounce heals you and up to 2 nearby allies for 3.0% of maximum health.
  • Of Dusk and Dawn – This effect stacks. When you consume Blessing of Dawn, you gain Blessing of Dusk. When you cast 3 Holy Power generating abilities, you gain Blessing of Dawn. Blessing of Dusk Damage taken reduced by 4% For 10 sec. Blessing of Dawn Your next Holy Power spending ability deals 20% 30% additional increased damage and healing
  • Of Dusk and Dawn – This effect stacks. When you consume Blessing of Dawn, you gain Blessing of Dusk. When you cast 3 Holy Power generating abilities, you gain Blessing of Dawn. Blessing of Dusk Damage taken reduced by 4% For 10 sec. Blessing of Dawn Your next Holy Power spending ability deals 20% 30% additional increased damage and healing
  • Shield of the Righteous – When Shield of the Righteous expires, gain 10% block chance and deal [ 22.73% of Attack Power ] Holy damage to all attackers for 4 sec. Normal: Slams enemies in front of you with your shield, causing [ 71.82% 79% of Attack Power ] Holy damage, and reducing the cooldown of Crusader Strike by 1.5 sec. Inner Light : Slams enemies in front of you with your shield, causing [ 71.82% 79% of Attack Power ] Holy damage, and reducing the cooldown of Crusader Strike by 1.5 sec
  • Seal of the Crusader – Your auto attacks heal a nearby ally for [ 10% 50% of Attack Power ].
  • Aurora – After you cast Holy Prism or Barrier of Faith, gain Divine Purpose Divine Purpose Your next Holy Power spending ability is free and deals 15% increased damage and healing.
  • Wrench Evil (New)Turn Evil’s cast time is reduced by 100%.
  • Glistening Radiance – Spending Holy Power has a 25% chance to trigger Saved By The by the Light’s absorb effect at 33% effectiveness without activating its cooldown.
  • Truth Prevails – 50% of overhealing from this effect is transferred onto 2 allies within 40 yds. Judgment heals you for [ 270% 300% of Spell Power ] and its mana cost is reduced by 30%
  • Sanctified WrathAvenging Wrath now reduces Call upon the Light and become an avatar of retribution for 25 sec, reducing Holy Shock’s cooldown by 50%. Combines with Avenging Wrath. and its duration is increased by 25%.
  • Infusion of Light – Judgment : Greater Judgment prevents an additional 100% damage dealt by the target. Your critical Holy Shocks empower your next spell cast: Flash of Light : Mana cost reduced by 30% 30%. Holy Light : healing increased by 100%
  • Hammer of the Righteous – Hammers the current target for [ 97.5% of Attack Power ] Physical damage. Generates 1 Holy Power. While you are standing in your Consecration, Hammer of the Righteous also causes a wave of light that hits all other targets within 8 yds for [ 13.56% of Attack Power ] Holy damage
  • Lay on Hands – Empyreal Ward : Heals a friendly target for an amount equal to 100% your maximum health. Causes Forbearance for 30 sec.. Normal: Heals a friendly target for an amount equal to 100% your maximum health. Cannot be used on a target with Forbearance. Causes Forbearance for 30 sec Grants the target 30% 100% increased armor for 60 30 sec

Priest

  • Holy Priest – Holy Priest core passive Increases damage/healing by 57%: Deathspeaker and Devour Matter 165%: Shadow Word: Pain Increases damage/healing by 165%: Shadow Word: Pain Increases damage/healing by 57%: Holy Fire and Deathspeaker, Devour Matter, Shadow Word: Death Increases damage/healing by 57%: Holy Nova Increases damage/healing by 192%: Holy Fire, Smite, Smite and Void Blast
  • Discipline Priest – Discipline Priest core passive Increases damage/healing by 80%: Mind Blast, Schism Schism, and Void Blast Decreases damage/healing by 30%: Entropic Rift and Shadow Word: Death
  • Holy Fire – Consumes the enemy in Holy flames that cause [ 297.91% of Spell Power ] Holy damage and an additional [ 114.69% of Spell Power ] Holy damage over 7 sec. Stacks up to 1 times.
  • Shadow Word: Death – If your target is not killed by Shadow Word: Death, you take backlash damage equal to 5% of your maximum health. Damage increased by 150% to targets below 20% health. Generates 0 Insanity. Discipline, Holy, Initial, Looming Death : A word of dark binding that inflicts [ 85% of Spell Power ] Shadow damage to your target. Shadow: A word of dark binding that inflicts [ 85% of Spell Power ] Shadow damage to your target
  • Preventive Measures – All damage dealt by Smite, Holy Fire and Holy Nova increased by 25%. Increases the healing done by Prayer of Mending by 40% 25%
  • Devour MatterDiscipline, Holy, Initial: Shadow Word: Death consumes absorb shields from your target, dealing [ 255% of Spell Power ] extra damage to them and granting you 1% mana if a shield was present. Shadow: Shadow Word: Death consumes absorb shields from your target, dealing [ 255% of Spell Power ] extra damage to them and granting you 5 Insanity if a shield was present.
  • Sustained Potency – Creating a Halo extends the duration of Dark Ascension or Voidform by 1 sec. If Dark Ascension is and Voidform are not active, up to 6 seconds is stored stored. and applied While out of combat or affected by a loss of control effect, the duration of next time you gain Dark Ascension is paused or for Voidform. up to 20 sec.

Rogue

  • Subterfuge – Abilities and combat benefits requiring Stealth remain active can be used for 3 sec after Stealth breaks. Combat benefits requiring Stealth persist for an additional 3 sec after Stealth breaks.
  • Supercharger (New)Shiv supercharges 1 combo points. Damaging finishing moves consume a supercharged combo point to function as if they spent 2 additional combo points.
  • Forced Induction (New)Increase the bonus granted when a damaging finishing move consumes a supercharged combo point by 1.
  • Echoing Reprimand (New)After consuming a supercharged combo point, your next Mutilate also strikes the target with an Echoing Reprimand dealing [ 118% of Attack Power ] Physical damage.
  • Death Perception (New)Symbols of Death has 1 additional charges.
  • Crimson Tempest – Deals reduced damage beyond 5 targets. Deals extra damage when multiple enemies are afflicted, increasing by 20% per target, up to 100%. Lasts longer per combo point. Normal: Finishing move that slashes all enemies within 10 yards, causing victims to bleed 1 point : [ 248.4% 77.6% of Attack Power ] over 6 sec 2 points: [ 310.5% 93.2% of Attack Power ] over 8 sec 3 points: [ 372.7% 108.7% of Attack Power ] over 10 sec 4 points: [ 434.8% 124.2% of Attack Power ] over 12 sec 5 points: [ 496.9% 139.7% of Attack Power ] over 14 sec Deeper Stratagem : Finishing move that slashes all enemies within 10 yards, causing victims to bleed. 1 point : [ 248.4% 77.6% of Attack Power ] over 6 sec 2 points: [ 310.5% 93.2% of Attack Power ] over 8 sec 3 points: [ 372.7% 108.7% of Attack Power ] over 10 sec 4 points: [ 434.8% 124.2% of Attack Power ] over 12 sec 5 points: [ 496.9% 139.7% of Attack Power ] over 14 sec 6 points: [ 559% 155.3% of Attack Power ] over 16 sec
  • Sting Like a BeeNormal: Assassination, Subtlety, Initial: Enemies disabled by your Cheap Shot or Kidney Shot take 10% increased damage from all sources for 6 sec. Outlaw: Between the Eyes : Enemies disabled by your Cheap Shot or Between the Eyes take 10% increased damage from all sources for 6 sec.
  • Subtlety Rogue – Subtlety Rogue core passive Increases periodic damage/healing by 15%: Deathmark, Deathmark and Replicating Shadows, Shadows Rupture Decreases periodic damage/healing by 13%: Deathmark, Deathmark and Replicating Shadows, Shadows Rupture Decreases periodic damage/healing by 13%: Deathmark, Deathmark and Replicating Shadows, Shadows Rupture
  • Shadow Dance – Effect not broken from taking damage or attacking. Normal: Allows use of all Stealth abilities and grants all the combat benefits of Stealth for 6 sec. Dark Shadow : Allows use of all Stealth abilities and grants all the combat benefits of Stealth for 6 sec, and increases damage by 0%. Effect not broken from taking damage or attacking. If you already know Shadow Dance , instead gain 1 additional charges of Shadow Dance
  • Rupture – Lasts longer per combo point Normal: Finishing move that tears open the target, dealing Bleed damage over time. 1 point : [ 127% of Attack Power ] over 8 sec 2 points: [ 190.5% of Attack Power ] over 12 sec 3 points: [ 254% of Attack Power ] over 16 sec 4 points: [ 317.5% of Attack Power ] over 20 sec 5 points: [ 381% of Attack Power ] over 24 sec Deeper Stratagem : Finishing move that tears open the target, dealing Bleed damage over time. 1 point : [ 127% of Attack Power ] over 8 sec 2 points: [ 190.5% of Attack Power ] over 12 sec 3 points: [ 254% of Attack Power ] over 16 sec 4 points: [ 317.5% of Attack Power ] over 20 sec 5 points: [ 381% of Attack Power ] over 24 sec 6 points: [ 444.5% of Attack Power ] over 28 sec
  • Iron Wire – Garrote silences the target for 6 5 sec when used from Stealth. Enemies silenced by Garrote deal 15% reduced damage for 8 5 sec.
  • Master Assassin – Critical strike chance increased by 30% 25% while Stealthed and for 3 6 sec after breaking Stealth.
  • Envenom – Damage and duration increased per combo point. 1 point : [ 40% of Attack Power ] damage, 1 sec 2 points: [ 80% of Attack Power ] damage, 2 sec 3 points: [ 120% of Attack Power ] damage, 3 sec 4 points: [ 160% of Attack Power ] damage, 4 sec 5 points: [ 200% of Attack Power ] damage, 5 sec Deeper Stratagem : Finishing move that drives your poisoned blades in deep, dealing instant Nature damage and increasing your poison application chance by 30%. Normal: Finishing move that drives your poisoned blades in deep, dealing instant Nature damage and increasing your poison application chance by 30% 1 point : [ 40% of Attack Power ] damage, 1 sec 2 points: [ 80% of Attack Power ] damage, 2 sec 3 points: [ 120% of Attack Power ] damage, 3 sec 4 points: [ 160% of Attack Power ] damage, 4 sec 5 points: [ 200% of Attack Power ] damage, 5 sec 6 points: [ 240% of Attack Power ] damage, 6 sec Twist the Knife : Finishing move that drives your poisoned blades in deep, dealing instant Nature damage and increasing your poison application chance by 30%. 1 point : [ 40% of Attack Power ] damage, 1 sec 2 points: [ 80% of Attack Power ] damage, 2 sec 3 points: [ 120% of Attack Power ] damage, 3 sec 4 points: [ 160% of Attack Power ] damage, 4 sec 5 points: [ 200% of Attack Power ] damage, 5 sec Up to 2 Envenom applications can overlap.
  • Twist the Knife – Envenom duration increased by 2 sec. Envenom can now overlap 2 times.
  • Dashing ScoundrelEnvenom Envenom’s effect also increases the critical strike chance of your weapon poisons by 5%, and their critical strikes generate 1 Energy.
  • Precise Cuts – Blade Flurry damage is increased by an additional 2% 4% per missing target below its maximum.
  • The First DanceActivating Remaining out of combat for 6 sec increases the duration of your next Shadow Dance by 3 sec. generates 4 combo points.
  • Take ’em by Surprise – Haste increased by 10% while Stealthed and for 10 20 sec after breaking Stealth.
  • Flagellation – Lash the target for [ 60% of Attack Power ] Shadow damage, causing each combo point spent within 12 10 sec to lash for an additional [ 10% 9.1% of Attack Power ]. Dealing damage with Flagellation increases your Mastery by mas%, persisting 12 10 sec after their torment fades.
  • Soothing Darkness – You are healed for 15% 30% of your maximum health over 6 sec after gaining activating Vanish Vanish. or Shadow Dance.
  • ShadowstepN/A Shadowstep has 1 additional charge.
  • Crackshot – Between the Eyes has no cooldown and also Dispatches the target for 50% of normal damage when used from Stealth. Entering Stealth refreshes the cooldown of Between the Eyes
  • Edge Case – Activating Deathmark flips a causes your next Fatebound Coin flip and causes it to land on its edge, counting as both Heads and Tails.
  • Deal FateSinister Strike Mutilate, Ambush, and Fan of Knives generate 1 additional combo point when they trigger Seal Fate. strike an additional time.
  • Delivered Doom – Damage dealt when your Fatebound Coin flips tails is increased by 30% if there are no other enemies near the target. Each additional nearby enemy reduces this bonus by 6%.
  • Double Jeopardy – Your first Fatebound Coin flip after breaking Stealth flips two coins that are guaranteed to match the same face. outcome.
  • Inevitability – Cold Blood now benefits the next two abilities but only applies to Dispatch Fatebound Coins flipped by these abilities are guaranteed to match the same face outcome as the last flip.
  • Rapid InjectionEnvenom’s effect increases the damage of Envenom deals by 10% 10%. increased damage while your Envenom buff is active.
  • Symbolic Victory – Symbols of Death additionally increases the damage of your next Eviscerate or Black Powder by 15%. 18%.
  • Cut to the Chase – Assassination: Envenom extends the duration grants 3 sec of Slice and Dice by up to 3 sec per combo point spent. Outlaw: Dispatch extends the duration grants 3 sec of Slice and Dice by up to 3 sec per combo point spent. Subtlety: Eviscerate extends the duration grants 3 sec of Slice and Dice by up to 3 sec per combo point spent.
  • EvasionAssassination, Subtlety: Increases your dodge chance by 100% for 10 sec. Outlaw: Increases your dodge chance by 100% for 10 sec. Dodging an attack while Evasion is active will trigger Mastery: Main Gauche.
  • Shiv – Your Nature damage done to the target is increased by 30% for 8 sec. Awards 1 combo points. Arterial Precision : Attack with your off-hand, dealing [ 125.4% of Attack Power ] Physical damage, dispelling all enrage effects and applying a concentrated form of your active Non-Lethal poison. Awards 1 combo points.. Your Bleed damage done to the target is increased by 30% for 8 sec. Assassination: Attack with your poisoned blades, dealing [ 125.4% of Attack Power ] Physical damage, dispelling all enrage effects and applying a concentrated form of your Crippling Poison, reducing movement speed by 70% for 5 sec Outlaw, Subtlety, Subtlety: Initial: Attack with your off-hand, dealing [ 125.4% of Attack Power ] Physical damage, dispelling all enrage effects and applying a concentrated form of your Crippling active Non-Lethal poison. Numbing Poison : Attack with your off-hand, dealing [ 125.4% of Attack Power ] Physical damage, dispelling all enrage effects and applying a concentrated form of your Numbing Poison, reducing casting movement speed by 25% 70% for 5 sec. Hemotoxin : Attack with your off-hand, dealing [ 125.4% of Attack Power ] Physical damage, dispelling all enrage effects and applying a concentrated form of your active Non-Lethal poison. The target’s healing received is reduced by 30% for 8 sec
  • Garrote – Garrote the enemy, causing [ 311.4% of Attack Power ] Bleed damage over 18 sec. Awards 1 combo points. Silences the target for 6 5 sec when used from Stealth

Shaman

  • Herald of the Storms (New)Casting Lightning Bolt or Chain Lightning reduces the cooldown of Stormkeeper by 2.0 sec.
  • Unrelenting Storms (New)When Crash Lightning hits only 1 target, it activates Windfury Weapon and its cooldown is reduced by 40%.
  • Voltaic Blaze (New)Lightning Bolt and Chain Lightning has a 18% chance to make your next Flame Shock become Voltaic Blaze. Voltaic Blaze Instantly shocks the target and 5 nearby enemies with blazing thunder, causing [ 400% of Spell Power ] Nature damage and applying Flame Shock. Generates [ 400% of Spell Power ] stacks of Maelstrom Weapon.
  • Coalescing Water (New)Chain Heal’s mana cost is reduced by 10% and Chain Heal increases the initial healing of your next Riptide by 75%, stacking up to 2 times.
  • Ice Strike (New)Strike your target with an icy blade, dealing [ 142.83% of Attack Power ] Frost damage and snaring them by 50% for 6 sec. Ice Strike increases the damage of your next Frost Shock by 100%.
  • Molten Thunder (New)The cooldown of Sundering is reduced by 10 sec but it can no longer Incapacitate. Stormsurge has a small chance to also reset the cooldown of Sundering.
  • Flowing Spirits (New)Your damaging abilities have a chance to summon a Feral Spirit for 8 sec.
  • Erupting Lava (New)Increases the duration of Flame Shock by 6 sec and its damage by 25%. Lava Burst consumes up to 3 sec of Flame Shock, instantly dealing that damage. Lava Burst overloads benefit at 50% effectiveness.
  • Charged Conduit (New)Increases the duration of Lightning Rod by 4 sec and its damage bonus by 25%.
  • Earthshatter (New)Increases Earth Shock and Earthquake damage by 8% and the stat bonuses granted by Elemental Blast by 25%.
  • Lightning Conduit (New)You have a chance to get struck by lightning, increasing your movement speed by 50% for 5 sec. The effectiveness is increased to 100% in outdoor areas. You call down a Thunderstorm when you Reincarnate.
  • Ice Strike (New)Whenever you spend Maelstrom Weapon, your Frost Shock has a chance to become Ice Strike. Ice Strike Normal: Strike your target with an icy blade, dealing [ 142.83% of Attack Power ] Frost damage and snaring them by 50% for 6 sec. Ice Strike increases the damage of your next Frost Shock by 100%. Swirling Maelstrom : Strike your target with an icy blade, dealing [ 142.83% of Attack Power ] Frost damage and snaring them by 50% for 6 sec. Ice Strike increases the damage of your next Frost Shock by 100% and generates 1 stack of Maelstrom Weapon. This ability has a 40 yard range.
  • Chain Heal – Healing is reduced by 30% with each jump. Normal: Heals the friendly target for [ 231% of Spell Power ], then jumps up to 15 yards to heal the 3 most injured nearby allies. Healing is reduced by 30% with each jump. Tidebringer : Heals the friendly target for [ 231% of Spell Power ], then jumps up to 30 yards to heal the 3 most injured nearby allies
  • Stone Bulwark Totem – Summons a totem with [ 30% of Total Health ] health at the your feet that grants you an absorb of the caster for 30 sec, granting the caster a shield absorbing preventing [ 3,600% of Spell Power ] damage for 15 sec, and up to an additional [ 360% of Spell Power ] every 5 sec for 30 sec.
  • Ascendance – Transform into a Flame Ascendant for 15 sec, instantly casting a Flame Shock replacing Chain Lightning with Lava Beam, removing the cooldown on Lava Burst, and increasing the damage of Lava Burst by an amount equal to your critical strike chance. When you transform into the Flame Ascendant, instantly cast a 100% effectiveness Lava Burst at all up to 6 nearby enemies enemies. While ascended, Elemental Overload damage is increased by 150% and spells affected by your Mastery: Elemental Overload cause 1 additional Elemental Overloads. Flame Shock, and refresh your Flame Shock durations to 18 sec.
  • Mastery: Elemental Overload – Tempest : Increases all Elemental and Physical damage by 6.1%. Icefury , Icefury : Increases all Elemental and Physical damage by 6.1%. 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. 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. Normal: Increases all Elemental and Physical damage by 6.1% Elemental Blast : Increases all Elemental and Physical damage by 6.1%. 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. 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. Echo Chamber : Increases all Elemental and Physical damage by 6.1%. 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.
  • Chain Lightning – Affects 3 total targets Elemental: Hurls a lightning bolt at the enemy, dealing [ 73.03% of Spell Power ] Nature damage and then jumping to additional nearby enemies. Generates 2 Maelstrom per target hit. Enhancement: Hurls a lightning bolt at the enemy, dealing [ 73.03% of Spell Power ] Nature damage and then jumping to additional nearby enemies. If Chain Lightning hits more than 1 target, each target hit by your Chain Lightning increases the damage of your next Crash Lightning by 20%. Each target hit by Chain Lightning reduces the cooldown of Crash Lightning by 0.5 sec. Restoration, Initial: Hurls a lightning bolt at the enemy, dealing [ 73.03% of Spell Power ] Nature damage and then jumping to additional nearby enemies. Affects 3 total targets.
  • Stormkeeper (New)Charge yourself with lightning, causing your next 2 Lightning Bolts to deal 150% more damage, and also causes your next 2 Lightning Bolts or Chain Lightnings to be instant cast and trigger an Elemental Overload on every target.
  • Fury of the StormsActivating Casting Stormkeeper summons a powerful Lightning Elemental to fight by your side for 8 10 sec.
  • Power of the MaelstromNormal: Casting Lava Burst has a 60% chance to cause your next Lightning Bolt or Chain Lightning cast to trigger Elemental Overload an additional time, stacking up to 2 times. Tempest : Casting Lava Burst has a 60% chance to cause your next Lightning Bolt, Tempest, or Chain Lightning cast to trigger Elemental Overload an additional time, stacking up to 2 times.
  • Liquid Magma Totem – Summons a totem at the target location that erupts dealing [ 99.1% of Spell Power ] Fire damage and applying Flame Shock to 3 enemies within 8 yards Continues hurling liquid magma at a random nearby target every 1 sec for 6 sec, dealing [ 51.2% 46.9% of Spell Power ] Fire damage to all enemies within 8 yards. Generates 8 Maelstrom.
  • Storm ElementalNormal: Calls forth a Greater Storm Elemental to hurl gusts of wind at your that damage the Shaman’s enemies for 30 20 sec. While the Storm Elemental is active, casting each time you cast Lightning Bolt or Chain Lightning, the cast time of Lightning increases your haste Bolt and Chain Lightning is reduced by 3%, 4%, stacking up to 10 4 times. Tempest : Calls forth a Greater Storm Elemental to hurl gusts of wind at your enemies for 20 sec. While the Storm Elemental is active, casting Lightning Bolt, Tempest, or Chain Lightning increases your haste by 4%, stacking up to 4 times.
  • Frost ShockElemental: Chills the target with frost, causing [ 72.45% of Spell Power ] Frost damage and reducing the target’s movement speed by 50% for 6 sec. Generates 3 Maelstrom. Enhancement, Restoration, Initial: Chills the target with frost, causing [ 72.45% of Spell Power ] Frost damage and reducing the target’s movement speed by 50% for 6 sec.
  • Fire Elemental – While the Fire Elemental is active, Flame Shock deals damage 33% faster, and newly applied Flame Shocks last 200% longer. Calls forth a Greater Fire Elemental to rain destruction on your enemies for 30 20 sec
  • Icefury – Generates 12 Maelstrom. Hurls frigid ice at the target, dealing [ 431.22% of Spell Power ] Frost damage and causing your next 2 Frost Shocks Shock to deal 250% 150% increased damage, damage 4 additional targets, and generate 10 7 additional Maelstrom
  • Surge of Power – Chain Lightning : Your next cast will chain to 1 additional target. Lightning Bolt : Your next cast will cause 2 additional Elemental OverloadL:s;. Frost Shock : Freezes the target in place for 6 sec.. Lava Burst : Reduces the cooldown of your Fire and Storm Elemental by 4.0 sec Normal: Earth Shock, Elemental Blast, and Earthquake enhance your next spell cast within 15 sec: Flame Shock : The next cast also applies Flame Shock to 1 additional target within 8 yards of the target. Frost Shock : Freezes the target in place for 6 sec. Tempest : Earth Shock, Elemental Blast, and Earthquake enhance your next spell cast within 15 sec: Flame Shock : The next cast also applies Flame Shock to 1 additional target within 8 yards of the target. Lightning Bolt or Tempest : Your next cast will cause 2 additional Elemental OverloadL:s;
  • StormblastStormbringer Stormstrike has an additional charge. Stormsurge now also causes your next Stormstrike to deal 25% additional damage as Nature damage. damage, stacking up to 2 times.
  • Primordial WaveNormal: Blast your target with a Primordial Wave, dealing [ 65% of Spell Power ] Elemental damage, applying Flame Shock to them, and granting you Lava Surge. Your next Lava Burst will also hit all targets affected by your Flame Shock for 50% of normal damage. Generates 3 Maelstrom. Primal Maelstrom : Blast your target with a Primordial Wave, dealing [ 65% of Spell Power ] Elemental damage and applying Flame Shock to them. Your next Healing Wave will also hit all targets affected by your Riptide Flame Shock for 175% of normal damage. Primordial Wave generates 0 stacks of Maelstrom Weapon.
  • Swirling Currents – Increases the healing done by Healing Stream Totem by 25%. 30%.
  • Deeply Rooted Elements – Ascendance Transform into a Water Ascendant, duplicating all healing you deal at 70% effectiveness for 15 sec and immediately healing for [ 876% of Spell Power ] Normal: Casting Riptide has have a 7% chance to activate Ascendance for 6.0 sec. Ascendant healing is distributed evenly among allies within 40 yds. Tempest : Casting Lightning Bolt or Chain Lightning have a 7% chance to activate Ascendance for 6.0 sec. Ascendance Normal: Transform into an Air Ascendant for 15 sec, immediately dealing [ 215.62% of Attack Power ] Nature damage to any enemy within 8 yds, reducing the cooldown and cost of Stormstrike by 60%, and transforming your auto attack and Stormstrike into Wind attacks which bypass armor and have a 0 to 30 yd range. Static Accumulation : Transform into an Air Ascendant for 15 sec, immediately dealing [ 215.62% of Attack Power ] Nature damage to any enemy within 8 yds, reducing the cooldown and cost of Stormstrike by 60%, and transforming your auto attack and Stormstrike into Wind attacks which bypass armor and have a 0 to 30 yd range. While Ascendance is active, generate 0 Maelstrom Weapon stacks every 1 sec.
  • Flash of Lightning – Increases the critical strike chance of Lightning Bolt and Chain Lightning by 10%. Casting Lightning Bolt or Chain Lightning reduces the cooldown of your Nature spells by 0.0 sec.
  • Improved Flametongue Weapon – Imbuing your weapon with Flametongue increases your Fire spell damage by 5% 5.0% for 1 hour. 60 min.
  • Echo Chamber – Increases the damage dealt by your Elemental Overloads by 10%. 40%.
  • Doom WindsStrike your target for Unleash a devastating storm around yourself, dealing [ 74.75% of Attack Power ] Physical Stormstrike damage, damage every 1 sec to nearby enemies for 8 sec. increase Increases your chance to activate Windfury Weapon by 200%, and increases the damage of dealt by Windfury Weapon by 10% 10%. for 8 sec.
  • Primal Maelstrom – Primordial Wave generates 5 3 stacks of Maelstrom Weapon.
  • Thorim’s Invocation – While Ascendance is active, Windstrike automatically consumes up to 5 Maelstrom Weapon stacks to discharge a Lightning Bolt or Chain Lightning at 100% effectiveness at your enemy, whichever you most recently used. , and increases the damage of Lightning Bolt and Chain Lightning damage increased by 20%
  • Witch Doctor’s Ancestry – Increases the chance to gain a stack of Maelstrom Weapon by 4%, and whenever you gain a stack of Maelstrom Weapon, the cooldown of Feral Spirits is reduced by 2.0 1.0 sec.
  • Storm’s Wrath – Increase the chance for Mastery: Enhanced Elements to trigger Windfury and Stormbringer Stormsurge by 150%.
  • Stormkeeper – Stormkeeper Talent 1.5 sec cast 60 sec cooldown Requires Shaman (Elemental) Requires level 50 Charge yourself with lightning, causing your next 2 Lightning Bolts to deal 150% more damage, and also causes your next 2 Lightning Bolts or Chain Lightnings to be instant cast and trigger an Elemental Overload on every target. If you already know Stormkeeper , instead gain 1 additional charges of Stormkeeper .
  • Stormkeeper – Stormkeeper Talent 1.5 sec cast 60 sec cooldown Requires Shaman (Elemental) Requires level 50 Charge yourself with lightning, causing your next 2 Lightning Bolts to deal 150% more damage, and also causes your next 2 Lightning Bolts or Chain Lightnings to be instant cast and trigger an Elemental Overload on every target. If you already know Stormkeeper , instead gain 1 additional charges of Stormkeeper .
  • Healing Stream Totem – Cloudburst Totem : Summons a totem at your feet for 15 sec that heals an injured party or raid member within 40 yards for [ 67.68% of Spell Power ] every 2 sec. If you already know Cloudburst Totem , instead gain 1 additional charges of Cloudburst Totem .. If you already know Healing Stream Totem , instead gain 1 additional charges of Healing Stream Totem Healing Stream Totem Shaman Restoration Spec 1.79999995231628% of Base Mana / 5% of Base Mana Instant Requires Shaman (Restoration) Normal: Summons a totem at your feet for 15 sec that heals an injured party or raid member within 40 yards for [ 67.68% of Spell Power ] every 2 sec. Rushing Streams : Summons a totem at your feet for 15 sec that heals two injured party or raid members within 40 yards for [ 67.68% of Spell Power ] every 2 sec
  • Healing Stream Totem – Cloudburst Totem : Summons a totem at your feet for 15 sec that heals an injured party or raid member within 40 yards for [ 67.68% of Spell Power ] every 2 sec. If you already know Cloudburst Totem , instead gain 1 additional charges of Cloudburst Totem .. If you already know Healing Stream Totem , instead gain 1 additional charges of Healing Stream Totem Healing Stream Totem Shaman Restoration Spec 1.79999995231628% of Base Mana / 5% of Base Mana Instant Requires Shaman (Restoration) Normal: Summons a totem at your feet for 15 sec that heals an injured party or raid member within 40 yards for [ 67.68% of Spell Power ] every 2 sec. Rushing Streams : Summons a totem at your feet for 15 sec that heals two injured party or raid members within 40 yards for [ 67.68% of Spell Power ] every 2 sec
  • Ancient Fellowship – Ancestors have a 20% chance to call another Ancestor for 6 sec when they expire. depart.
  • Final Calling – The shield absorbs the next [ 630% of Spell Power ] incoming damage, but the absorb amount decays fully over its duration.. Hydrobubble Surrounds your target in a protective water bubble for 10 sec When an Ancestor expires, departs, they cast Hydrobubble on a nearby injured ally
  • OversurgeWhile Ascendance is active, Surging Totem is deals 150% more effective. damage during Ascendance.
  • Supportive Imbuements – Tidecaller’s Guard Imbue your shield with the element of Water for 60 min. Learn a new weapon imbue, Tidecaller’s Guard Your healing done is increased by 2% 2.0% and the duration of your Healing Stream Totem and Cloudburst Totem is increased by 3 3.0 sec.
  • Lively TotemsYour When you summon a Healing Tide Totem, Healing Stream Totem, Cloudburst Totem, Mana Tide Totem, and or Spirit Link Totem you cast a free, free instant Chain Heal at 100% effectiveness effectiveness. when you summon them.
  • Totemic Coordination – Chain Heals from your totems Lively Totem and Totemic Rebound are 25% more effective.
  • 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 Calls down a tremendous lightning strike that deals [ 310.5% of Spell Power ] Nature damage to your target, target and [ 201.8% of Spell Power ] Nature damage to enemies other enemy targets within 8 yds of your target. Damage reduced beyond 5 targets.
  • Shocking GraspTempest increases Your your Nature damage critical strikes reduce the target’s movement speed by 50% 20% for 3 5 sec.
  • Nature’s ProtectionTargets struck Lightning Shield reduces the damage you take by 3%. your Tempest deal 10% less damage to you for 6 sec.
  • Surging CurrentsAfter using When you cast Tempest, Tempest you gain Surging Currents, increasing the effectiveness of your next Chain Heal, Heal or Healing Surge by 20%, up to 100%. will be instant cast and consume no Mana.
  • Unlimited Power – Spending Maelstrom Weapon stacks grants you 1% haste for 15 sec, sec. Multiple applications may overlap. stacking. Gaining a new stack does not refresh the duration.
  • Voltaic Surge – Crash Lightning, Lightning and Chain Lightning, Lightning and Earthquake damage increased by 15%.
  • Storm SwellWhen Tempest grants [ 500% only strikes a single target, gain 3 stacks of Maelstrom Weapon. mas ]% Mastery for 6 sec.
  • Arc DischargeWhen Tempest causes strikes more than one target, your next 2 Chain Lightning spells are or Lightning Bolt to be instant cast cast, and deal 40% increased damage. damage, and cast an additional time.
  • Supercharge – Lightning Bolt Bolt, Tempest, and Chain Lightning have a 35% chance to refund 3 2 Maelstrom Weapon stacks.
  • Earthsurge – Allies affected by your Earthen Wall Totem, Ancestral Protection Totem, and Earthliving effect receive 10% 15% increased healing from you.
  • Reactive Warding – When refreshing Earth Shield, your target is healed for [ 148.75% of Spell Power ] for each stack of Earth Shield they are missing When refreshing Water Shield, you are refunded 0 mana for each stack of Water Shield missing. Additionally, Earth Shield and Water Shield can consume charges 1.0 sec faster.
  • DownpourNormal: Casting Healing Rain has a 100% chance to activate Downpour, allowing you to cast Downpour within 6 sec. Downpour Normal: A burst of water at your Healing Rain’s location heals up to 5 injured allies within 12 yards for [ 220% of Spell Power ] and increases their maximum health by 10% for 6 sec. Surging Totem : A burst of water at your Surging Totem’s location heals up to 5 injured allies within 12 yards for [ 220% of Spell Power ] and increases their maximum health by 10% for 6 sec. Surging Totem : Casting Surging Totem has a 100% chance to activate Downpour, allowing you to cast Downpour within 6 sec. Downpour Normal: A burst of water at your Healing Rain’s location heals up to 5 injured allies within 12 yards for [ 220% of Spell Power ] and increases their maximum health by 10% for 6 sec. Surging Totem : A burst of water at your Surging Totem’s location heals up to 5 injured allies within 12 yards for [ 220% of Spell Power ] and increases their maximum health by 10% for 6 sec.
  • Earthquake – Multiple uses of Earthquake may overlap. This spell is cast at your target. Causes the earth within 8 yards of your target to tremble and break, dealing [ 240.9% 258% of Nature Spell Power ] Physical damage over 6 sec and has a 5% chance to knock the enemy down
  • Storm Frenzy – Can accumulate up to 2 charges. Your next Chain Lightning or Lightning Bolt has 40% 30% reduced cast time after casting Earth Shock, Elemental Blast, or Earthquake
  • Enhanced Imbues – The effects of your weapon and shield imbues are increased by 30%.
  • Icefury – Generates 12 Maelstrom. Normal: Casting Lightning Bolt, Lava Burst Burst, or Chain Lightning has a chance to replace your next Frost Shock with Icefury, stacking up to 2 times. Icefury Hurls frigid ice at the target, dealing [ 431.22% of Spell Power ] Frost damage and causing your next 2 Frost Shocks Shock to deal 250% 150% increased damage, damage 4 additional targets, and generate 7 additional Maelstrom. Generates 12 Maelstrom. Tempest : Casting Lightning Bolt, Tempest, Lava Burst, or Chain Lightning has a chance to replace your next Frost Shock with Icefury, stacking up to 2 times. Icefury Hurls frigid ice at the target, dealing [ 431.22% of Spell Power ] Frost damage and causing your next Frost Shock to deal 150% increased damage, damage 4 additional targets, and generate 10 7 additional Maelstrom
  • Fusion of Elements – After casting Icefury, the next time you cast a damaging Nature and a Fire spell, you additionally cast an Elemental Blast at your target at 60% effectiveness.
  • Echo of the Elementals – When your Storm Elemental or Fire Elemental expires, it leaves behind a lesser Elemental to continue attacking your enemies for 15 10 sec.
  • Water Shield – Normal: The caster is surrounded by globes of water, granting 0 mana per 5 sec. Elemental Orbit : The caster is surrounded by globes of water, granting 0 mana per 5 sec. When a melee attack hits the caster, the caster regains 2% of their mana. When a melee attack hits the caster, the caster regains 3% of their mana. Surging Shields : The caster is surrounded by globes of water, granting 0 mana per 5 sec. Only one of your Elemental Shields can be active on you at once. The Shaman can have up to two Elemental Shields active on them. This effect can only occur once every few seconds. 3 sec sec. This effect can only occur once every few seconds. 3 sec sec. Reactive Warding : The caster is surrounded by globes of water, granting 0 mana per 5 sec. This effect can only occur once every few seconds 2.0 sec. This effect can only occur once every 3 sec sec
  • Earthquake – This spell is cast at a selected location.. Multiple uses of Earthquake may overlap Causes the earth within 8 yards of the target location to tremble and break, dealing [ 240.9% 258% of Nature Spell Power ] Physical damage over 6 sec and has a 5% chance to knock the enemy down
  • Mastery: Enhanced Elements – Increases your chance to trigger Stormbringer and Windfury Weapon by 0.64%, and increases all Fire, Frost, and Nature damage you deal by 16.0% Stormbringer Stormsurge Your special attacks have a 5.1% chance to reset the remaining cooldown on Stormstrike and cause your next Stormstrike to deal 25% additional damage as Nature damage.
  • Earth Shield – Maximum 9 charges. Elemental Orbit : Protects the target with an earthen shield, increasing your healing on them by 20% and healing them for [ 87.6% of Spell Power ] when they take damage. Earth Shield can only be placed on the Shaman and one other target at a time. Only one Elemental Shield can be active on the Shaman. Earth Shield can only be placed on one target at a time. Normal: Protects the target with an earthen shield, increasing your healing on them by 20% and healing them for [ 87.6% of Spell Power ] when they take damage. The Shaman can have up to two Elemental Shields active on them. This heal can only occur once every few seconds. 3 sec sec. Reactive Warding : Protects the target with an earthen shield, increasing your healing on them by 20% and healing them for [ 87.6% of Spell Power ] when they take damage. This heal can only occur once every few seconds 2.0 sec. This heal can only occur once every 3 sec sec

Warlock

  • Affliction Warlock – Affliction Warlock core passive Increases damage/healing by 51%: Secrets of the Coven and Shadow Bolt
  • Implosion – Demonic forces suck all of your Wild Imps toward the target, and then cause them to violently explode, dealing [ 230% 47.44% of Spell Power ] Shadowflame damage to all enemies within 8 yards.
  • Reign of TyrannyDemonic Tyrant deals 40% additional damage. Active Wild Imps grant 1 stack of Demonic Servitude. Servitude and Active active greater demons grant 3 stacks of Demonic Servitude. Servitude, up to 15 stacks. Demonic Tyrant deals 7% 10% additional damage for each stack of Demonic Servitude active at the time of his summon.
  • Diabolic Ritual – When Diabolic Ritual expires you gain Demonic Art, causing your next Chaos Bolt, Rain of Fire, or Shadowburn to summon an Overlord, Mother of Chaos, or Pit Lord that unleashes a devastating attack against your enemies. Spending a Soul Shard on a damaging spell Casting Chaos Bolt, Rain of Fire, or Shadowburn grants Diabolic Ritual for 20 sec. While If Diabolic Ritual is already active, each Soul Shard spent on a damaging spell reduces its duration is reduced by 1 sec instead
  • Touch of Rancora – Demonic Art increases the damage of your next Chaos Bolt, Rain of Fire, or Shadowburn by 100% and reduces its cast time by 50%. Casting Chaos Bolt reduces the duration of Diabolic Ritual by 1 additional sec.
  • Mastery: Potent Afflictions – Vile Taint : Increases damage done by Malefic Rapture, Agony, Corruption, Vile Taint, Unstable Affliction, and Seed of Corruption by 20.0%. Soul Rot : Increases damage done by Malefic Rapture, Agony, Corruption, Soul Rot, Unstable Affliction, and Seed of Corruption by 20.0%.. Normal: Increases damage done by Malefic Rapture, Agony, Corruption, Unstable Affliction, and Seed of Corruption by 20.0%. Phantom Singularity : Increases damage done by Malefic Rapture, Agony, Corruption, Phantom Singularity, Unstable Affliction, and Seed of Corruption by 20.0%. Siphon Life : Increases damage done by Malefic Rapture, Agony, Corruption, Siphon Life, Unstable Affliction, and Seed of Corruption by 20.0% Wither : Increases damage done by Malefic Rapture, Agony, Wither, Unstable Affliction, and Seed of Corruption by 20.0%

Warrior

  • Protection Warrior – Protection Warrior core passive Decreases periodic damage/healing by 30%: Champion’s Might, Champion’s Spear, Thunderous Roar, Thunderous Words
  • Spell ReflectionArms, Fury, Initial: Raise your weapon, reflecting the first spell cast on you, and reduce magic damage you take by 20% for 5 sec. Protection: Raise your shield, reflecting the first spell cast on you, and reduce magic damage you take by 20% for 5 sec. Rebound : Raise your weapon, reflecting the next 2 spells cast on you, and reduce magic damage you take by 20% for 5 sec.
  • Mastery: Deep Wounds – Ravager : Mortal Strike, Colossus Smash, and Ravager inflict Deep Wounds, dealing [ 138.55% of Attack Power ] Bleed damage over 12 sec and increasing the damage the enemy takes from you by 8.8%.. Warbreaker : Mortal Strike, Warbreaker, and Bladestorm inflict Deep Wounds, dealing [ 138.55% of Attack Power ] Bleed damage over 12 sec and increasing the damage the enemy takes from you by 8.8% Normal: Mortal Strike, Colossus Smash, and Bladestorm inflict Deep Wounds, dealing [ 138.55% of Attack Power ] Bleed damage over 12 sec and increasing the damage the enemy takes from you by 8.8%. Cleave : Mortal Strike, Colossus Smash, Cleave, and Bladestorm inflict Deep Wounds, dealing [ 138.55% of Attack Power ] Bleed damage over 12 sec and increasing the damage the enemy takes from you by 8.8%
  • Warbreaker – Smash the ground and shatter the armor of all enemies within 8 10 yds, dealing [ 306.26% of Attack Power ] Physical damage and increasing damage you deal to them by 30% for 10 sec.
  • Fatality – Your Mortal Strikes and Cleaves against enemies above 30% health have a high chance to apply Fatal Mark When an enemy falls below 30% health, Your your next Execute inflicts an additional [ 276% of Attack Power ] Physical damage per stack.
  • Thunderous Roar – Roar explosively, dealing [ 250.56% of Attack Power ] Physical damage to enemies within 12 yds and cause them to bleed for [ 250.56% of Attack Power ] physical damage over 8 sec. Deals reduced damage beyond 8 targets.
  • Odyn’s Fury – Generates 15 Rage.. Unleashes your power, dealing [ 574.8% of Attack Power ] Physical damage and an additional [ 167.79% of Attack Power ] Physical damage over 4 sec to all enemies within 12 yards Deals reduced damage beyond 8 targets
  • Practiced Strikes – Mortal Strike and Cleave damage increased by 20%. 15%.
  • Overpower – Cannot be blocked, dodged, or parried. Overpower the enemy, dealing [ 176.41% of Attack Power ] Physical damage Increases the damage of your next Mortal Strike or Cleave by 30%, stacking up to 1 times times.