Patch Notes 6.0.2 - Warlords of Draenor

Warlords of Draenor

Little more than 24 hours separate us (in Europe) from the Patch that will give way to the next expansion of World of Warcraft. Countless changes are coming, from interface updates, class changes, new maps, stat reduction, facial reshaping of the characters, etc.

En GuíaswoW  We bring you the updated notes as of today (14/10/14) from the official Blizzard blog, so take a look and get ready for the Patch 6.0.2: Iron Tide:

Table of contents

New content

  • Perks for Draenor and Tier 100 talents
  • Citadels

Changes in the game system

  • Statistics compression
  • Player Primary Stats and Attack Power
  • Changes in breakdown
  • Hit removal and expertise
  • Secondary statistics harmonization
  • Player health and mettle
  • Healing spell adjustments
  • Racial traits
  • Skill pruning
  • Crowd control and diminishing returns
  • Speed ​​of movement
  • Benefits and harms
  • Balancing band utility
  • Instant healing
  • Periodic effects
  • Tank Vengeance, Resolve, and PvP

Quality of Life

  • Requirements when facing
  • Clarity in description
  • Self healing
  • Reforge
  • Resurrections in combat
  • Glyphs
  • Careers

Classes

  • Death Knight
  • Druid
  • Hunter
  • Wizard
  • Monk
  • Paladin
  • Priest
  • Rogue
  • Shaman
  • Sorcerer)
  • Guerrero

Introduction

World of Warcraft: Warlords of Draenor ™ patch 6.0.1 beta

Welcome to this first look at the patch notes for the next expansion for World of Warcraft: Warlords of Draenor. The new expansion introduces a lot of changes and new content. In addition, the format of the patch notes has been changed and we hope that it will help you better understand the changes we are making and how they affect you, while we delve deeper into the issues we are trying to fix.

Remember beta patch notes are preliminary and not final. They are subject to change prior to the release of the expansion, and will also include new features regarding other features that are introduced in the development of Warlords of Draenor. Note: Some of the aforementioned content may not be immediately available for testing, or may only be available for a limited time during beta testing.

For more information about the beta test and how you can later qualify to participate in the Warlords of Draenor beta test, see The World of Warcraft®: Warlords of Draenor ™ beta is live! Changes made since the last patch note update have been marked in red.

Are you looking for a lazy summary of these changes? Well here it is!

  • Character stats have been reduced to smaller and easier to see numbers. It should be emphasized that, despite having also reduced the enemies, No. their stats have been lowered.
  • A new talent row has been added for level 100, as well as new perks for Draenor that are learned at levels 91-98.
  • Garrisons are a new feature available to Draenor, in which you can build a base, recruit followers, and send them on missions.
  • Agility, Strength, and Intellect stat functionality has been balanced.
  • New Secondary Stats: Bonus Armor, Multistrike, and Versatility.
  • Hit and Expertise stats have been removed - no longer required to rate attack reliability!
  • Healing rate has been adjusted to allow for more tactical decision making in terms of efficiency and performance, both for single and multi-target heals. We've also lowered the effectiveness of passive heal and auto-target healing to give healers' actions and choices more weight.
  • Racial traits have been rebalanced so that all races have similar performance in combat.
  • All classes have had their faculties cut back, especially the redundant and less used ones, to simplify the configuration of buttons or keys.
  • Crowd control has been drastically simplified in-game (especially in PvP). Numerous crowd control capabilities have been removed and many diminishing returns categories have been merged.
  • We've merged numerous buffs and debuffs, removing those that were redundant.
  • All characters now learn a number of important sublime glyphs automatically upon leveling up.
  • The amount of health restored by Instant Heal has been reduced so that it has to be used more often.
  • Vengeance for Tanks has been redesigned and renamed Resolve.
    • Resolve does not affect the damage dealt, but instead increases the tank's self-healing and absorption, based on the damage taken.
  • Face (character position) requirements have been relaxed or removed on some prominent abilities.
  • The mana cost of resurrection spells has been reduced to make it easier to recover from the death of the entire party.
  • Professions no longer grant combat upgrades.
  • Multiple class-related mods have been introduced, an improved distinction between different Specialization Talents, and new Masteries. See the sections for each class below for more information.

New content

Perks for Draenor and Tier 100 talents

A new row of talents has been added for level 100. For testing purposes, they are currently accessible from level 90 onwards.

Perks for Draenor are a new feature that adds rewards for leveling up. From level 92 to 98, you will get these new perks for Draenor in random order. Each class and spec has different sets of perks for Draenor.

  • Level 100 talents have been added for all classes.
  • Perks have been added to Draenor for all classes learned between levels 92 and 98.

You can check out the new talents in the talent calculator on the following fan sites (links redirect to external sites).


Citadels

The Iron Horde army is huge and reinforcements from Azeroth are scarce. In order to survive, you will have to create your own army.

  • Dive into an epic endeavor to create a permanent base of operations on Draenor.
  • Look for blueprints and materials to expand and customize your citadel.
  • Recruit followers with unique abilities to serve your cause.
  • Send followers on missions to level up and earn extra loot.
  • Begin your Garrison Mission in Shadowmoon Valley or Frostfire Ridge.

Changes in the game system

Statistics compression

Character progress is one of the defining characteristics of role-playing games. Obviously, that means we keep adding power to the game for players to use. After four expansions and nine years of growth, we've reached a point where the numbers have gotten tough. And worse, much of the current granularity is tied to levels of old content, from Molten Core to Dragon Soul, that are no longer really relevant. The Boreal Tundra mission team no longer needs to be twice as powerful as the Nether Storm team, even if the two zones are only separated by a couple of levels.

devwatercooler_Graph_PP.jpg


To bring things back to a reasonable level, we've scaled down stats throughout the game so that they respond to linear progression through missions between levels 1 and 90. This affects creatures, spells, Faculties, consumables, equipment, other objects ... everything. Your stats and damage have been greatly reduced, but so has the health of creatures. For example, if a fireball hit an enemy earlier and took 450 out of his 000 health points (3% of the total), he may now have 000 out of his 000 points (i.e. , the same 15% of your health). Indeed, power will not be diminished, although the figures shown are more understandable.

devwatercooler_Graph_MH.jpg


It is important to be clear that this is not a reduction of powers, and we have taken special care to ensure interaction with old content. Players will deal extra damage to lower-level creatures from past expansions, and take less damage from them.

We have also removed all base damage from the player's spells and abilities, and adjusted the attack power or spells, scaling it on a case-by-case basis, so that all specs are balanced equally.

  • The amount of stats on items has been greatly reduced.
  • Creature stats have also been lowered to compensate.

We've also outlined many of the different% haste and% critical hit bonus types.

  • Spell Haste, Melee Haste, and Ranged Haste have been merged into universal Haste.
  • Spell Crit, Melee Crit, and Ranged Crit have been unified into one Universal Crit.

Player Primary Stats and Attack Power

In the "primary" stats (Agility, Strength, and Intellect) lies a character's power. But they weren't created on an equal footing, making it difficult to strike the right balance between their power and secondary stats. The main reason is that both Agility and Intellect gave a critical strike chance to attack or spell power, while Strength lacked it. In order to achieve greater balance, we have removed the increased critical strike chance with Agility and Intellect. Still, Agility-based characters should critically hit more often, so we've increased the base chance for those classes to compensate.

  • Melee, ranged, and agility-based abilities no longer increase critical strike chance.
  • Intellect spells no longer increase critical strike chance.
  • The base critical strike chance has been set at 5% for all classes. Melee, ranged and spell attacks are now on a level playing field when it comes to critical strike.
  • A new passive stat, called Critical Strikes, has been introduced that increases critical strike chance by 10%.
    • Can be learned by all Rogues, Hunters, Feral Druids, Guardian Druids, Brewmaster and Windwalker Monks, and the Enhancement Shaman.

"In the" primary "stats (agility, strength, and intellect) lies a character's power. But they were not created on an equal footing, making it difficult to strike the right balance between their power and secondary stats. '

We have consolidated the functioning and scaling of spell and attack power to clarify their values ​​and correct some scaling issues with casters' physical weapons.

  • Each point of Agility or Strength now grants 1 point. attack power (instead of 2). Attack power from all other sources grants half as much as before.
  • The damage values ​​of all weapons have been reduced by 50%.
  • Attack Power now increases weapon damage at a rate of 1. of DPS for 3,5 p. attack power (was 1 DPS for 14 attack power).
  • Attack power, spell power, and weapon damage now affect the player's spell damage or healing performance.

Active Mitigation has been very beneficial for the tank. In line with this, we want to keep the dodge and parry values ​​down on it. This way, tanks no longer take damage spikes, which adds to the fun. To do this, the dodge and parry ups based on strength and agility have been reduced. Additionally, Warlords of Draenor items do not include dodge and parry in their stats. However, both can still be acquired from class-specific effects.

  • The amount of dodge gained per point of Agility has been reduced by 25%.
  • The amount of Parry gained for each Force point has been reduced by 25%.

Changes in breakdown

We have made several changes related to breaking down under a single premise: we want to increase the probability that the items obtained will be useful to someone in your party. To further this premise, we're going to tweak the stats a bit. On Draenor, most items will fit any specialization of a given class; Thus, there will be no regrets when you achieve, for example, Silver Protection of Intellect in a group that lacks a Holy Paladin.

We're also reducing the number of role-specific stats - we've removed hit and expertise, as well as dodge and parry, from item stats, replacing them with a single tank stat, the armor bonus. Armor and Spirit will be specific values ​​for tanks and healers respectively, but the rest of the secondary stats will be universal.

Given the magnitude of this change, we've also applied this premise to items in Mists of Pandaria. After applying the previous patch to the expansion, you will find that some of your items have other statistics, although they will continue to grant benefits to your class.

New secondary stats:

  • Armor Bonus: Increases the armor and attack power of tank specs.
  • Multistroke: Grants the chance for spells and abilities to be recast up to 2 additional times with 30% effectiveness (for both dealing damage and healing).
  • Versatility: Increases applied damage, healing, and absorption. Reduces damage taken.
  • Stats that are not relevant to the current class specialization will be disabled in the tooltip, rather than green, and will not appear on the character's stat sheet.
    • These statistics include:
      • Spirit for non-healing specializations.
      • Armor bonus for non-tank specs.
      • Strength for agility / intellect users.
      • Agility for strength / intellect users.
      • Intellect for strength / agility users.
    • For example, a cloak's Intellect will be disabled for all warrior specializations and will not increase your Intellect if that cloak is equipped. On the other hand, if a wizard equips that same cloak, the intellect will be marked in green and will increase this statistic.

Mists of Pandaria and future items

  • Dodge and parry replaced with armor bonuses. If an object has dodge and parry, both values ​​will be changed to a valuable universal stat.
  • The tank (dodge, parry) or healer (spirit) stats possessed by the head, chest, hand, wrist, waist, leg, feet, weapon, shield, and secondaries items have been replaced with a valuable universal stat.

Warlords of Draenor and future items

  • Plate armor pieces will always have Strength and Intellect stats.
  • Leather and mail armor pieces will always have Agility and Intellect stats.

Hit removal and expertise

Hit and proficiency stats weren't much fun. They were meant to remove a penalty rather than make you stronger. For most players, hit and proficiency limits were imperative (and rightly so), with the mistake of using those limits as a cheat. After adjusting, socketing, and reforging equipment to reach that limit, players could dedicate themselves to increasing actual damage stats. We have decided to eliminate hit and expertise, and make adjustments so you don't need them. We still want melee specs to attack creatures from behind when possible. Thus, attacks ahead will have an immovable 3% chance of being parried on non-tank specs.

  • General changes
    • Hit and Expertise stats have been removed as secondary stats.
    • Hit and Expertise bonuses for all items and item upgrades (Gems, Enchantments, etc.) have been converted to Critical Strike, Haste, and Mastery.
    • All characters now have a 100% chance to hit, a 0% chance to dodge your attacks, a 3% chance to be parried, and a 0% chance to glancing a hit when fighting creatures up to 3 levels higher than yours (bosses included).
    • Tank specializations receive an additional 3% chance to be parried. Tank attacks now have a 0% chance to be parried against creatures up to 3 levels higher.
    • Creatures that are 4 levels or more higher than the character will have a chance to avoid attacks in various ways to urge players not to fight enemies that are much more powerful.
    • Double Wielding still suffers from a 19% chance of failure, to compensate for the use of a two-handed weapon.
  • Death Knight
    • Veteran of the Third War now also reduces the chance that their attacks will parry by 3%.
  • Druid
    • Balance of Power has been removed. A new level 100 talent with the same name has been added.
    • Nature's Focus no longer increases the chance to hit with Moonfire and Wrath.
    • Thick Hide now also reduces the chance that their attacks will parry by 3%.
  • Monk
    • Wise Dragon's Stance no longer increases chance to hit or expertise.
    • Stance of the Sturdy Ox now also reduces the chance that their attacks will parry by 3%.
  • Priest
    • Divine Fury has been removed.
    • Spirit Precision has been removed.
  • Paladin
    • Holy Insight no longer increases the chance to hit with spells.
    • Sanctuary now also reduces the chance that their attacks will parry by 3%.
  • Shaman
    • Elemental Precision has been removed.
    • Spirit Vision no longer increases the chance to hit with Lightning Bolt, Lava Burst, Hex, or Flame Shock.
  • Guerrero
    • Unyielding Sentinel now also reduces the chance that their attacks will parry by 3%.

Secondary statistics harmonization

A new concept that we have introduced is that each specialization has a harmonization of a specific secondary stat. This results in a passive ability that grants a 5% increase of the total of the specific secondary stat that has been obtained. This provides a good starting point towards which to direct secondary schools. Typically this would be the highest performing secondary stat (not counting Spirit for Healers and Armor Bonus for Tanks, which are optimal in most cases). Of course, there are exceptions, and dry performance may sometimes not be the most important concern. You should consider this as a guide, and not as a rule about which secondary stat to boost.

  • All specializations will now receive a 5% bonus on specific secondary stat bonuses obtained from all sources. This bonus is obtained through new passive abilities or additional effects that have been added to existing passive abilities.
  • Death Knight
    • Blood: Multistrike
    • Frost: Haste
    • Unholy: Multistrike
  • Druid
    • Balance: Mastery
    • Feral: Critical Strike
    • Guardian: Mastery
    • Restoration: Haste
  • Hunter
    • Beasts: Mastery
    • Marksmanship: Critical Hit
    • Survival: Multi-hit
  • Wizard
    • Arcane: Mastery
    • Fire: Critical Hit
    • Frost: Multistrike
  • Monk
    • Brewmaster: Critical Strike
    • Mistweaver: Multistrike
    • Windwalker: Multistrike
  • Paladin
    • Holy: Critical Strike
    • Protection: Haste
    • Retribution: Mastery
  • Priest
    • Discipline: Critical Strike
    • Holy: Multistrike
    • Shadow: Haste
  • Rogue
    • Assassination: Mastery
    • Combat: Haste
    • Subtlety: Multistrike
  • Shaman
    • Elemental: Multistrike
    • Upgrade: Haste
    • Restoration: Mastery
  • Sorcerer
    • Affliction: Haste
    • Demonology: Mastery
    • Destruction: Critical Hit
  • Guerrero
    • Weapons: Mastery
    • Fury: Critical Hit
    • Protection: Mastery

Player health and mettle

We are planning a number of interrelated changes, designed to provide a tighter gameplay experience for healers and healing dynamics in PvP.

Due to the high amount of mettle and battle fatigue in Mists of Pandaria, characters appear much weaker in PvP content than in PvE. We are going to tackle Warlords of Draenor with the aim of minimizing that gap and thus reducing this disparity. To lower the dependency on Resilience, we had to increase the player's survivability against other players, and the way we chose to do this was basically by doubling the player's health (after compression).

On its own, that increased health would give players a better chance of surviving in the wider world, so we're increasing creature damage and the effectiveness of healing spells to balance things out. As a result of these changes, individual attacks will lower a player's health less in PvP, but your survivability in PvE will not be affected.

Doubling the player's health gave us scope for reducing mettle and battle fatigue, but our goal was to eliminate both completely. To do this, we also reduced damage spikes in PvP evenly, lowering Critical Damage and Critical Heals to 150% of their normal effect (was 200%). We hope these changes will allow us to reduce Battle Fatigue and Base Resilience to 0%. We may still need a small amount of battle fatigue and / or base temper, so we will try to extensively test these changes and adjust accordingly.

PvP changes

  • Base Resilience reduced to 0%.
  • Battle fatigue has been removed. Combat in PvP no longer decreases the healing received by contestants.
  • Critical damage and critical heals have been lowered to 150% of the normal effect of his spell or ability in PvP combat (was 200%).

Health point changes

  • The amount of health gained per endurance point has been doubled. The curve for this calculation has also been smoothed so that the exact amount varies slightly depending on the level.
  • The maximum mana has been doubled at all levels so that it does not fall behind the maximum health granted by the new stamina values.
  • All consumables now restore double health and mana.
  • The melee damage of all creatures has been doubled. The damage of most of his spells and abilities has also been doubled.
  • The effectiveness of all healing and absorb effects applied by the player has been increased by approximately 50%. Instead, it is reduced by 25% if they heal or absorb a percentage of maximum health. The rest of the indicated changes are based on the latter.
    • For example, if one of these changes indicates that "Mega Heal now heals 40% more," that means that Mega Heal restores 210% of what it used to, which is 40% more than other heals.

Healing spell adjustments

One of our goals for healing is to lower the raw performance of healers relative to the size of the players' total health points. Currently, as healers and their allies upgrade their equipment, the percentage of health the player recovers from healing increases. As a result, healers can replenish health bars so quickly that for healing to be challenging we have to burst the damage. We'd like players to be able to stay below their maximum health for a while without healers feeling that their partymates are in danger of dying at any moment. We believe that the healers' gameplay experience would be more varied, interesting, and require a greater deployment of ability on their part if their allies stayed longer at health values ​​between 0% and 100% instead of taking damage than the healers. quickly drop to low health and thus the healer rushes to heal them back to 100%.

To this end, we are going to boost heals less than we will increase the health of the players. Compared to players' total HP, heals will be less powerful than before items were compressed. In addition, as the team improves, the health and healing variation rates will become similar, so the relative power of any given healing spell should not increase as much over the course of this expansion. If anyone is concerned about what that might mean for the raid gaming experience, don't worry - we're taking all of these changes into account when designing their content in Warlords of Draenor.

It is also important to note that spells that heal based on a percentage of maximum health are going to benefit from the huge increase in the total health points of the players, so we are reducing those percentages. While it might appear that they have worsened, the net result is that these percentage-based heals stay about the same as before, compared to other heals.

All of these changes apply to damage absorption shields as well. In addition, we are reducing the power of damage absorbs in general. When they get too strong, absorb effects are often used as a substitute for a direct heal, rather than as a complement to it. We will obviously take these changes into account when adjusting specializations that rely heavily on absorptions, such as those for Discipline Priests.

"We want healers to worry about who their target is and what healings they are going to use."

We also took a look at healing spells that were passive or auto-targeting (so-called "smart" heals). We want healers to worry about who they are targeting and what healings they are going to use, so that their decisions count more. To do this, we're reducing the heal capacity of many passive and auto-targeting abilities, and making smart heals a little less so. The latter will now randomly select any injured target within range, rather than always picking the most injured. Players will still have priority over pets, of course.

Another of our goals for healing in this expansion is to achieve a better balance between healing spells that target a single target and those that target multiple targets. We've carefully studied the mana efficiency of our multi-target heals, and in many cases reduced it, typically by decreasing the amount of health restored. Rarely increased its mana cost was the best option. We want players to use multi-target heals, but they should only be better than their single-target counterparts when they heal more than two players without overhealing. Thus, there can be an interesting dilemma between whether to use a single target or multiple target heal, depending on the situation.

Lastly, we've removed the low-yield, low-mana heals like Nourish, Holy Light, Heal, and Healing Wave, as we find that while they add complexity, they don't add any real depth to the healing experience. (In addition, we have renamed some spells to recycle those names; for example, Greater Healing Wave is renamed Healing Wave.) However, we still want healers to think about their mana when deciding what heal to cast, so the costs and mana yields of many spells have been altered to provide the ability to choose between spells with yield and cost. lower or higher. Here are some examples of each class of healer:

  • Increased Druid Efficiency: Touch of Healing, Rejuvenation, Flowering.
  • Higher Druid Performance: Regrowth, Wild growth.
  • Increased Monk Efficiency: Comforting mist, renewing mist.
  • Higher performance of the monk: Surge of Mist, Spinning Crane Kick.
  • Paladin's increased efficiency: Holy light, Holy shock, Word of glory, Light of dawn.
  • Higher Paladin Performance: Flash of light, sacred radiance.
  • Greater efficiency of the priest: Greater Healing, Circle of Healing, Prayer of Mending, Holy Nova (new version exclusive for Discipline), Penance.
  • Higher performance of the priest: Flash healing, Prayer of healing.
  • Increased Shaman Efficiency: Wave of Healing, Rising Tides, Rain of Healing.
  • Higher performance of the shaman: Healing Surge, Chain Heal

All of this discussion about efficiency will cause many healers to start worrying about mana regeneration and their mana pool. To allay those concerns, we've substantially increased Base Mana Regeneration at early gear levels, but made it less buff at later levels. This will make all of these changes work even with early content, such as Heroic Dungeons and the first level of raid content, and will also work on the last level of raids with no mana and efficiency becoming irrelevant due to extremely high regeneration values.

"We've substantially increased base mana regeneration at early gear levels, but made it less empowering at later levels."

That's a lot of changes for healers: reduced performance, more deliberate pacing, less powerful "smart" heals, weaker absorbs, fewer spells, and a new orientation toward efficient decisions. We are confident that we can apply the lessons learned from previous expansions to make this the best experience for healers to date. Following these changes, the Healers' gameplay should be more dynamic, not so strict, and frankly a lot more fun.

General changes in healing

  • Smart heals will now randomly pick any injured target within range, rather than always picking the worst hit. Players will continue to have priority over pets.
  • Slow-cast single-target heals, such as Greater Heal and Healing Touch, consume about half as much as those for a fast-cast single-target, such as Flash of Light or Healing Surge, in addition to healing much the same.
  • Each class has at its disposal various healing spells per area, of greater or lesser performance and efficiency.
  • Healing spells per area have been adjusted to be less efficient than single-target spells when healing two or fewer targets, but more efficient when healing 3 or more targets.
  • Spells with cooldowns or limitations can be more efficient than their non-cooldown counterparts.

Racial Traits (Updated)

We want the breeds to have their own fun and interesting peculiarities. However, if these traits are too powerful, players will end up choosing a specific race, even if it doesn't fit their aesthetic criteria. For example, the trolls' Raging ability was extremely powerful, and their Beast Slaying passive, while irrelevant many times, was sometimes tremendously powerful compared to the passives of other races. On the other end of the spectrum, many breeds had few (or no) traits that affected their performance. We also needed to replace or upgrade various racial traits that until now guaranteed hit or proficiency, as these stats have been removed.

We decided to reduce those that stood out the most, establish a fair base and raise the rest. Thus, old passives have been improved, obsolete ones have been replaced and new ones have been incorporated where necessary. Our goal with these changes is to achieve parity between races.

  • Blood elf
    • Arcane Acuity is a new passive racial ability that increases critical strike chance by 1%.
    • Arcane Burst now restores 20 Runic Power to Death Knights (was 15), 3 Holy Power to Paladins, or 2% Mana to Wizards, Priests, and Warlocks (was XNUMX% mana). The other features of the faculty remain unchanged.
  • draenei
    • Offering of the Naaru now heals for the same amount over 5 seconds (was 15 seconds).
    • Heroic Presence has been redesigned. No longer increases hit by 1%. Instead, it increases strength, agility, and intellect according to the character's level.
  • Dwarf
    • Prime Marksman (providing 1% ranged weapon proficiency) has been removed.
    • Mace Specialization (which provided 1% proficiency with one-handed swords and daggers) has been replaced with Might of the Mountain.
    • Might of the Mountain is a new passive racial ability that increases bonus critical strike damage and healing by 2%.
    • In addition to Poison, Disease, and Bleeding, Stoneform now also removes magic and curse effects, as well as reducing damage taken by 10% for 8 seconds. When the dwarf is under the effects of crowd control, the ability is unusable.
  • Gnome
    • Expansive Mind not only increases Max Mana by 5%, but also Energy, Rage, and Runic Power.
    • Escape Artist's cooldown has been lowered to 1 min (was 1,5 min).
    • Dexterous Fingers is a new passive racial ability that increases Haste by 1%.
    • Short Blade Specialization (provided 1% proficiency with maces) has been replaced with Dexterous Fingers.
  • Goblin
    • Time is Money increases Haste by 1% (was only Attack Speed ​​and Spell Haste).
  • Human
    • Mace Specialization has been removed (provided 1% proficiency with maces).
    • Sword Specialization removed (provided 1% proficiency with swords).
    • The Human Spirit has been redesigned. Now increases versatility, increasing as the character levels up.
  • Elf of the night
    • Haste now increases movement speed and dodge chance by 2%.
    • Touch of Elune is a new passive racial ability that increases haste at night by 1% and critical strike chance by 1% during daytime.
  • Orco
    • Ax Specialization removed (provided 1% proficiency with axes).
    • Order now increases pet damage by 1% (was 2%).
    • Steadfastness now reduces the duration of stun effects by 10% (was 15%).
  • Pandaren
    • Epicurean now increases the benefit of Well Fed effects by 75% (was 100%).
  • Tauren
    • Powerfulness is a new passive racial ability that increases bonus critical strike damage and healing by 2%.
    • Hardiness now increases Stamina as the character levels up, instead of increasing base health by 5%.
  • Troll
    • Raging now increases Haste by 15% (was 20%).
    • Beast Slaughter now increases experience received from killing beasts by 20%, instead of increasing damage dealt to them by 5%.
    • Eagle Sight removed (provided 1% proficiency with ranged weapons).
  • Not dead
    • Will of the Forsaken's cooldown has been increased to 3 min (was 2 min).
    • Now the undead will be able to breathe underwater indefinitely.

Pruning of faculties and consolidation

Over the years, we've added significantly more spells and abilities to the game than we've removed. Thus, the complexity has been increasing incessantly, until we reach the point where we find ourselves, where players need dozens of keyboard shortcuts. There are many unique abilities that could theoretically be useful for very specific cases, but generally are not. There are many powers that we could do without. We have decided to make an effort to balance down the number of faculties in each class / specialty. This means restricting some to certain specialties that need them, rather than extending them to the entire class, and eliminating other faculties altogether. It also involves clearing the spell book, to merge some passives with others or with basic abilities.

However, this does not mean that we want to reduce the depth of the gaming experience, nor do it for fools. We want interesting decisions to continue to be made during combat and skill to be important. But this doesn't necessarily require a complex system: we can make it simpler and preserve both depth and variety.

One skill type we've focused on is temporary buffs (cooldowns). Eliminating them contributes to one of our other goals: reducing the accumulation of cooldowns in the game. In cases where a class / specialty had multiple cooldowns that ended up being used together, often in a single macro, we have merged or removed them.

Deciding which abilities and spells are left out is a matter very very delicate. All are vital to a player, so we have not taken the process lightly. We hope that even if your favorite ability is removed, you can understand it in the context of the main objective. It is important to remember that the purpose of these changes is to make the game more understandable and not to reduce the depth of the experience. We are trying to prune abilities with the intention of reducing the number of keys / macros and merged abilities that serve similar purposes but are redundant together.

  • Additional changes
    • The levels at which class abilities are learned have been revised to provide a smoother level-up.

To see the specific class changes, go to Classes section.


Crowd control and diminishing returns (updated)

Another big consequence of Mists of Pandaria is that there was too much of a crowd control (CM) component in the game. To solve this, we knew that we needed to carry out a transversal strategy. This is a summary of the changes to the CM factor that depends on the player:

  • Silence effects have been removed from all interruptions. Silence still exists, but not associated with this spell.
  • Disarm has been removed.
  • The number of diminishing returns (DR) categories has been reduced.
    • All roots now share the same DR category.
      • Exception: Roots with "charge" abilities do not have DR status, but instead have a very short duration.
    • All stuns now share the same DR category.
    • All disabling effects (called "captivate") share the same DR category, and have been merged with horror.
    • You can find a list of which diminishing returns category each crowd control faculty belongs to in the forum post titled: Diminishing returns in Warlords of Draenor.
  • The ability to convert cast time crowd control spells to cooldown instants has been removed.
  • Some crowd control spells have been completely removed, and cooldowns and restrictions have been increased on others.
    • The CM of pets has been limited or eliminated, depending on the case.
    • Cyclone can be dispelled through Immunity and Mass Dispel effects.
    • PvP trinkets now grant Immunity to the reapplication of an effect of the same spell if they interrupt abilities with lingering effects, such as Sunbeam.
    • Long fear effects in PvP have been shortened; thus, afterwards the target feels compelled to retreat.

Additionally, we have significantly reduced the number of cooldowns and procs increasing with performance, to further reduce excessive damage. Note that, in the details of the patch notes, some classes have lost abilities, or have diminished their abilities. These changes have been made with the objectives outlined above in mind. Other classes have had their powers of crowd control reduced in general. We think this approach will make the experience for everyone more fun in PvP.

  • Death Knight
    • Rune of Sword Breaking has been removed.
    • Rune of Sword Devastation has been removed.
  • Druid
    • Bear Hug has been removed.
    • Cyclone now shares diminishing returns with fear effects, can also be canceled by immunity effects (such as Divine Shield, Ice Block, etc.), and dispelled by Mass Dispel.
    • Disorienting Roar has been renamed Disabling Roar, incapacitating enemies instead of disorienting them, and its effect now shares diminishing returns with other captivate effects.
    • Hibernate has been removed.
    • Amputate is now only available to Feral Druids.
    • Nature Lock has been removed.
    • Nature's Swiftness can no longer make Cyclone an instant spell.
    • Sunbeam no longer silences a target more than once per cast. Additionally, the silencing effect of this spell shares diminishing returns with other silences.
    • Typhoon now has a range of 15 yards (was 30 yards).
  • Hunter
    • Hunter pets no longer have crowd control abilities.
      • Basilisk: Petrifying Look; Bat: Sonic blast; Bird of prey: Pull; Crab: Thumbtack; Crane: Lullaby; Crocolisk: Broken ankle; Dog: Lockjaw; Gorilla: Spanking; Monkey: Bad manners; Palomilla: Dust of serenity; Nether Ray: Nether Shock; Porcupine: Paralyzing thorn; Rhinoceros: Blow with horn; Scorpid: Grab; Shale Spider: Spider Trap; Silithid: Poisonous cobweb sprayer; Spider: Cobweb; and Wasp: Sting has been removed as pet abilities.
    • Concussion Barrage has been removed.
    • Trap's rooted effect now shares diminishing returns with all other rooted effects.
    • Scare Beast has been removed.
    • Scatter Shot has been removed.
    • Silencing Shot has been removed.
    • Traps and Trap Launchers no longer take time to set up and activate instantly.
    • Traps can no longer be disabled.
    • Widow's Poison has been removed.
    • Wyvern Sting now has a 1,5 second cast time.
  • Wizard
    • Cone of Cold cooldown increased to 12 seconds (was 10 seconds).
    • Deep Freeze is now only available to Frost Mages.
    • Deep Freeze can now be removed through damage (same amount as Frost Nova).
    • Dragon's Breath now replaces Cone of Cold for Fire mages, and its disorienting effect shares diminishing returns with all other captivate effects.
    • Frost Nova cooldown increased to 30 seconds (was 25 seconds).
    • Ice Ward's freeze effect now shares diminishing returns with all other rooted effects.
    • Improved Counterspell has been removed.
    • Presence of Mind can no longer make Polymorph an instant spell.
  • Monk
    • Adaptation has been removed.
    • Fists of Fury no longer stun a target more than once per cast, but now deals 100% increased damage and will always deal full damage to the primary target while additional targets are still affected by split damage.
    • Grab Weapon has been removed.
    • Ring of Peace no longer silences or disarms enemies. Now incapacitates enemies in the area for 3s or until the target takes damage. The ability now shares diminishing returns with all other captivate effects.
    • Spear Hand Strike no longer silences the target if it is facing the monk.
    • Glyph of Fire Breath's disorienting effect now shares diminishing returns with all other captivate effects.
  • Paladin
    • Evil is a Point of View has been removed and replaced with Blinding Light.
    • Repentance's cast time has been increased to 1,7 seconds.
    • Drive away evil's cast time has been increased to 1,7 seconds. Now lasts 6 seconds in PvP (was 8 seconds).
  • Priest
    • Subdue Mind now shares diminishing returns with all other captivate effects.
    • Holy Word: Doom now shares diminishing returns with all other captivate effects.
    • Psychic Evil has been removed.
    • Psychic Horror now shares diminishing returns with all other captivate effects.
    • Psychic Scream is now a level 15 talent that replaces Psychic Evil, and has a 45 second cooldown (was 30 seconds).
    • Ecstasy no longer has an effect beyond removing the cooldown of Power Word: Shield.
    • Silence is now available to Discipline and Shadow priests.
    • Void Tentacles' root effect can be broken if the target takes enough damage.
  • Rogue
    • Unguarded has been removed.
    • Deadly Cast now requires 5 combo points to interrupt spell casting (was 3).
    • Paralyzing Poison has been removed and replaced with Internal Bleeding.
      • Internal Bleeding causes Successful Kidney Strike to also apply a periodic bleed effect for 12 seconds. Damage increases for each combo point used.
  • Shaman
    • Elemental Bind has been removed.
    • Earthpillage Totem now shares diminishing returns with all other rooted effects.
    • Frost Stigma Weapon has been removed.
    • Hex cast time has been increased to 1,7 seconds.
    • Ancient Swiftness can no longer make Hex an instant spell.
    • Maelstrom Weapon can no longer reduce Hex cast time.
    • Tremor Totem can no longer be used while Fear, Charm, or Sleep, but its duration has been increased to 10 seconds (was 6 seconds).
    • Bug Fix: The Glyph of Shaman's Wrath should no longer cause Shaman's Wrath to erroneously dispel Unstable Affliction or a Vampiric Touch that is modified by the PvP 4-piece set bonus.
  • Sorcerer
    • Bloody Horror's cooldown has been increased to 60 seconds (was 30 seconds) and it now shares diminishing returns with all other Captivate effects.
    • Curse of Exhaustion has been removed.
    • Demon Breath has been removed.
      • Howl of Terror is now a level 30 talent and replaces Demon Breath.
    • Felhunter: Spell Lock now only interrupts spell casting without silencing the enemy.
    • Death Coil now shares Diminishing Returns with all other Captivate effects.
    • Observer: Optical Blast now only deals damage and interrupts spell casting. The ability no longer silences the enemy.
    • Scorch Magic cooldown increased to 30 seconds (was 20 seconds).
    • Succubus: Seduction and Shivarra: Captivate now have a 30 second cooldown
    • Dread Ward will no longer cast Terrifying Roar when killed.
    • Indomitable Will's cooldown has been increased to 2 min (was 1 min).
    • Abyssal: Disarm has been removed.
    • Void Lord: Disarm has been removed.
  • Guerrero
    • Charge now roots the target (instead of stunning them). This effect does not share diminishing returns with other root effects.
    • Disarm has been removed.
    • Intimidating Shout now lasts 6 seconds in PvP (was 8 seconds).
    • Safeguard no longer removes movement impairment effects.
    • Warbringer now causes Charge to stun the target for 1,5 seconds instead of rooting them.

Speed ​​of movement

Quick actions have always been powerful in World of Warcraft; however, the way in which some movement speed bonuses stack (or not) has proven to be broadly inconsistent and has not been detailed properly. With the old build, each bonus movement speed became more powerful when combined with another, so we had to limit the stacking effect and prevent certain abilities from being used when another was active. We have decided to alter the movement speed system to make it more fair, with stacking rules that are easy to understand and with fewer restrictions.

Previously, many of the movement speed modifiers were multiplicative. That is, if you had two different bonuses of + 25% to movement speed, in the end you would get a 56% increase in movement speed (1,25 x 1,25 = 1,56).

Movement speed bonuses have been changed to be cumulative. So, in the above example, with the two different bonuses of + 25% to movement speed, you would get + 50% to movement speed. The way bonuses stack with others has also been simplified.

"Movement speed bonuses have been changed to be cumulative."

  • Movement speed buffs that apply to yourself or are a passive effect are considered non-exclusive and will now stack with each other.
  • Movement speed buffs that are temporary or can be applied to other players are considered exclusive, their effects will not stack, and only the highest bonuses will apply (apart from non-exclusive movement speed buffs).

Additionally, restrictions that prevented a player with a temporary speed bonus from receiving or activating a second temporary bonus have been removed. The player can apply both bonuses, but only the one with the highest values ​​will work.

Examples of passive bonuses to oneself: Cat Form, Movement Speed ​​Enchantments, Haste of the Night Elves, Unholy Presence

  • All these are cumulative between them.

Examples of shared or temporary bonuses: Angelica Feather, Sprint, Stampede Roar

  • Now all of these effects can be applied simultaneously, but only the most powerful will take effect.

Benefits and Harms

All specializations grant common buffs and debuffs. They are fundamental elements in the game because they encourage cooperation, making you stronger by working as a team with others and promoting diversity in the composition of the bands. However, we have seen fit to review each other. In addition to the changes mentioned above, we've reviewed what buffs and debuffs hunter pets provide. To see the full list of these changes, go to the section Hunter Pet Abilities.

Two new stats have been added that benefit all players. Three new debuffs (Weakened Armor, Physical Vulnerability, and Magic Vulnerability) have also been added, each benefiting only half the party. While this might be interesting, the two physical debuffs were redundant, and we thought the two new debuffs might be a better fit as raid buffs. Therefore, we made the change.

  • Weakened Armor, Physical Vulnerability, and Magic Vulnerability
    • Death Knight (Frost): Brittle Bones has been removed.
    • Death Knight (Unholy): Ebony Plaguebringer no longer causes Physical Vulnerability.
    • Druid: Faerie Fire no longer applies Weakened Armor.
    • Paladin (Retribution): Judgments of the Bold no longer causes Physical Vulnerability.
    • Rogue: Expose Armor no longer applies Weakened Armor.
    • Rogue: Master Poisoner has been removed.
    • Warlock: Curse of the Elements has been redesigned.
    • Warrior: Split Armor no longer applies Weakened Armor.
    • Warrior (Weapons, Fury): Colossal Smash no longer causes Physical Vulnerability.
    • Warrior (Protection): Devastate no longer applies Weakened Armor.
  • Versatility
    • Death Knight (Frost, Unholy): Unholy Aura now also grants 3% Versatility.
    • Druid: Mark of the Wild now also grants 3% Versatility.
    • Paladin (Retribution): Sanctity Aura is a new passive ability for Retribution paladins that grants 3% Versatility to the paladin and all allies within 100 yards.
    • Warrior (Weapons, Fury): Inspirational Presence is a new passive ability for Arms and Fury warriors that grants 3% Versatility to the warrior and all allies within 100 yards.
  • Multistrike
    • Monk (Windwalker): Wind Flurry is a new passive ability for Windwalker monks that grants 5% Multistrike to the monk and all allies within 100 yards.
    • Priest (Shadow): Now Mind Stimulus also grants 5% Multistrike.
    • Rogue: Swift Blade Cunning now also grants 5% Multistrike.
    • Warlock: Dark Purpose now grants 5% Multistrike instead of 10% Stamina.
      • Blood Pact is a new passive ability for Warlocks that grants 10% Stamina to the Warlock and all allies within 100 yards.

Weakened Strikes was a debuff exclusive to tanks, which were applied automatically. Removed it and reduced creature damage to compensate.

  • Weakened blows
    • The following abilities no longer apply Ravage Armor's effect:
      • Death Knight (Blood): Scarlet
      • Druid: Thrash
      • Monk: Barrel Slam
      • Paladin: Crusader Strike; Hammer of the Righteous
      • Shaman: Earth Shock
      • Warrior: Thunderclap

Spellcasting speed reduction was a practically unique debuff type in PvP. It made combat that much more boring for casters, forcing them to resort to instant spells. We decided it was best to remove the casting speed debuffs.

  • Launch speed reduction
    • The following abilities will no longer reduce the target's casting speed by 50%:
      • Death Knight: Necrotic Strike
      • Mage (Arcane): Slow
        • Additionally, Slow can now affect more than one target at a time.
    • The following abilities have been removed:
      • Rogue: Mental Daze Poison
      • Warlock: Curse of Weakening

In order to combine the different types of haste in the game, we've merged haste with spells and attack speed into haste; Thus, everyone wins.

  • Spell Haste and Attack Speed
    • The following abilities now increase melee, ranged, and spell haste by 5% for all party and raid members (was just spell haste):
      • Priest (Shadow): Mind Boost
      • Shaman (Elemental): Elemental Oath
    • The following abilities now increase melee, ranged, and spell haste by 5% for all party or raid members (was the exclusive 10% for melee and ranged attack speed):
      • Death Knight (Frost, Unholy): Unholy Aura
      • Shaman (Upgrade): Unleashed Rage
      • Rogue: Swift Blade Cunning

Some classes have gained new abilities so they can get a series of more difficult to find buffs / debuffs, thus increasing your usefulness to the party or raid.

  • Others
    • Brewmaster Monks now also learn Legacy of the White Tiger, increasing critical strike chance for all party and raid members by 5%.
    • Moonkin form now increases Mastery instead of 5% spell haste.
    • Power of the Grave is a new passive ability learned by Blood Death Knights.
      • Tomb Power grants a Mastery bonus to all allies within 100 yards.

Balancing band utility

Some classes have multiple abilities that provide utilities for groups and gangs. We have already discussed one type of utility in the Benefits and Harms section, above. However, there are other types of band utility that should be delved into. In general, the raid utility has become too powerful, especially the defensive cooldowns for the entire raid. Many classes and specs had defensive cooldowns that greatly increased raid damage due to multiple stacking or chaining cooldowns. We'd like to go back to a system where healers act like healers in tough times and not DPS, for example.

To do this, we have established a new base level of raid utility for specs, and brought everything to that new pattern by reducing the effects of some abilities or directly removing them.

  • Death Knight
    • Anti-Magic Zone now reduces damage taken by 20% (was 40%).
  • Druid
    • Tranquility is now only available to Restoration Druids.
  • Hunter
    • Aspect of the Fox is a new ability for all Hunters.
      • Aspect of the Fox: Party or raid members within 40 yards take on the appearance of a fox, allowing them to move while casting all spells for 6 seconds. There can only be one aspect active at a time. 3 min cooldown.
  • Wizard
    • Amplify Magic is a new spell available to wizards.
      • Amplify Magic extends the effects of support magic, increasing healing received from all party or raid members within 10 yards by 100%, lasting 6 seconds, and has a 2-minute cooldown.
  • Monk
    • Avoid Damage has been removed.
    • The increased movement speed conferred by Stance of the Fierce Tiger now affects the monk and all allies within 10 yards.

“… We've established a new base level of raid utility for specs, and brought everything to that new pattern by reducing the effects of some abilities or by removing them outright.

  • Paladin
    • Aura of Devotion is now only available to Holy Paladins.
  • Priest
    • Hymn of Hope has been removed.
  • Rogue
    • Smoke Bomb now reduces damage taken by 10% (was 20%).
  • Shaman
    • Ancestral Guide now copies 20% of the damage or healing dealt to nearby wounded allies as healing (was 40% damage or 60% healing).
    • Healing Tide Totem is now only available to Restoration Shamans.
    • Storm Whip Totem has been removed.
  • Sorcerer
    • Players can use Demon Portal only once every 90 seconds.
    • Healthstones now share cooldowns with Health potions, independently of other potions.
  • Guerrero
    • Howl of Summoning now increases health by 15% (was 20%) and is no longer available to Protection warriors.
    • Skull Banner has been removed.

Instant healing

Over time, healers have gained an ever-growing arsenal of heals that they can cast on the move, eliminating the inherent cost to them of movement, while limiting players' ability to counter heals in PvP. . This has made Silences and Crowd Control (which we're trying to contain) the only viable ways to limit an enemy player's healing output. We're keeping the option to heal instantly, but we're reducing the number of instant-cast healing abilities overall. Damage in raid and dungeon encounters, during high movement phases, will be adjusted accordingly.

  • Druid
    • Wild Growth (Restoration) now has a 1,5 second cast time (was instant).
  • Monk
    • Inspire (Mistweaver) now has a 1,5 second cast time (was instant).
  • Paladin
    • Eternal Flame now has a 1,5 second cast time (was instant) for Holy Paladins.
    • Now Guarded by Light (Protection) also makes Word of Glory and Eternal Flame instant.
    • Light of Dawn now has a 1,5 second cast time (was instant).
    • Sword of Light (Retribution) now also makes Word of Glory and Eternal Flame instant.
    • Word of Glory now has a 1,5 second cast time (was instant).
  • Priest
    • Cascade now has a 1,5 second cast time (was instant) for Discipline and Holy.
    • Halo now has a 1,5 second cast time (up from instant) for Discipline and Holy.
    • Prayer of Mending now has a 1,5 second cast time (was instant).

Periodic effects

There are many effects in the game that deal damage or grant ongoing periodic healing. These have always produced a drag phenomenon: they were conditioned by the statistics at the time they were executed, since they were used to calculate their effect for their entire duration. In Mists, if a Warlock cast Corruption against an enemy while Heroism is active, the pulses of ongoing damage would rapidly follow due to the temporary haste effect, even if Heroism was removed. All of this results in a gaming experience that has its pros and cons.

Drag prompts players to maintain periodic effects when their stats are high, just like with buff procs. For one thing, it takes a lot of skill to get the most out of it. On the other hand, it is not intuitive. The degree of demand is such that few can master it without using specific addons. To top it all, the benefits of mastering drag are so great that the scale is off balance significantly. Players who manage to master periodic drag (especially with the use of addons) deal much more damage than planned. If we were to lean towards dragging, we would unfairly diminish the offensive abilities of the players who did not practice it.

We have concluded that dragging is not a beneficial mechanic for the game. The vast majority of periodic effects that were used as carry-over no longer act as such. The only exceptions are those that deal damage based on the percentage of damage from the previous ability (such as Ignition from a Fire mage's Fireball, or the periodic damage from a Dark Kick from a World Traveler monk). wind), as they inherently act as a delayed damage multiplier for those abilities. Temporary effects that enhance the damage or healing of other spells will continue to act as such for the duration. An example is found in Unleash Flame (which increases the damage of the next fire spell cast by the shaman by 40%), when used with a Flame Shock, it will continue to increase the damage of the periodic effect for the duration, regardless of whether it is exhausted when Shock of flames is released.

“The vast majority of periodic effects that were used as carry-over no longer act as such. The only exceptions are those that deal damage based on the percentage of damage from the previous ability… ».

Needless to say, we still want abilities that offer exciting possibilities and that require skillful and wise use.

  • Healing and periodic damage effects now dynamically recalculate the damage, healing, critical chance, multipliers, and regularity of each pulse.

Skilled players will still be able to take advantage of the temporal power that benefits such as trinket procs offer, so you can continue to put yourself to good use casting spells for the duration of those procs. Perks will no longer exceed the duration of the trinket procs. Therefore, the intensity of the game experience will not be altered, only the advantage will be more consistent. For example, a priest's trinket procs with Shadow Words: Pain already activated will start dealing more damage the moment the proc takes effect, but will return to normal when the proc ends. Experienced players will be able to take advantage of the duration of these procs, but it will not hurt as much for those who are not as skilled at getting the most out of them.

We have also changed the behavior of the periodic effects. The haste made the pulse rate of the periodic effects long. Its duration has been adjusted to a certain number of pulses in order to preserve the original duration of the spell. In this way, haste spikes caused some periodic effects to gain an additional pulse. Part of the fun of equipping your character was hitting these peaks, but not going overboard. This was one of the issues we had to deal with, since most of them turned to the guides and addons again. With advances in technology, we have been able to dynamically calculate the effect of speed on pulse rate. A fraction of the full period remaining at the end of an effect will cause a pulse of damage or healing directly proportional to the time remaining. In other words, there are no longer spikes in Haste - Haste only moderately conditions periodic effects while they last.

"In other words, there are no more haste spikes - it only moderately conditions periodic effects while they last."

Thus, we have had the opportunity to correct its renewal. For the vast majority of spells and abilities, we followed the universal rule that any effect refresh would add a new cast duration over the next pulse of the existing effect. In short, you could renew the effects at no cost within the interval between the penultimate and the last pulse, either from continuous damage or healing. Warlocks had a special passive that changed this tonic, refreshing effects at no cost when 50% or less of ongoing damage remained. We liked the flexibility it provided, but it felt like it was too powerful. Without the pulse limitations, we chose to extend the Warlocks passive to all classes, but shorten it to 30%. Everyone can now refresh their periodic effects when only 30% of their duration remains without wasting time on pulses.

  • When recasting the ongoing damage and healing effects that were already applied to the target, we now extend them by 130% compared to their standard duration.

Tank Vengeance, Resolve, and PvP

Most of the changes we made to tanks in Mists of Pandaria were great, but we'd like to smooth out some of the squeaky things. The greatest example is found in Vengeance's offensive ability. We like that tanks provide significant DPS for your party. However, their performance in combat is overwhelming, outperforming even dedicated DPS at times. To fix this, we've removed the offensive side of Vengeance, but retained its defensive value by increasing the effect of your Active Mitigation buttons instead of Attack Power.

  • General changes
    • Vengeance has been removed and replaced with a new passive ability, Resolve.
      • Resolve: Increases the healing and absorption applied to oneself, based on Stamina consumed and damage taken (before Evade and Mitigation) in the last 10 seconds.

On the other hand, to keep the tank's DPS important, we will increase the damage dealt, since the absence of Revenge's attack power seems low (in Mists, it represented 70-90% of the damage caused by tanks). To do this, we're increasing the damage dealt by numerous prominent tank abilities. For tank specs that use plates, we have redesigned Retaliation to convert Critical Strike to Parry, a defensive stat. This way, the secondary stats will stay balanced in offensive terms.

  • General changes
    • All tank stances and similar effects now increase threat generated by 900% (was 600%).
    • Reply is a passive ability for Blood Death Knights, Protection Paladins, and Protection Warriors.
      • Retaliation now grants the character a parry chance equal to the team's critical strike bonus.
  • Death Knight
    • Mastery: Blood Shield now also passively increases attack power by 8% (percentage increased by mastery), regardless of its current effects.
  • Druid
    • Mastery: Primal Tenacity now also passively increases attack power by 8% (percentage increased by mastery), regardless of its current effects.
  • Monk
    • Mastery: Elusive Fighter now also passively increases attack power by 8% (percentage increased by mastery), regardless of its current effects.
    • Brewmaster Monks no longer deal 15% less damage.
  • Paladin
    • Mastery: Divine Bulwark now also passively increases attack power by 8% (percentage increased by mastery), regardless of its current effects.
  • Guerrero
    • Mastery: Critical Block now also passively increases attack power by 8% (percentage increased by Mastery), regardless of its current effects.

Tanks in PvP

Lastly, we have the topic of tanks in PvP. Aside from some rare cases, such as flag-bearing, tanks have been intentionally rendered unviable for serious PvP games over the past several expansions. The reason was simple: fighting the tanks was frustrating and not at all fun. They were nearly invincible, they had numerous CM abilities (mostly stun), but they didn't deal enough damage to kill you (well, in most cases). By excluding them from PvP, we keep the fun for other players. However, this is an obvious drawback, as those who prefer to play with tanks would be excluded in PvP.

We decided that we could improve the situation so that everyone is satisfied. We came to this conclusion from the rest of the changes we have made to tanks in Warlords of Draenor. The damage done by the tank will be adjusted to be less than the damage done by the DPS, but not trivial. We have already removed the additional CM they had during CM disarm and Ability Pruning. The only characteristic that continues to make them very frustrating to fight is their invincibility. So we're making tanks take more damage in PvP. The result is that they deal and take less damage than DPS.

  • Tanks now take 25% more damage in PvP combat.

Improvements in quality of life

Requirements when facing

The demanding requirements of facing the target can be frustrating, especially in frenetic gang battles or in PvP environments. We have decided to mitigate this frustration by significantly removing or softening the requirements to engage in attacks that need to get behind the target.

  • Druid: Devastate! no longer requires the druid to stand behind the target.
  • Druid: Shred no longer requires the druid to stand behind the target.
  • Rogue: Ambush no longer requires the rogue to get behind the target.
  • Rogue (Subtlety): Backstab can now be used by standing to the side of the target, as well as from behind.

Clarity in description

To learn how to play a particular class or specialization, it is essential that you can quickly understand how a school behaves with a simple glance at its description. We have thoroughly studied the descriptions of all class faculties and have revised them to be as clear and concise as possible.

In very specific cases we have eliminated some type of information that we consider unnecessary. However, it must be taken into account that the fact that the description of a faculty has changed does not mean that its functionality has changed. As long as the change in question is not mentioned in the patch notes, the ability will remain intact.

  • The descriptions of almost all the class faculties have been revised to make them clearer.

Self healing

Another aspect of the gameplay that we have polished has been the way in which characters maintain their own health, especially when killing enemies frequently, such as when performing solo missions.

  • Death Knight
    • Dark Relief is no longer a Major Glyph, but is now a passive ability learned by all Death Knights upon reaching level 60.
  • Druid
    • Healing Touch now heals for 50% more when Balanced Druids cast on themselves.
    • Predator's Swiftness now also increases the healing done by Healing Touch by 50%.
  • Hunter
    • Kill Shot now restores 15% of the Hunter's maximum health if the target is killed.
    • Survivor is a new passive ability that Survival hunters learn upon reaching level 10.
      • Survivor increases the Hunter's multi-strike chance by 10%. Additionally, the hunter gains 15% health for 10 seconds after killing a target.
  • Wizard
    • Create Snack now restores 100% health and mana over 20 seconds, regardless of level.
  • Monk
    • Sublimation now always summons a Healing Sphere when an enemy is killed.
    • Glyph of Sublimation has been removed and its effects are now switched to Sublimation.
  • Paladin
    • Supplication now also increases Flash of Light's healing by 50%.
  • Priest
    • Devouring Plague now restores 2% of maximum health per tick (was 1%).
  • Rogue
    • Recover now restores 5% of maximum health per tick (was 3%).
  • Shaman
    • Maelstrom Weapon now also increases direct healing from affected spells by 20% per application.
    • Glyph of Healing Storm has been removed and its effects are now changed to Maelstrom Weapon.
    • Healing Surge now restores 100% more health when cast by an Elemental Shaman on himself.
  • Sorcerer
    • Drain Life now restores 1,5% of maximum health per tick (was 1,0%).
    • Harvest Life now increases Drain Life's healing to 3% of maximum health per tick (was 2,5%).

Reforge

At first, the Reforge came with the intention of offering players the ability to customize their gear. However, in practice, the real options fell somewhat short. Players who wanted to optimize each piece of their equipment became experts in Reforging thanks to internet guides or tools that determined the optimal option. In addition, this was one more step on the to-do list to craft a new item and prepare it as a team, turning the fun of improving items into a routine.

We wanted you to upgrade items and equip them intuitively. This is why we are removing Reforging from the game.

  • The Reforge system and related NPCs have been removed from the game.
  • All reforged items have returned to their previous condition.

Resurrections in combat

Resurrections in combat are an extremely powerful tool that players can wield in combat. Of course, they have some limitations. In Mists of Pandaria the limit was one resurrection per raid boss encounter for 10-player modes and three for 25-player modes. With the introduction of adaptive difficulty in patch 5.4, we got confused by being too forgiving and giving three resurrections. to adaptable bands regardless of their size.

In Warlords of Draenor, the adaptive technique has been extended to more difficult levels: we needed a new system to handle resurrections in combat more fairly. We knew that sticking with three in all would encourage using the smallest possible band sizes, while rock climbing would discourage smaller size groups. Also, the cap is not displayed anywhere in the game, so it can be easy to lose track of how many resurrections the raid has left (or even know that the cap exists).

So we created a new system that was more transparent and improved usability.

  • During a boss encounter, all resurrection spells now share a charge pool for the entire raid that is displayed on the button on the action bar.
  • When facing a boss, the cooldowns of all resurrection spells in combat will be reset, starting with a charge. Charges will accumulate at a rate of one per (90 / band size) min.
    • Example 1: A gang of 10 players will accumulate a charge every 9 min (90/10 = 9).
    • Example 2: A gang of 20 players will accumulate a charge every 4.5 min (90/20 = 4.5).
  • A charge will only be removed when a combat resurrection is successful (when accepted by the target).
  • Raid interfaces now show a debuff indicating that a dead player has a pending combat resurrection.
  • Aside from encounters with raid bosses, resurrection spells in combat maintain their normal cooldown behavior.

Glyphs

We have made several improvements to the glyph system. As characters evolve, they unlock glyph tiles at various specific levels. However, the characters had to visit the auction house to get the glyphs (in addition to paying a higher sum than what a character at that level normally has), or meet a scribe to ask for them. As a workaround, we've made characters learn some glyphs automatically upon leveling up. In addition, we now have the ability to make some glyphs exclusive with others or require specific specializations.

  • Many glyphs have been removed and many new ones have been added.
  • Exclusive categories have been added for some glyphs. Other glyphs in the same category cannot be applied at the same time.
  • Some glyphs are now exclusive to a specialization.
  • All classes will now learn some of their Major Glyphs as they level up. The recipes for these glyphs have been removed.
    • At level 25, characters in the corresponding class will automatically learn the following glyphs:
      • Entangling Roots, Faerie Silence, Ferocious Bite, Bruise, Auguries, Cat Form, Deliverance, Find Path, Frost Nova, Blink, Chance Spheres, Roll Fast, Victory Wheel, Harsh Words, Flash of Light, Alabaster Shield, Stunner Shield , Vengeful Wrath, Templar's Verdict, Levitate, Holy Fire, Vanish, Deadly Momentum, Stealth, Flame Shock, Thunder, Frost Shock, Healing Wave, Spiritwalker's Grace, Suck Life, Drain Life, Demon Instruction, Ember Transfusion , Elongated Charge, Victory Attack, Bloodlust, Gag Order.
    • At level 50, characters in the corresponding class will automatically learn the following glyphs:
      • Might of Ursoc, Bond with Nature, Reborn, Rejuvenation, Savagery, Soothe, Chimera Shot, Slippery Ground, Polymorph, Crane Spinning Kick, Charge, Divine Storm, Word of Glory, Reflective Shield, Punishment, Mind Blast, Replenish , Totemic Return, Fear, Executor.
    • At level 60, characters in the corresponding class will automatically learn the following glyphs:
      • Shifting Presences, Unholy Order, Lethal Attraction.
    • At level 75, characters in the corresponding class will automatically learn the following glyphs:
      • Death and Decay, Carrerilla, Faerie Fire, Healing Touch, Shapeshifter Master, Redirection, Slow, Firefire Bolt, Water Elemental, Fire Breath, Mana Tea, Fists of Fury, Light of Dawn, Undisputed Wrath, Double Contingency, Penance, Renew, Scatter, Ambush, Cheap Shot, Lightning Shield, Eternal Earth, Health Stone, Bull Charge, Furious Speed, Shield Wall.

Careers

Among our goals for the professions in Warlords of Draenor is that they are more of a personal choice than a mandatory selection of minimums and maximums. Therefore, we have removed its direct benefits in combat. Additionally, we've made it easy to upgrade mining and herbalism. Healing potions are hardly used lately, compared to combat stats. We have decided to solve that problem, as well as another related to the usefulness of the Warlock, by making the Healing Potions and Healthstones share a cooldown.

  • Herbalists can now collect herbs throughout the game world without great requirements. The amount obtained at each node now depends on your skill level.
  • Miners can now collect minerals at nodes in outdoor areas of the game world without great requirements. The amount obtained at each node now depends on your skill level.
  • Healing Potions no longer share a cooldown with other potions; instead they share a 60 second cooldown with health stones. The cooldown will not reset until the player leaves combat.
  • Movement Speed ​​enchantments now increase movement speed by 10% (was 8%).

Class changes

Death Knight (updated)

A number of changes have been made to the Death Knight. Various cooldowns have been made specific to a spec. Frost and Unholy rotations remain as is for the most part. The Active Blood Mitigation skin has been revised to match the changes made to other tank specs. Anti-Magic Shell's runic power generation has been normalized to make it more comprehensible and balanced.

Pruning of faculties

If you want to see why we have done this pruning of faculties, you can go to the section Pruning of faculties that you will find above. In the case of the Death Knights, we have focused on removing abilities that were redundant, reducing the cooldown, or abilities that were not used frequently.

  • Blood Parasite has been removed.
  • Bloody Strike has been removed.
  • Dark Order is now only available to Blood Death Knights.
  • Dual Wielding is now only available to Frost Death Knights.
  • Frost Strike replaces Death Coil for Frost Death Knights.
  • Ravage replaces Bloody Strike for Frost Death Knights.
  • Necrotic Strike has been removed.
  • Raise Dead is now only available to Unholy Death Knights.
  • Cinder Glacier Rune has been removed.
  • Rune of the Nerubian Shell has been removed.
  • Unholy Frenzy has been removed.

Power Consolidation and Refinement

The biggest change we've made in this regard has been the addition of Blood Boil to Pestilence. This change makes Murky Blood a passive ability, replacing it with a new talent, Plaguebringer. For the Blood specialization, we have removed Rune Strike and adjusted the cost of Death Coil to use it instead of Rune Strike.

Another change we've made has been to refine the effect of disease on damage to other abilities. Diseases now deal enough damage on their own to warrant use. Having diseases as multipliers of the damage of other faculties was not coherent and crowded the description of the latter. Those multipliers have been removed and their benefits have been consolidated into the corresponding base spell. These changes also resulted in a slight reduction in setup time.

  • Horn of Winter no longer generates Runic Power, has no cooldown, and lasts for 1 hour.
  • Blood Boil has been removed, but its effects are now part of Pestilence.
    • Pestilence now deals damage to all enemies within 10 yards and spreads any diseases hit by targets to other targets hit.
  • Army of the Dead now deals 75% less damage
  • Ghoul Master has been removed and its effects are now part of the default Raise Dead ability of Unholy Death Knights.
  • Thassarian's Threat has been removed and its effects are now part of Power of the Frozen Wastes.
  • Rune Strike has been removed. Instead, Blood Death Knights must now use Death Coil.
  • Death Coil now costs 30. runic power (was 40) and has a range of 40 yards for both hostile characters and allies.
    • Sudden Doom no longer reduces the cost of Death Coil.
  • Murky Blood has been removed and replaced with Plaguebringer, a new level 56 talent for Death Knights.
    • Plaguebringer causes Death Coil and Frost Strike to extend the duration of Frost Rush and Blood Plague, or add a charge to Necrotic Plague.
  • Pestilence now deals 50% more damage, but no longer deals bonus damage for each disease present on the target.
  • Pillar of Frost now increases Strength by 15% (was 20%).
  • Ravage now deals 25% more damage to both primary and secondary weapons, but no longer deals bonus damage for each disease present on the target.
  • Plague Strike no longer deals bonus damage for each disease present on the target. The ability now deals 100% physical weapon damage and 50% Shadow weapon damage. These two effects can critically strike independently.

Changes in Frost

In Mists of Pandaria, the Frost Death Knights underwent rotations that were designed to make the use of abilities more flexible, so that multiple resources could be accumulated so that you could decide which ones to use and in what order. Double-wielding and two-handed weapons had different rotation priorities, with different advantages and disadvantages. However, in the end there would come a time when all resources had to be spent as quickly as possible to avoid wasting them, and all those reserves would fall apart. In Warlords, we've adjusted various abilities and passives to make sure it doesn't happen again, and the decisions and ability of the rotation are preserved.

The goal is for the Frost-wielding Death Knight to fuel physical damage, slaughtering his enemies with a powerful Ravage, while the Dual Wielding one to blast his enemies with Frost damage, but both offsetting each other. significantly enough to maintain consistent specialization.

  • The damage done by Frost Strike has been increased by 100%, but its runic power cost has been increased by 5. (Up to 25 in Frost Presence, and 40 in other presences).
  • Icy Claws is now increased by 20% 35% attack speed (was 45%) and haste 5% (was 0%).
  • Might of the Frozen Wastes now increases Raze damage by 50% (was 40%) and melee damage by 35% (was 30%) when wielding a two-handed weapon, and increases Frost Strike damage by 50% (was 35%) when dual wielding.
  • Ice Cleaver now deals 4% bonus weapon damage (was 2%) and increases Frost damage by 2% 4% per accumulation (instead of 3%).
  • Ravage damage increased by 30%.

Changes in Profane

To better balance the Unholy Death Knight's variance rates and secondary stat value, we've lowered the power of his Unholy Might passive ability and added a new passive ability to make multistrike more effective.

  • Necrosis is a new passive ability for Unholy Death Knights.
    • Necrosis causes Festering Strike, Pestilence, Plague Strike, Plague Strike, and Soul Reaper multistrike to also deal a burst of Shadow damage. The amount of damage will depend on the attack power and not the damage of the activating multistrike.
  • Unholy Might now increases Strength by 10% (was 35%).

Blood changes

Active Mitigation, inspired by the tank style of the Death Knights, was an idea that turned out well. However, he went much further, he ended up surpassing the Death Knights themselves. We have made several changes to improve the interactivity of combat in the Blood Specialists. Among them, make Death Strike heal based on attack power but be affected by the new passive Resolve (see Tank Revenge and Resolution, above), which gives you the traditional increase for recent damage. Additionally, Rune Tap is significantly upgraded to become an important Active Mitigation button.

Additionally, we've removed dodge and parry from the team, and we believe Blood Death Knights will value haste and critical strike as important secondary stats. With that in mind, we've made Riposte a defensive value to critical hits and Scent of Blood a defensive value to multi-hit. To address the global cooldown limit issues and increase haste value, we've also removed the passive rune regeneration increase derived from Enhanced Blood Presence. Lastly, we've fixed the targeting AI for Dancing Rune Weapon and fixed it to properly copy most talents you know.

  • Blood Rites now also causes auto attack multistrikes to generate 15. of runic power. The increased Death Strike damage it provided has been carried over to Veteran of the Third War.
  • Crimson Plague now increases Pestilence damage by 50% (was 10%) and now also increases disease damage by 30%.
  • The rune weapon summoned by Dancing Rune Weapon now stays locked to the Death Knight's target at the time of summoning, and copies the effects of Death Knight's own talents such as Blood Boil, Frost Fever or suffocate. In case the original target is dead or unavailable, the rune weapon will move to the death knight's current target.
  • Death Strike now causes healing whose effectiveness increases with attack power, rather than based on damage taken in the previous 5 seconds. This healing is affected by Resolve.
  • Heart Strike has been removed. Instead, Blood Death Knights must use Pestilence.
  • Improved Blood Presence is now increased by 15% 20% all damage dealt instead of increasing rune regeneration speed.
  • Rune Tap has been redesigned. Now reduces all damage taken by 50% for 3 seconds. In addition, it now has 2 charges, with a recharge time of 40 seconds.
    • Will of the Necropolis has been redesigned. Now automatically triggers a free, instant Rune Transfusion when you take damage that lowers health below 30%. This effect cannot occur more than once every 30 seconds.
    • Glyph of Rune Tap has been redesigned. Now reduces the cooldown of Rune Tap by 10 sec, but decreases the damage reduction it was granting by 20%.
  • Scarlet fever has been removed. Its effects have been transferred to Scent of Blood.
    • Scent of Blood has been changed. Now causes Pestilence to refresh diseases and increase the healing of the next Death Strike by 20%, which can stack up to 5 times.
  • Veteran of the Third War now increases Critical Strike Chance, Multi-Strike Chance, Haste, and Stamina by 10% (was 9% Stamina-only), and reduces the chance that your attacks will parry by 3%, increases the damage done by Death Strike by 100% and grants 1. runic power per second during combat.

Death pact

That the Ghoul pet is now only for the Unholy Death Knight creates an issue with Death Pact. We have revised the latter so that it does not require an undead minion and works differently. We've left it at 50% healing, which is actually a 33% improvement over what it had (see Healing spell adjustments y Player health and mettle, above), and instead added an absorb shield for 50% of the amount healed. It should now be more effective to heal to stay alive immediately, but with the downside of needing to heal with the healing absorb shield before you can continue to restore yourself.

  • Death Pact no longer requires an undead minion; instead, grant the Death Knight a healing absorb shield that absorbs 50% of the amount healed.

Miscellany

A number of other changes have also been made. Anti-Magic Shell's runic power generation has been normalized to make it more comprehensible and balanced. The level 60 and level 75 talent ranks have switched positions so that important rune regeneration talents can be acquired sooner. Conversion changed to cost different based on spec, rather than reducing runic power generation differently for each spec. This way, runic power gained other than that needed for Conversion is not penalized.

  • Anti-Magic Shell now restores two points of Runic Power for every 1% of maximum health absorbed.
  • Desecrated Ground now also makes the Death Knight immune to roots and slows.
  • Conversion no longer has an initial pulse, and now costs 30 15 p. Runic Power per second to Blood, 10. runic power per second to Frost and 20. runic power per second for Unholy.
  • The level 60 and level 75 talent ranks have swapped positions.
  • Level 60 Rune Regeneration talents can now be triggered by all spells with runic power cost.
    • Blood Tap now generates a charge for every 15. of runic power spent.
    • Runic Empowerment now has a 1,5% chance to trigger for each point of Runic Power spent.
    • Runic Corruption now has a 1,5% chance to trigger for each point of Runic Power spent.

Druid (updated)

Pruning of faculties

If you want to see why we have done this pruning of faculties, you can go to the section Pruning of faculties that you will find above. For the Druids, we have focused on reducing those abilities that were not used very often. We did retain the abilities of the Druids who functioned in specialized roles, as that flexibility is one of the most significant characteristics of this class.

  • Barkskin is now available to Balance, Guardian, and Restoration Druids.
  • Enrage has been removed.
  • Faerie Fire is now only available to Feral and Guardian Druids.
  • Stimulate has been removed.
  • Lacerate is now only available to Guardian Druids.
  • Leader of the Pack no longer restores mana and is only available to Feral Druids.
    • Mana regeneration for Feral and Guardian Druids increased by 100%.
  • Mangle has been removed for Cat Form.
  • Maul is now only available to Guardian Druids.
  • Might of Ursoc no longer automatically activates Bear Form and is now only available to Guardian Druids.
  • Nature's Swiftness is now only available to Restoration Druids.
  • Nourish has been removed.
  • Owl Frenzy has been removed.
  • Rip is now only available to Feral Druids.
  • Survival Instincts is now only available to Feral and Guardian Druids.
  • Swipe now requires the Druid to be in Cat Form and is only available to Feral Druids.
  • Symbiosis has been removed.
  • Thrash is now available to all Druid specializations (was only available to Feral and Guardian).

Power Consolidation and Refinement

To consolidate the powers, we have unified several passive powers. A notable change is the unification of Ravage in Shred, and Pounce in Scratch, saving a couple of keys that were only used in conjunction with Stalk. The loss of Symbiosis primarily affected her survivability, as many of the abilities received through her were defensive cooldowns. To compensate, we've improved Barkskin (for non-Feral Druids) and Survival Instincts (for Feral and Guardian Druids).

  • Barkskin no longer grants knockback protection, but itsBarkskin's cooldown has been reduced to 30 seconds.
  • Cat Form now increases movement speed by 30% (was 25%).
  • Infected Wounds has been removed and its effects are now part of Mangle and Shred for Feral and Guardian Druids.
  • Flower of Life no longer stacks, and its healing effect has been increased to compensate.
  • Omen of Clarity (Feral) now affects all of the druid's spells and abilities.
  • Scratch now stuns the target for 4 seconds if used while stealth and is only available to Feral Druids.
    • Pounce has been removed, but its effects are now part of Scratch.
  • Regrowth now has a duration of 12 seconds (was 6 seconds), but no longer refreshes its duration on targets whose health is 50% or less.
  • Revive mana cost reduced by 87%.
  • Rip now has a duration of 24 seconds (was 16 seconds), but Shred no longer increases its duration.
  • Shred no longer requires the druid to stand behind the target (see also: Facing requirements) and is now available for all specs. Shred now deals 35% more damage in addition to having a twice normal critical strike chance while stealth.
    • Ravage has been removed, but its effects are now part of Shred.
  • Butt no longer increases the mana cost of the victim's spells.
  • Meteor Shower is no longer canceled when the mount is activated. However, it can no longer hit targets that are invisible or in stealth mode.
  • Survival Instincts no longer require or force the Druid to switch to Cat or Bear form, and now reduces damage taken by 70% (was 50%) with a 2 min cooldown (was 3 min) and can have up to 2 charges (instead of 1).
  • Thick Hide has been removed, but its effects are now part of Bear Form.
    • Bear Form increases Armor by 330% for all Druid specializations, and no longer increases Haste or Critical Strike through items by 50%, but instead causes Haste to reduce the global cooldown.
    • For Guardian Druids, Bear Form now also reduces magic damage taken by 25%, reduces the chance to be critically struck by 6%, and reduces the chance that your attacks will parry by 3%.
  • Tiger's Fury now lasts 8 seconds (was 6 seconds) and can be used in conjunction with Rage.
  • Track Humanoids has been removed, but its effects are reverted to feline form.
  • Form of travel now automatically switches between forms of water, land, and air, depending on the druid's location.
    • Glyph of The Deer now teaches the druid to split the shapeshifting ability into a deer. Deer Form allows the druid to act as a mount for party members and will not switch between different forms of travel.
  • Wild mushrooms no longer become invisible.

Guardian changes

Guardian Druids' armor has long been increasing with their mastery. However, one of the new secondary stats available for all tanks is the armor bonus. The difference between cumulative and multiplier did not appear to us to be sufficient to guarantee that they maintained their mastery. On the other hand, active mitigation has not been as beneficial for Guardians as for other tanks.

We've decided to rework the Guardian Druid Mastery to complement the strong evasive nature of Savage Defense, as well as to improve the utility of Claws and Teeth for more consistent damage reduction. Remember that Primal Tenacity calculates damage without considering absorbs or the effects of Claws and Teeth, so these changes do not affect it.

The maximum number of charges that can be stacked with Savage Defense has been reduced to make the total time between long and short periods of tank time more consistent. The wrath of the Guardian Druids has been problematic throughout Mists of Pandaria. Normally, his generation was extremely passive, and pressing his button did not usually affect his survival or, if anything, it did so anecdotally. We've made changes to Haste and Critical Strike to try to resolve these Rage generation issues and improve your rotation. We've also added Ursa Major to give the new Multistrike stat a defensive value.

  • The Guardian Druid Mastery (Guardian of Nature) has been replaced with a new Mastery: Primal Tenacity.
    • Mastery: Primal Tenacity causes the druid to gain a physical absorption shield equal to 12% of the attack damage when receiving a physical attack. Attacks fully or partially absorbed by this effect cannot trigger Primal Tenacity.
  • Ursa Major is a new passive ability for Guardian Druids:
    • Ursa Major causes auto attacks to multistrike, Lacerate inflicts periodic damage, and Mangle grants the druid the effect of Ursa Major. Ursa Major increases maximum health by 2% for 30 sec. When the effect is renewed, the remaining duration is added to the new effect.
  • Auto attacks now generate 5. anger (instead of 10,9).
  • Bear Form no longer increases Haste and Critical Strike with items by 50%, but instead causes Haste to reduce the global cooldown.
  • Faerie Fire no longer has a chance to reset the cooldown of Mangle.
  • Maul now costs 20. anger (instead of 30).
  • Mangle now generates 10. of anger (instead of 15).
  • Lacerate now generates 2. of Rage, has no cooldown (up from the previous 3 seconds), and the periodic bleed effect triggers every 1 second (up from every 3).
  • Primal Fury now regenerates 5 rage points (was 15) each time you dodge or land a non-periodic critical strike (as opposed to just Auto Attack and Mangle).
  • Savage Defense can now stack 2 charges (was 3).
  • Soul of the Forest (Guardian) now increases by 5. Mangle's Rage Generation (was 10).
  • Thrash now generates 1 Rage each time it deals direct or periodic damage and has no cooldown (up from the previous 6 seconds), but no longer has a chance to reset the cooldown of Mangle.
  • Claws and Teeth can now stack 2 charges, their effects stack on the target and are affected by Resolve.

Changes in Feral

A major change and a couple of additional changes have been made to Feral Druids, aside from what was mentioned earlier in Ability Pruning and Facing Requirements. Combo Points are now stored "on the player", which means that when changing objectives, accumulated Combo Points are retained. Primal Fury has been changed to also affect area attacks. Ferocious Bite's critical strike chance has been changed to increase the critical strike value. Glyph of Savage Roar has been redesigned to make it easier to achieve the desired effect.

  • Feral Druid combo points are now shared among all targets and are no longer lost when swapped.
  • Ferocious Bite now has double critical strike chance against bleeding targets (was an additional 25% critical strike chance).
  • Primal Fury now grants a combo point for area attacks that critically strike the druid's primary target.
  • Glyph of Savagery has been renamed Glyph of Savage Roar, and now grants 5. Savage Roar combo boost when you stop Stalking, instead of allowing Savage Roar to be used with 0 combo points.

Rebalanced balance

"One of our most influential principles when designing the game is that things should be 'easy to learn, but difficult to handle.'

We've made a number of big changes to Balance Druids. One of our most influential principles when designing the game is that things should be "easy to learn, but difficult to handle." We don't like the Moonkin rotation too much because it was actually difficult to learn and very easy to handle (especially as the effects of periodic damage are no longer noted). The Energy and Eclipse mechanics weren't intuitive for newer players. Once the player got used to the rotation, there was little else to dig into to handle it correctly: holding two DeTs, hitting the other two buttons when they were highlighted, and hitting a button or two in the meantime. To make it easier to learn, but still add some depth and challenge to the mechanics, we are reviewing the rotation significantly. The list of changes is quite dense, so here is a summary of them.

Summary of Balance changes:

  • The Balance energy is a bar that automatically moves between the lunar side and the solar side, like night and day. The closer you get to one side, the more damage spells on that side will do.
  • Balance druid now has four rotation spells.
    • Starfire: Lunar Direct Damage Spell
      • Launches when the lunar side is strongest
    • Wrath: direct damage solar spell
      • Launches when the solar side is strongest
    • Moonfire: lunar spell with periodic damage. If it is near Solar, it is replaced by Solar Fire, a periodic damage solar spell.
      • Keep both effects as long as possible.
    • Starsurge: Direct damage spell that benefits whichever side is strongest at the time. It has up to 3 charges and benefits the damage of the following Wrath or Starfire.
      • Cast them whenever you can to follow up with a few powerful Wrath or Starfire.

That is essentially the rotation of the moonkin. There are so many things that can be improved from this, learning how to optimally maintain both periodic damage effects while maximizing damage, syncing Starsurge to optimize the buff it provides, using Starfall and Hurricane to deal damage from area, and take advantage of the advantages of each side (such as the differences that Moonfire and Sunfire now have). These are the details of the full changes.

Details of the Balance changes:

  • The Balance energy system has been redesigned. The energy of Balance is a bar that automatically moves between the lunar side and the solar side, like night and day, and has a cyclical time of 40 s (from lunar to solar and vice versa).
    • Balance energy is no longer generated through spells, talents, or other effects.
  • Eclipse has been redesigned.
    • Eclipse inspires the druid with the power of the moon and the sun, causing all damage done by your lunar and solar spells to increase to a maximum of 30%, depending on how close your Balance energy level is to the corresponding side.
      • For example: With an energy of Balance 0, the damage bonus is divided evenly between lunar and solar and the druid increases the damage by 15% on both types of spells. With 80 solar energy, the druid increases damage by 27% on solar spells and 3% on lunar spells.
    • Mastery: Total Eclipse now increases Eclipse's maximum damage bonus by 12% (increased with Mastery).
    • Damage from damage over time effects changes dynamically as Eclipse changes.
  • Astral Communion now increases the cyclic speed of Balance energy by 300% while channeling.
  • Astral Storm has been removed.
  • Celestial Alignment has been redesigned.
    • Celestial Alignment causes the druid to enter Celestial Alignment, a state in which the cycle of Balance's energy is paused, all damage dealt is increased by 20%, and all lunar and solar spells benefit from the maximum Eclipse bonus. While in Celestial Alignment, Moonfire and Sunfire will also apply the periodic damage effect of all other spells. Lasts 15 sec and has a cooldown time of 3 min.
  • Hurricane now has an area of ​​35m (was 30m), but is only available to Balance and Restoration druids.
  • Incarnation: Chosen of Elune now increases spell damage by 15% while active (was 25% increased Arcane damage and Nature damage, but only while Eclipse is active).
  • Lunar Rain has been redesigned and renamed Astral Squalls.
    • Astral Squalls summons increased lunar and solar energy to permanently empower the druid's Moonfire and Sunfire spells.
      • Moonfire's periodic damage effect duration increased by 100%.
      • Sunfire's damage over time effect now applies to all enemies within 5 yards of the target.
  • Moonfire now has a base duration of 20 seconds (was 14 seconds), but no longer spreads through Moonfire and Starsurge critical hits. Upon reaching 100 Moon Energy, the next Moonfire deals 100% additional initial damage.
  • Shooting Stars now adds 1 full charge of Starsurge and Starfall when triggered, and now has a 5% increased chance to trigger when Sunfire or Moonfire most recently launched deals periodic damage. Chance is doubled when dealing critical hits.
  • Soul of the Forest (Balance) has been redesigned.
    • Soul of the Forest (Balance) now increases the bonus damage from solar or lunar buff by an additional 15%.
  • Starfall now shares charges with Starsurge and has no cooldown of its own. Now also hits nearby enemies (was 2).
  • Starfire now has a cast time of 3 seconds (was 2,7 seconds).
  • Starsurge now has 3 charges and a 30 second cooldown (was a 15 second cooldown). Starsurge now also grants lunar or solar buff.
    • Lunar Empowerment causes the next 2 casts of Starfire to deal 30% more damage.
    • Solar Empowerment causes the next 3 casts of Wrath to deal 30% more damage.
  • Sunfire is no longer its own spell and replaces Moonfire on the action bar when Balance energy is on the sun side. Sunfire now has a base duration of 24 seconds (was 14 seconds), but no longer spreads through Wrath and Starsurge critical strikes. Enemies may still take periodic Moonfire and Sunfire damage simultaneously. Upon reaching 100 Solar Power, the next Solar Fire deals 100% additional initial damage.
  • Wild Mushroom (Balance) now begins to slow enemies immediately when cast, lasts 20 sec, and can no longer be detonated to deal damage.
    • Wild Mushroom: Trigger has been removed.

Peace of Mind Simplification

Tranquility has an incredibly strong effect (heals the entire party or raid heavily), but was hugely complex for a relatively simple function (5 different targets per tick, a brief healing over time, stacking, strength based on the size of the band…). So we have simplified it quite a bit. But it can be used the same as always.

  • Tranquility now heals all party and raid members within range every 2 seconds for 8 seconds. No longer places a periodic effect on each target. The amount of total healing it generates on raids should be roughly the same as before this change.

Changes in Restoration

Restoration druids also have changes. In patch 5.4, a glyph was introduced whereby you can choose to link Bloom to Wild Mushroom, rather than Swift Relief. It was a tremendous success, and almost all restoration druids opted for this glyph. It seemed like a much better situation to us, so we decided to remove the glyph and incorporate it permanently. Genesis and Wild Mushroom Bloom had a similar healing function, so we've removed Wild Mushroom Bloom to focus Wild Mushroom on the Bloom effect.

Second, while we like the playstyle where a Restoration druid covers their raid with Rejuvenations, the Swift Rejuvenation passive boosted it too much, and also limited its scale quickly. We've removed this passive to encourage the use of other spells while still allowing the widespread use of Rejuvenations to remain a viable game option. Omen of Clarity has been changed to not trigger more frequently with Tree of Life, as it was too powerful for our new model of healing. Soul of the Forest has also been redesigned to better fit Restoration and Genesis, based on the new periodic effects skins.

  • Genesis has been redesigned.
    • Genesis now consumes all Druid Rejuvenation effects on party or raid members within 60 yards, applying the Genesis effect to them instead. Genesis heals the target for an amount equal to the remaining healing from Rejuvenation effects consumed over 3 seconds.
  • Living Seed now restores 50% critical healing (was 30%).
  • Incarnation: Tree of Life no longer powers Flower of Life. Instead, it also empowers Rejuvenation, increasing its healing by 50% and reducing its cost by 50%.
  • Heart of the Wild (Restoration) now increases healing done by 35% (was 25%).
  • Omen of Clarity (Restoration) can now only be triggered by the most recent Lifebloom, and now causes the next Regrowth to be free.
  • Soul of the Forest has been redesigned for Restoration Druids.
    • With Soul of the Forest (Restoration) when Swift Relief is cast, the druid gains Soul of the Forest. Soul of the Forest reduces the cast time of your next Healing Touch by 50%, or increases the healing of your next Regrowth or Rejuvenation by 100%, or increases the healing of your next Wild Growth by 50%.
  • Swift Rejuvenation has been removed.
  • Wild Mushroom (Restoration) now has a 30 second cooldown, lasts for 30 seconds, heals nearby allies, and no longer accumulates excess Rejuvenation healing.
    • Wild Mushroom Bloom has been removed.
    • Swift Mending no longer causes Bloom.

Talents

The Druid Tier 90 Talent Row is designed to foster a hybrid play experience. We have decided that while you shouldn't have to give up a significant amount of performance in your primary role to reap non-performance benefits, there is also no need for an additional benefit to your performance in your primary role. We have reduced the power of the buff in its main role, making it more or less neutral in its effect on your main role. Note that the non-Nature Vigil healing boost is not really a benefit (see Healing spell adjustments y Player health and mettle, up).

  • Cenarius dream
    • Balance: The talent for Balance druids has been redesigned and now when Moonfire and Sunfire are cast on the Moon or Solar extremes they can also randomly heal a wounded ally.
    • Feral: Increases the healing of Healing Touch and Rejuvenation by 20% and causes it to also heal the druid when cast at allies.
  • Heart of the Wild no longer increases Hit, Expertise, Stamina, Agility, or Intellect while active.
  • While active, Nature's Watch increases the damage and healing of single-target healing spells by 30% (was 25%), and all single-target damage spells also heal by 40% (was 25%) of the damage dealt to a nearby friendly target. His heal now targets all allies within 40 yards of the druid (was 40 yards of the target).

Hunter (updated)

Pruning of faculties

If you want to see why we have done this pruning and consolidation of faculties, you can go to the section Pruning of faculties that you will find above.

Hunters have not enjoyed a clear distinction between their different specializations. What we mean by that is that the hunter specs had very similar rotations, and Marksmanship and Survivability had a loosely defined identity (Beasts was clearly pet-centric). Hunters were also among those most affected by excess buttons. To solve these problems, we have chosen to make changes to the rotation of each specialization, mainly by eliminating abilities and making others unique to each of those. This means, for example, that Aimed Shot is the main focus trick for Marksmanship, while Arcane Shot and Snake Sting will only be available for Survival. Hunters also had a large number of cooldown abilities, which we have also reduced (some have been moved to the talent tree so that they compete with other active buttons).

  • Arcane Shot is no longer available to Marksmanship Hunters. The Thrill of the Hunt talent has been changed to retain its value for Marksmanship hunters.
    • Thrill of the Hunt now also reduces the cost of Aimed Shot when active, to preserve its value with Marksmanship hunters.
  • Aspect of the Falcon has been removed.
    • Aspect of the Iron Hawk is renamed the Iron Hawk and now passively grants 10% reduction in damage taken.
  • Crouch has been removed as a pet ability.
  • Hunter's Mark has been removed.
  • Kill Shot is no longer available to Survival Hunters.
  • Master Shooter has been removed.
  • Piercing Shots have been removed.
  • Quick Recovery has been removed.
  • Stampede is now a level 75 talent and replaces Lynx Run.
    • Lynx Run has been removed and replaced with Stampede.
  • Steady Focus has been removed.
  • Rabid has been removed as a pet ability.
  • Rapid Fire is now only available to Marksmanship hunters.
  • Improved Snake Sting has been removed, but its effects are now part of the Snake Sting redesign.
  • Viper Venom has been removed, but its effects are now part of the Serpent Sting redesign.
  • Snake Sting has been redesigned based on Serpentine Spread and is now only available to Survival hunters.
    • Serpentine spread is renamed Snake Sting.
    • The poison from Snake Sting also applies to Multi-Shot and Arcane Shot, dealing instant and periodic damage.
    • Cobra Shot no longer increases the duration of Snake Sting.

Power Consolidation and Refinement

  • Cobra Strikes now has a 20% chance to trigger (was 15%), but now only grants 1 charge each time it triggers (was 2).
  • Frenzy has been removed, but its effects are now part of Focus Fire.
    • Focus Fire now naturally grants the hunter's pet the ability to gain Frenzy.
  • To the Jugular has been removed, but its effects are now part of Toning.
    • Toning now also grants 15. Focus on the hunter's pet through auto-fire critical hits.
  • Inner Beast has been removed, but its effects are now part of Wrath of the Beasts.
    • Wrath of the Beasts now naturally includes the effects of Beast Within.
  • Lock and Charge effects have been incorporated into Black Arrow.
  • Black Arrow's cooldown is reset if dispelled.
  • Mend Pet and Revive Pet now share the same button, which will change depending on the condition of the hunter's pet.
  • Thrill of the Hunt now has a 6% chance to trigger for every 10. focus wasted (instead of 30% overall). has a 20% chance to activate (was 30%).

Depth of rotations and talents

We have modified the combat rotations of each hunter specialization (mainly through Ability Pruning) in order to develop them with talents. To make this easier, we've tweaked different talents to add more depth to the rotation. Hunters had many talent options that added abilities to their rotation, but most were fairly simple to use, with little interaction with the rotation of the other abilities. Now there should be more variety; still some simple talents but others that create a more active combat rotation.

  • Barrage now has a 20 second cooldown (was 30 seconds), costs 60. Focus (was 30) and its damage has been increased by 100%.
  • Flock of Crows has been modified. Duration, cost, and cooldown reduced by 50%. No longer has a shorter cooldown when used on low health targets. Instead, its cooldown is reset if the target dies.
  • Zeal has been removed and replaced with a new passive ability, Steadfast Focus.
    • Steady Focus increases focus feedback by 50% for 10 sec, after using Cobra Shot or Steady Shot twice in a row, or after using Focus Shot.

Aspects

One of the most difficult abilities to remove was Aspect of the Falcon. It seemed to us that it did not make much sense, since it was almost always used in combat, so it could be a passive perfectly. We decided to remove Aspect of the Falcon and include its buff in the other abilities. The rest of the appearance abilities are only useful, and we are going to move them to the attitude bar and make them toggles.

First of all, hunters should see a drastic reduction in the number of their active buttons, and be more aware of the differences between the various specs. With these changes, you may end up preferring a different spec. Remember that the advantages for Draenor, obtained between levels 91 and 99, will serve to further distinguish the different specializations.

  • Aspect of the Cheetah and Aspect of the Herd now share a 10-second cooldown, and no longer appear on the attitude bar.
  • Glyph of Aspect of the Beast: The ability taught by this glyph no longer appears on the attitude bar and is now on the global cooldown.
  • Glyph of Aspect of the Cheetah: No longer triggers a cooldown for skins.

Marksmanship changes

One of our new secondary stats, Multistrike, is incredibly similar to the Wild Quiver Mastery of Marksmanship Hunters. To deal with this similarity, we've replaced Wild Quiver with a new Mastery: Sniper Training. Marksmanship hunters who previously encouraged the use of this Mastery will have the same feeling if they encourage Multistrike. For this new Mastery, we wanted to add a bit of depth to that sporadic gameplay experience and complement the critical strike. To do this, we have re-incorporated the concept of Sniper Training.

We've also changed the design of Chimera Shot to better capture what is intended. Lastly, we've added an interaction between Sharpening Aim and Rapid Fire (and Sharpening Aim indirectly via one of Draenor's perks) to add some depth to the gameplay experience.

  • Bombardment now reduces by 25. focus the cost of multi-shot (instead of 20).
  • Mastery: Wild Quiver.
  • Sniper Training is a new Mastery for Marksmanship hunters that replaces Wild Quiver.
    • Sniper Training triggers when the hunter stands still for 3 seconds, granting him the Sniper Training effect for 6 seconds, increasing damage dealt, firing range, and critical strike damage by 4% (increasing with master's degree).
  • Chimera Shot has been modified. Now a shot that hits two targets, it costs 35. Focus (was 45), dealing Frost or Nature damage, but no longer heals the Hunter.
  • Sharpen Aim's effect is now granted to all targets when Rapid Fire is active, increasing critical strike chance by 60% (was 75%).

Changes in Survival

Aside from the rotation changes made with ability pruning, the changes to Survival hunters have focused more on Lock and Charge. We have changed the way Lock and Charge is triggered to increase the multistrike value, giving the gameplay more depth and the ability to accumulate more damage. Also note the new passive ability, Survivor, which increases the chance of multistrike by 10% to give the hunter a higher default chance of multistrike.

  • (Line moved to Ability Consolidation and Refinement) Black Arrow now deals 60% more damage, deals Shadow damage every 3 seconds (was 2 seconds), lasts 18 seconds (was 20 seconds), and turn on Block and Charge with Multi-Strike.
  • Explosive Shot now costs 15. focus (instead of 25).
  • (Line moved to Consolidation of powers and refinement) Lock and Charge effects have been incorporated into Black Arrow and redesigned.
    • Block and Charge now causes the next Explosive Shot to not trigger its cooldown, but it no longer removes the cost or resets the ability's current cooldown. This effect can stack up to 5 times.
  • Survivor is a new passive ability that Survival hunters learn upon reaching level 10.
    • Survivor increases Multistrike damage by 20% 10% chance of multistrike and causes the hunter to gain 15% health for 10 seconds after killing a target.

Hunter Pet Abilities

We did a very thorough review of the Hunter Pet abilities. As mentioned in Crowd control and diminishing returns, all hunter pets' global crowd control abilities have been removed, replaced with new ones, or some previously restricted to exotic pets have been extended. Additionally, Hunters can now tame beasts from new pet families.

  • Hunters can now tame beasts from three new pet families.
    • Hidra
    • Rylak (exotic)
    • River beast
  • Changed several perks granted by hunter pets to auras that are automatically applied to the hunter's party or warband.
  • The individual abilities of each hunter pet family have been revised to provide a standard buff, debuff, or ability.
    • Faculty of Resurrection in combat: Crane, Palomilla, Quilen
    • Lethal Wound Detriment: Scavenger, Devilsaur, Riverbeast, Scorpid
    • Increased spell power buff: Dragon, Silithids, Water Strider
    • Strength / Agility / Intellect buff increased: Dog, Gorilla, Shale Spider, Worm
    • Increased Critical Strike Chance Buff: Devilsaur, Quilen, Raptor, Shale Spider, Water Strider, Wolf
    • Temporary Haste Buff: Core Hound, Nether Ray
    • Increased Haste Buff: Rylak, Hyena, Sporielago, Wasp
    • Increased Mastery Buff: Cat, Hydra, Spirit Beast, Highstrider
    • Stamina buff increased: Bear, Goat, Rylak, Silithids
    • Increased Multistrike Buff: Basilisk, Chimera, Core Hound, Dragonhawk, Fox, Rhinoceros, Wind Serpent
    • Increased Versatility Buff: Bird of Prey, Wild Boar, Porcupine, Ravager, Rhinoceros, Worm
    • Ability that increases the pet's dodge chance by 30% for 10 sec: Bat, Monkey
    • Ability that reduces the damage taken by the pet by 50% for 12 seconds: Beetle, Crab, Quilen, Rhinoceros, Shale Spider, Turtle
    • Ability that reduces the target's movement speed by 50%: Chimera, Crocolisk, Silithids, Spider, Warp Stalker
    • The following pet families grant an ability that puts the pet into stealth mode, reducing its movement speed by 50%. The first attack from stealth receives a 20% bonus to damage: Cat, Spirit Beast
    • The following pet families grant an additional ability:
      • Chimera, Breath of Froststorm: Inflicts Geofold damage to all targets in front of the Chimera for 8 sec.
      • Core Hound, Molten Fur: Deals Fire damage to attackers.
      • Devilsaur, Feast: The Devilsaur feasts on the corpse of a humanoid or beast within 5 yards, healing it for 20% of its maximum health and healing it for 20. focus for 5 s.
      • Direhorn, Reflective Armor Breastplate: Deflects all spells cast in front of Direhorn for 6 sec.
      • Rylak - Updraft slows his falling speed and the hunter's speed for 30 seconds.
      • Spirit Beast, Spirit Heal: Heals the friendly target instantly and has additional periodic healing for 10 sec.
      • Water Strider, Shallow Walk: Allows hunter and water strider to walk on water.
      • Worm, Burying Attack: Inflicts Nature damage to nearby enemies over 8 sec.

Miscellany

There are also some other changes, basically to improve the quality of life and rotational coherence.

  • Aimed Shot no longer interrupts auto attacks and can be fired on the move.
  • Retreat Pet now ignores line of sight.
  • Booby Trap now places a periodic damage effect on each target within the blast radius, instead of a lingering effect on the ground.
  • Bellow now has a range of 30 yards.
  • Hunter pets now have a global cooldown of one second.

Wizard (updated)

Pruning of faculties

If you want to see why we have done this pruning of faculties, you can go to the section Pruning of faculties that you will find above. For wizards we have removed several of the less used abilities in each specialization and that were not essential.

  • Arcane Barrage replaces Fire Blast for Arcane Mages.
  • Arcane Blast now replaces Frostfire Bolt for Arcane Mages.
  • Arcane Explosion is now only available to Arcane Mages.
  • Blizzard is now only available to Frost Mages.
  • Create Mana Gem has been removed.
  • Evocation is now only available to Arcane Mages.
  • Fogonazo is now only available to Fire mages.
  • Ice Lance replaces Fire Blast and is only available to Frost Mages.
  • Arsonist has been removed.
  • Shred is now only available to Frost Mages.
  • Mage Armor is now a passive effect and is only available to Arcane Mages.
  • Frost Armor is now a passive effect and is only available to Frost Mages.
  • Molten Armor is now a passive effect and is only available to Fire mages.

Power Consolidation and Refinement

Most of the magicians' abilities needed practically no refinement. The most remarkable change has been transforming the armor spells into passive abilities of each specialization.

  • Mage Armor is now a passive effect and is only available to Arcane Mages.
  • Frost Armor is now a passive effect and is only available to Frost Mages.
  • Molten Armor is now a passive effect and is only available to Fire mages.
  • Combustion no longer deals direct damage or stuns.
  • Frostbolt can no longer be used to heal the mage's Water Elemental.
  • Icebergs no longer has a restriction on base casts or channel time for spells (previously it only worked on spells with base cast or a channel time less than 4 seconds).
  • Ignition now deals the same total damage with a 1 second space (was 2 seconds). Base duration changed to 5 seconds so that when refreshed the duration remains 6 seconds.
  • Mirror Image is now a level 90 talent that replaces Summoning.
  • Polymorph variants except Polymorph: Sheep are now learned as spells and are grouped together in the spellbook instead of being a minor glyph that alters the visual appearance of Polymorph: Sheep.

Talent Review

The mage class specs were well differentiated from single target rotations, but they shared a lot of area of ​​effect spells and utility. Also, these spells used to be redundant. We've made many of his spells spec-specific (as described in Ability Pruning). And, probably more important, we've made changes to several existing talents.

Mindfulness was extremely strong for instant crowd control (CM), and we wanted to reduce its impact. Rather than removing it completely or making it not affect MC abilities, we've made it a basic spell for arcana, where we don't expect it to be a problem, as they have less MC than other mage specs. Instead, we've added a new talent: Evanescence. At first glance, he may not seem to fit into a movement-based talent pool. In practice we hope that the similarity they maintain will support us when the magician uses it instead of moving from one side to another to avoid taking damage.

  • Mindfulness is no longer a talent and is now only learned by arcane mages.
  • Evanescence is a new talent available at level 15 that replaces Presence of Mind.
    • The wizard melts into the void, avoiding all attacks for 3 seconds. This spell has a 45 second cooldown, replaces Ice Block, is not part of the global cooldown, and can be cast while a casting time spell is in progress.

In line with our goal of reducing cooldown stacking across all classes, we've decided to remove the DPS contribution from Alter Time. Altering Time has many utility and movement applications, but in practice it was almost always used to reduce the time of offensive cooldowns. Mages also had many redundant forms of Survival Utility, so we've moved a utility-only version of Alter Time to the talent tree, where it replaces Temporal Shield.

  • Temporal Shield has been removed and replaced with Alter Time.
  • Time Alter is now a level 30 talent and replaces Temporal Shield.
    • Time Alter now lasts 10 seconds (was 6), has a 90-second cooldown (was 3 minutes), and no longer affects the mage's mana, buffs, or debuffs.

Some of the abilities restored by Cold Bite were spec-specific or could be overridden by talents, so we've expanded their effects to compensate.

  • Cold Bite now resets the cooldown of Presence of Mind, Dragon's Breath, and Evanescence.

Ice Ward has been modified to be competitive with the other talents in its row.

  • Ice Ward now causes the next 3 attackers (up from 1) to trigger a Frost Nova.

The mage's level 75 Mage Bomb talent row was also problematic. We decided to add the bombs to all mage rotations to give them some life and offer rotational variety. That was achieved, and we're generally happy with how they interact with rotation in a single-target situation, but they also introduced the perspective of ongoing damage against multiple targets (via spells applied individually), which we don't find appropriate for magicians. Also, in order to make all three bombs useful for all specs, we had to drop some of their specific characteristics. More importantly, a lot of magicians disliked the ongoing damage-based playstyle.
To address all of these issues, we've decided to merge the current three bomb talents into one that changes depending on spec. So we can reintroduce specific features into each pump, and make some alternatives possible without ongoing damage.

  • Nether Tempest, Living Bomb, and Frost Bomb now share the right talent slot and are available depending on the mage's specialization.
    • Frost Bomb has been redesigned.
      • Frost Bomb now lasts 12 seconds, has no cooldown, and explodes whenever the target is critically struck by the Mage's Ice Lance while frozen. Damage per explosion has been reduced by 75% to compensate.
    • Living Bomb can once again be applied to multiple targets, can be expanded with Inferno Blast, and has a 1,5 second cooldown. A greater amount of his damage has been transferred to his explosion.
    • Nether Tempest can now only be on 1 target at a time (up from unlimited), but its secondary damage now hits all targets in range (up from just 1), dealing 100% of primary damage ( was 50%) and can now be increased by Arcane Charges.
  • Unstable Magic is a new talent available at level 75 and is located in the middle talent box.
    • Unstable Magic causes Arcane Blast, Fireball, and Frostbolt to have a chance to explode on impact, dealing 50% additional damage to the target and all other enemies within 8 yards.
  • The right level 75 talent slot has a new talent that varies depending on the specialization.
    • Blast Wave - Causes a blast of searing force around the target enemy or ally, dealing Fire damage to all enemies within 8 yards and stunning them, reducing their movement speed by 70% for 4 seconds. If the primary target is an enemy, they take 100% more damage. Replaces Frost Nova. An instant cast ability that has a 25 second cooldown and 2 charges.
    • Ice Nova: Swirls icy wind around the target enemy or ally, dealing Frost damage to all enemies within 8 yards, freezing them for 4 seconds. If the primary target is an enemy, they take 100% more damage. Replaces Frost Nova. An instant cast ability that has a cooldown of 20 seconds and 2 charges.
    • Supernova: causes a pulse of arcane energy around the target enemy or ally; Deals Arcane damage and knocks all enemies within 8 yards into the air. If the primary target is an enemy, they take 100% more damage. Replaces Frost Nova. An instant cast ability that has a 25 second cooldown and 2 charges.

One of the most problematic talent ranks in the game has been the wizard level 90. The main theme of the row was mana, which only really mattered to Arcane mages. The damage bonus had been added, making it functional for all mages, but confusing their targets. Plus it just wasn't fun to use some. We've revised the row to focus solely on damage, and made talents lower upkeep costs. Arcane Mages will have enough mana regen without them to do a good job.

  • Enchanter's Ward has been removed and replaced with Enchanter's Flow, a new level 90 talent.
    • Enchanter's Flow: Magical energy flows through you, increasing all damage dealt with spells by 5% per stack. While in combat, magic energy increases to 5 stacks for 5 seconds, then drops to one stack for 5 seconds. This cycle repeats every 10 s.
  • Invocation has been removed and replaced by Mirror Image.
  • Mirror Image is now a level 90 talent that replaces Summoning. Reflexes now inherits 100% of the wizard's spell power (was 5%), lasts 40 seconds. (was 30) and has a 2 min cooldown (was 3 min).
    • Glyph of Mirror Image has been removed and its effects have been incorporated into Mirror Image.
  • Rune of Power no longer replaces Evocation, no longer increases mana regeneration, and now lasts 3 min (was 1 min).

Changes in Frost

The Frost Mages enjoyed a new viability in PvE in Mists of Pandaria, and we want it to remain the same going forward. However, we wanted to polish up a few nuances, especially regarding the value of secondary stats and the number of instant cast spells in their rotation. Frost Armor and Shatter changes increase the amount of haste / critical chance they can gain with gear before reaching their natural limit. The Shred change also reduces the critical strike value a bit. The level 75 talent row changes meant that you were no longer guaranteed to have a Mage Bomb spell, so we've changed the way Brain Freeze triggers. Non-Frost-type Ice Lance damage has been doubled to make up for the fact that it no longer has access to Fire Blast, also reducing redundancy.

  • Frost Armor now grants 8% chance to multistrike instead of 7% haste.
  • Shred now multiplies critical strike chance by 1,5 (was 2).
  • Brain Freeze effect now increases Frostfire Bolt damage by 25% 15% and can now stack up to 2 times. It also does not trigger from the mage's bomb talents, but instead has a 10% chance to trigger on casts of Frostbolt. Each Frostbolt multistrike increases the chance of that cast by an additional 25%. (a total of 60% in double multi-strokes).
  • The base damage dealt by Ice Lance has been increased by 100%, but its damage multiplier against frozen targets has been reduced by 50%.
  • Glyph of Frostfire Bolt is now available only to Fire Mages.
  • Glyph of Icy Veins now causes Icy Veins to grant 35% chance to multistrike instead of 20% haste.

Changes in Fire

The rotation of the Fire mage seems more robust with the new perks for Draenor However, the force of its cooldown could use a buff.

  • Combustion damage increased by 100% and replaces Deep Freeze on Fire mages.

Changes in Arcane

To make room for more haste effects applicable to Arcane Blast, we've slightly increased its damage and cast time. We've also made Arcane Charges last longer, to aid in quests and encounters.

  • Arcane Blast's cast time has been increased to 2,25 seconds (was 2 seconds), and its damage increased by 12,5% ​​to compensate.
  • Arcane Charges now last 15 seconds (was 10 seconds).
  • Arcane Missiles can now stack 3 charges (was 2).

Monk (updated)

The new class for Mists of Pandaria, the Monk, has turned out to be a lot of fun. The Brewmaster was pretty solid throughout the expansion. The Windwalker needed a few fixes here and there, mostly in its Mastery, and it still has a few shortcomings that we want to improve, but overall it worked quite well. The Mistweaver's performance has been like a roller coaster ride - a mix of weaknesses and strengths, throughout the expansion. Most of the changes to the monk will focus on the Mistweaver to try and balance it.

Pruning of faculties

If you want to see why we have done this pruning of faculties, you can go to the section Pruning of faculties that you will find above. For the monk, we have based pruning on specific abilities. We must highlight the elimination of Sphere of Healing. The active ability that placed a Healing Sphere was strange to use, but if used perfectly it had excessive power. So we've removed it and replaced it with Healing Surge for Windwalker and Brewmaster.

  • Avoid Damage has been removed.
  • Collision has been removed.
  • Dematerialize has been removed.
  • Mighty Guard has been removed.
  • Emulation has been removed.
  • Spinning Fire Flower has been removed.
  • Stance of the sturdy ox now replaces Stance of the fierce tiger for Brewmaster monks.
  • Stance of the Resolute Crane now replaces Stance of the Fierce Tiger for Mistweaver monks.
  • Swift Reflexes has been removed.
  • Zen Meditation is no longer available to Mistweaver Monks.
  • Healing Sphere has been removed. The abilities that can summon Healing Spheres, Mastery: Offering of the Dragon for Mistweaver, Offering of the Ox for Brewmaster, and Sublimation for Windwalker can still invoke them.
    • Surge of Mist is now available to all Monk specs. It costs 30 energy for the Ox or Tiger Styles, while for the Dragon and Crane Styles it still consumes mana. However, it only generates Chi for Mistweaver Monks.

Power Consolidation and Refinement

Consolidating the monk's abilities is very simple. Includes merging some passive abilities and removing unnecessary abilities that did not provide the intended depth of experience.

  • Teachings of the Monastery has been removed. Effects modifying Crane Spinning Kick are now part of Wise Dragon's Stance.
  • Brewmaster Training has been removed. Its effects become part of Style of the Sturdy Ox.
  • Desperate Measures has been removed. Its effects become part of Style of the Sturdy Ox.
  • Bombusbreaker has been removed. Its effects are now part of Style of the Fierce Tiger.
  • Combat Conditioning has been removed. Its effects become part of Style of the Fierce Tiger.
  • Mighty Strikes now triggers every 15 seconds (was 20 seconds), and also triggers from Surge of Mist (Mistweaver only), but no longer triggers from Crackling Jade Lightning.
  • Revive mana cost reduced by 80%.
  • Crane Spinning Kick now always generates 1. of Chi and no longer slows movement speed.
  • Paralysis now always lasts 60 seconds against creatures, regardless of the engagement.
  • Incapacitate is now only available to Windwalker Monks.
  • Inspire now follows standard area of ​​effect limiting rules, decreasing its effectiveness when hitting more than 6 targets.
  • Zen Meditation is no longer available to Mistweaver Monks and no longer redirects the casting of harmful spells at party or raid members.
  • Zen Sphere no longer has a target cap.

Changes to Mistweaver

About halfway through the expansion, it became clear to us that mana was of no value to Mistweaver monks. We tried a few tweaks to figure it out, but realized it was too big of a change to do at the time. We decided to live with that problem, and fine-tuned the spec without giving much thought to spirit or mana (once it hits the epic team).

Now that it's time to turn things around, and for the Mistweaver Monks to acquire new gear, we're making changes to get them where they deserve. Initially, we tested giving Mistweavers a 1 second global cooldown on par with the rogue to speed up combat. However, it has turned out to be a difficult thing to balance. Healers will find Haste attractive because it not only lowers the cast time, but also the overall cooldown. This caused monks to value haste far less than other healers. While we explored various options, we ultimately decided to change the global cooldown on Mistweaver from one second to the usual 1,5 seconds, which can be quickly reduced. This may squeak a bit at first, but we're sure it's for the best in the long run.

  • All abilities available to Mistweaver have a 1,5 second global cooldown (was 1 second).
    • Stance of the Fierce Tiger now reduces the global cooldown of the Mistweaver Monk's abilities by 0,5 sec.
    • Stance of the Sturdy Ox now reduces the global cooldown of Mistweaver Monk abilities by 0,5 seconds.
  • Focus and Harmony is a new passive ability for Mistweaver Monks that causes Haste to decrease the global cooldown, and causes Attack Power to equal 100% of Spell Power.
    • Wise Dragon's Stance no longer grants spell power to attack power conversion.
  • Crackling Jade Lightning's performance increased by 100%, but it no longer generates Chi for Mistweaver Monks. Also, in Style of the Wise Dragon it is free.
  • Chi Brew now grants 1 charge of Mana Tea (was 2).
  • Ascension now increases maximum mana by 20% (was 15%).
  • Detonate Chi is a new spell available to Mistweaver Monks that instantly detonates all Healing Spheres, causing each one to heal a nearby ally within 12 yards. from the sphere, with a 15 second cooldown.
  • Healing Spheres now apply 100% of their normal healing (was 50%) to an ally within 12 yards (was 6 yards) when vanishing.
  • Soothing Mist's healing increased by 100%, its global cooldown reduced to 0,5 seconds, but it no longer heals immediately and no longer generates Chi.
  • Wise Dragon's Stance no longer increases the haste of items by 50%.
  • Summon Jade Serpent Statue now has a 10 second cooldown (was 30 seconds).
  • Thunder Focus Tea no longer costs Chi, causes the next Renewing Mist to jump up to four times (instead of causing the next Inspire to recharge the duration of Renewing Mists on all targets). Its effects on Surge of Mist remain intact.
  • Jade Mist is a new passive ability for Mistweaver monks, gaining 5% more Multistrike stat and also giving Renewing Mist and Rising Sun Kick a chance to prevent cooldowns when use equivalent to the probability of multi-hit. This effect cannot be triggered on the next Renewing Mist or Rising Sun Kick.

Another issue with the Mistweaver is that Eminence has never worked the way we expected. The idea was to create an alternate playstyle that would allow healing by dealing damage, as we knew it was something many players fantasized about and implementing a new class was the perfect opportunity to satisfy them.

Introducing two playstyles to the same spec (Eminence and traditional Mistweaver spell healing) has challenged us to balance them, because we don't want players to take the best of both and create their own specialization. higher. The most notable case is "Stir, Stir, Inspire." To solve this problem, we're giving the Mistweaver two styles. The Wise Dragon Style will continue to be used for traditional healing. Instead, the new Style of the Game Crane will be used for Eminence. You can change the style at any time; the only cost will be the global cooldown and all the chi you have generated. The goal is for the Game of the Crane Style to allow Mistweavers to trade healing for damage, it will be halfway between a healer and a DPS.

  • Stance of the Game Crane is a new ability for Mistweaver monks that replaces Stance of the Fierce Tiger and grants the effects listed below.
    • The monk gains Eminence, causing all damage dealt to also heal nearby allies.
      • Eminence now causes a nearby target to be healed equal to 50% of all damage dealt by the monk, and includes auto attacks.
      • Wise Dragon's Stance no longer grants this buff.
    • Crackling Jade Lightning channeled 150% faster and generates a. Chi each time it deals damage, but costs 300% more mana.
    • Dark Kick grants Zeal of the Crane, increasing critical strike chance by 20% for 20 sec.
    • Dark Kick causes Eminence to heal 5 allies instead of 1, but only restores 20% of the damage dealt, up from 35%.
    • The monk gains a stack of Life Mist for each chi consumed. Vital Mist reduces the cast time and mana cost of the next Mist Surge per stack by 20%, up to a maximum of 5 stacks.
    • Muscle Memory has been removed.
    • Dragon's Zeal has been removed.
    • Vital Mist has been removed.
  • Rising Sun Kick is now available to Mistweaver and Windwalker Monks. However, it does not inflict Lethal Wounds in the case of the Mistweaver.
    • Stance of the Fierce Tiger now causes Rising Sun Kick to deal Lethal Wounds, instead of naturally causing Lethal Wounds.
  • The following abilities of the Mistweaver now require the Wise Dragon's Stance:
    • Enveloping Mist, Comforting Mist, Renewing Mist, and Inspire.
  • The following abilities of the Mistweaver require the Style of the Game Crane:
    • Dark Kick, Poke, Rising Sun Kick, Tiger Palm

Healing Spheres

Healing Spheres have been improved. You will no longer waste them by hovering over multiple at once when you only need a small heal. We've significantly improved the effect of Mistweaver's Healing Spheres when they are gone. We've also made the Sublimation Healing Spheres consistent with the rest of the class.

  • When a player passes over multiple Healing Spheres at the same time, only those necessary to fully replenish the player's health will be consumed (instead of all being consumed if the player is injured).
  • Healing Spheres summoned through Mastery: Mistweaver Dragon Offering now heal an injured ally within 12 yards. (was 6) 100% (was 50%) of their normal effect when they expired, and scales with spell power instead of attack power.
  • Healing Spheres summoned through Sublimation for Mistweaver now restore the same amount of health as all other Healing Spheres (up from just 15% of maximum health).

Changes in shared powers

There have been several changes that affect multiple monk specs. We'd like monks to use Transcendence more often, so we've improved its usefulness (part of the upgrade comes by default, and part comes with the perks for Draenor). We loved Touch of Death because it could only be used once, but it didn't affect bosses, so we've improved its usefulness. Improved Tiger Strikes by giving it the multi-strike ability, which is similar in effect to the one it already had; we also expanded its use to all monk specs. To better balance the damage of Brewmaster and Windwalker, keeping in mind that both specs share many of their abilities, we've removed the damage boost from Tiger Style, and to compensate we've increased the damage from the abilities body to body.

  • Stance of the Fierce Tiger no longer increases damage dealt, also includes Bomb Breaker and Combat Conditioning buffs, and is replaced with another style on Brewmaster and Mistweaver monks.
    • Brewmaster: Stance of the sturdy ox now replaces Stance of the fierce tiger.
    • Mistweaver: The Stance of the Resolute Crane now replaces the Stance of the Fierce Tiger.
  • Tiger Strikes is now available to all Monk specs and has a chance to trigger on successful auto attacks and their multistrikes. Has an 8% chance to trigger while using a two-handed weapon and a 5% chance to trigger while using dual wielding.
    • When triggered, Tiger Strikes now grants 25% increased Multistrike for 8 seconds, up from 50% increased Attack Speed ​​and Double Attacks for 4 Attacks.
  • Touch of Death is no longer available to Mistweaver Monks, and can be used on targets with 10% health remaining or less, and those whose current health is less than your maximum health. The rules against other players remain the same.
  • Transcendence: Transfer no longer has an energy or mana cost.

Changes in Windwalker

To ensure a good energy-based gaming experience, the first hurdle you should encounter in using abilities should be energy, not time. This is not true when a rotation is limited by the global cooldown available, rather than energy. The Windwalkers were very easily getting rid of this limitation due to global cooldown, causing scaling issues when equipped, and eliminating rotation options. To fix this, we've made a few enhancements that will slow the rotation slightly; but they will continue to allow Windwalkers who enjoy the global cooldown-based playstyle to have several options available to focus on haste and energy regeneration. You may think that these changes, individually, are a significant reduction in abilities, but the damage dealt by Windwalker has been adjusted to compensate for them. The goal is to fix the problem by limiting the global cooldown, but without reducing DPS.

  • Bomb Breaker now has an 8% chance to trigger per effect and Poke (was 12%).
  • Atizar now costs 45. Energy while Fierce Tiger Stance is active.

There are a couple of additional changes for the Windwalker. Storm, Earth, and Fire have been improved for ease of use. We also improved Fists of Fury because it felt like it was not boosting the damage enough due to its restrictions and the impact on the Monk's rotation.

  • Stance of the Fierce Tiger now increases all damage done by 20%.
  • Fists of Fury now deals 100% increased damage and always deals full damage to the primary target, although it still deals fractional damage to additional targets.
  • Storm, Earth, and Fire no longer have an energy cost and are not part of the global cooldown.

Brewmaster changes

The Brewmaster's Offering of the Ox has been modified so that his defensive level is proportional to the new multistrike stat. The Statue of the Black Ox has been modified to help monks stand up to new enemies instead of shielding allies. We have also removed the Fail Throw effect as it was out of step with its original idea and unnecessary.

  • The Statue of the Black Ox no longer casts Guard on allies and now has a 10 second cooldown (was 30 seconds). The Black Ox Statue now passively draws all enemies within 30 yards, generating a smaller amount of threat every second.
  • Dizzying Stupor now has no energy cost, but no longer causes the target's melee attacks to sometimes miss.
  • Elusive Brew now increases the chance to dodge by 45% (was 30%).
  • Offering of the Ox now has a chance to trigger on auto attack multistrike only, rather than all auto attacks. It has a 100% chance to activate while using a two-handed weapon, and a 62,5% chance to activate while using double wielding.
  • Stamina of the Sturdy Ox now increases Stamina by 40% (was 20%).

Paladin (updated)

Pruning of faculties

If you want to see why we have done this pruning of faculties, you can go to the section Pruning of faculties that you will find above. For Paladins, we've focused pruning on removing precise abilities and cutting cooldowns.

  • Vengeful Wrath is no longer available to Protection Paladins.
  • Divine Favor has been removed.
  • Divine Supplication has been removed. The paladin's mana costs have been adjusted appropriately.
  • Guardian of Ancient Kings is now only available to Protection paladins.
  • Hand of Salvation is now only available to Protection paladins.
  • Holy Light has been removed.
  • Inquisition has been removed.
  • Seal of Righteousness is no longer available to Holy Paladins.
  • Seal of Truth is no longer available to Holy Paladins.

Power Consolidation and Refinement

We've merged several passive abilities and upgraded a couple of abilities.

  • Divine Light is renamed Sacred Light.
  • Dawn now heals all allies within 10 yards. 15% of Holy Shock healing (was 75% divided between each ally).
  • Great Crusader now triggers when an attack is evaded in any way, not just by dodging and parrying.
  • Hand of Sacrifice is now not on the global cooldown.
  • Judgment is now naturally free for Holy paladins, and naturally generates 1. Holy power for Retribution paladins.
    • Judgments of the Bold has been removed.
  • Redemption mana cost reduced by 95%.
  • Selfless Healing no longer causes Bastion of Glory to apply to Flash of Light. For Holy Paladins, now increases Flash of Light healing on third parties per stack by 35% (was 20%). For Retribution and Protection paladins, the effect on Flash of Light remains the same.
  • Sword of Light now increases damage by 25% (was 30%).
  • The Art of War effects are now part of Exorcism by default.
  • (Moved to Changes in Sacred) Tower of Radiance effects are now part of Beacon of Light by default.

Changes in Sacred

We've made several changes to Holy in line with other major system changes, to compensate for the removal of Guardian from the Old Kings from the Holy branch, and have included its buffs in Divine Favor. In order to continue our change to unify all haste% types, we've removed Signet of Insight's spell haste% and moved it to a Holy-only passive, so it doesn't also increase base haste for 10% protection. Our changes to Healer's mana and mobility also indirectly increased Selfless Heal values, so we've lowered it again to match its power with other talents in its rank. We have also increased the range of Accusing to be consistent with other spells. Lastly, we've adjusted the critical strike chance for Holy Shock to increase the critical strike value for Holy Paladins.

  • Vengeful Wrath now also increases all Paladin's healing by 20% while active.
  • Beacon of Light now has a small mana cost.
  • Accused's range has been increased to 40 yards (from previous 30 yards).
  • Holy Shock now has double critical strike chance (was an additional 25% critical strike chance).
  • Infusion of Light now also passively increases Haste by 10%.
  • Seal of Insight no longer increases spell haste by 10%.
  • Selfless Heal for Holy no longer causes Judgment to grant Holy Power. Also can only be used with Flash of Light, and no longer with Holy Light or Holy Radiance.
  • Tower of Radiance's effects have been changed to Beam of Light.
    • Tower of Radiance now causes Flash of Light and Holy Light against a Beacon of Light target to refund 40% of the spell's mana cost, instead of generating 1. of sacred power.

Changes in Protection

In the case of Protection, we modified Eternal Flame to reduce the massive amount of self-heal and provide a better balance between talents in that row. We've also added a new passive, Gleaming Protector, to add defensive value to the new multistrike stat. We have also increased the damage and cooldown of Holy Wrath, and modified Sanctified Wrath to benefit it more in order to grant Protection paladins increased threat and damage, while retaining their identity based on division. Of damage.

  • Bastion of Glory no longer affects Eternal Flame's periodic heal. It continues to affect the direct healing portion of the ability.
  • Gleaming Protector is the new passive ability for Protection paladins.
    • Gleaming Protector: All heals you receive have a multi-hit chance to trigger Gleaming Protector, and restore an additional 30% to the healing that triggered it.
  • Holy Wrath's damage has been increased by 100%, and its cooldown has been increased to 15 seconds (was 9 seconds).
  • Sanctified Wrath has been redesigned for Protection Paladins.
    • Sanctified Wrath (Protection) now increases Holy Wrath's damage by 100%, causing it to generate 1. of Sacred power.

Various changes

We've made a few more changes to Paladins. The functionality of Hammer of the Righteous has been revised a bit - although its effect is largely the same, the description is now much clearer. We have also made Postponed Execution much more attractive to use as an emergency button. The way Eternal Flame interacts with Holy Power has also been revised, allowing it to reactivate Enlightened Healing. One big Retribution change not mentioned here is the removal of Inquisition (see Pruning of faculties), which will have a major effect on your rotation.

  • Eternal Flame's periodic healing effect has been changed. Now its duration scales with Holy Power, rather than with its healing. Its effect with 3 p. of Holy Power remains unchanged.
  • Hammer of the Righteous now deals 50% weapon damage as Physical (was 15%) to the primary target, although the primary target no longer takes Holy damage.
  • Eternal Flame can reactivate Enlightened Healing.
  • Sigils no longer cost mana.
  • Postponed Execution (the version of Execution Judgment on the Holy branch) now heals in a single burst of healing, then decreases over time (unlike before).

Priest (updated)

Priests have undergone several significant changes, primarily focusing on slowing down the damage absorbing shields of Discipline Priests, improving quality of life for the Discipline and Holy specs, and resolving single-target damage issues for Shadow Priests.

Pruning of faculties

If you want to see why we have done this pruning of faculties, you can go to the section Pruning of faculties that you will find above. For Priests, we've focused on removing redundant non-role abilities, cutting cooldowns, and removing specific abilities.

  • Joint Heal is now only available to Holy Priests.
  • Evangelism is now only available to Discipline priests.
  • Hymn of Hope has been removed.
  • Heal has been removed.
  • Inner Fire has been removed.
  • Inner Focus has been removed.
  • Inner Will has been removed.
  • Ecstasy has been removed.
  • Now, Renew is only available to Holy Priests.
  • Shadow Word: Death is now only available to Shadow Priests.
    • Thanks to a new Major Glyph, Discipline and Holy Priests can add a self-damage utility to Holy Fire.
  • Spirit Shield is now a level 75 talent that replaces Divine Reflection for Discipline Priests.
  • Soul Force has been removed.
  • Train of Thought has been removed.
  • Void Relay has been removed.

Power Consolidation and Refinement

Priests have quite a few spell complications and we've polished them up.

  • Higher Healing is renamed Heal.
  • Borrowed Time effects are now part of Power Word: Default Shield for Discipline Priests.
    • Borrowed Time has been redesigned. Now increases the haste stat of priests gained from all sources by 40% for 6 sec.
  • Devouring Plague now always costs 3 Shadow Orbs, and now heals the priest for 100% of the damage it deals, rather than pulse heal.
  • Holy Fire now lasts 9 seconds (was 7 seconds).
  • Shadowform no longer allows any healing spells to be cast, but also has no restriction on casting other holy spells.
  • Vampiric Embrace now heals all members of a party or raid for 10% of the damage dealt, and the healing is no longer split between targets (was 75% of the damage dealt and split between targets).
  • Well of Light's healing effect is no longer canceled if the target takes enough damage.
  • Pain Suppression no longer reduces the target's threat by 5%.
  • Scatter and Vampiric Touch no longer restore mana.
    • The amount of mana the priest regenerates by default has been increased by 200%, Shadow Word: Pain and Vampiric Touch have been reduced by 50% to compensate.
  • Evangelism no longer affects the damage they deal or the mana cost of spells. The damage of the affected spells has been adjusted to compensate.
  • Shadow Word: Pain's initial damage is now considered direct damage instead of periodic.
    • Shadow Apparition and Insight can no longer trigger on that initial direct damage.
  • Hymn of God now heals all party or raid members instead of varying numbers depending on the size of the raid. His healing has been adjusted to compensate.
  • Focused Will now triggers through any damage taken, rather than being limited to being the victim of any damage greater than 5% of total health or a critical strike from non-periodic attacks.

Level 90 Talents and Contrition

Contrition was the first ability to convert from damage to heal, but it got out of control during Mists of Pandaria. As such, we decided to reduce its effectiveness and thus bring it closer to our goal of making it an option to trade significant heal for significant damage (and that it ends up halfway between a healer and a DPS). Discipline branch absorbs were also too strong when combined with level 90 talents, especially in large raid encounters. Towards the end of Mists of Pandaria, we removed the cap on area of ​​effect heal from that talent row. In the case of the Discipline branch, it was a mistake, not only because it caused level 90 talents to heal too much, but because it caused a massive overheal that involved exaggerated Divine Aegis absorbs.

  • Contrition now heals for 25% less health than before.
  • Cascade mana cost reduced by 67%.
    • Discipline and Holy: Waterfall now has a 1,5 second cast time (instead of being instant, see also: Instant healing), heals for 50% less, and no longer damages enemies.
    • Shadow: Cascade no longer heals allies.
  • Divine Star mana cost reduced by 67%, and now follows standard area of ​​effect limitation rules.
    • Discipline and Holy: Divine Star now heals for 50% less and no longer damages enemies.
    • Shadow: Divine Star no longer heals allies.
  • Halo's mana cost has been reduced by 67%, and it now follows the standard limitation rules for area of ​​effect.
    • Discipline and Holy: Halo now has a 1,5 second cast time (instead of being instant, see also: Instant healing), heals for 50% less, and no longer damages enemies.
    • Shadow: Halo no longer heals allies.

Changes in Sacred

Our greatest concern regarding sacred priests resides in the chakras. We believe that they are the faculties that define them, but they have not yet reached their full potential. We decided to shift a larger portion of his effectiveness from his base performance buff to his bonus effects and the Holy Word spells they grant. Thus, there no longer appears to be a penalty for being in the wrong chakra, but rather a benefit for being in the correct chakra. Note that all priest healing spells have been adjusted so that the loss of performance is compensated by the chakras. We've also returned Renew to its normal 1,5s global cooldown, so its continued use is still possible, but should be used with some haste. Finally, the Power Word: Shield ability that used to critically hit or multistrike now defaults to all Priest specs, rather than just Discipline, so it remains a viable option for Saints in the highest equipment levels.

  • Divine Providence is a new passive faculty for Sacred Priests.
    • Divine Providence increases the amount of the Multistrike stat obtained from all sources by 5% and increases by 20% 25% the damage it deals and the healing it does multistrike.
  • Cascade no longer recharges the duration of Renew for Chakra: Serenity.
  • Circle of Healing cooldown is now 12 seconds (was 10 seconds).
  • Chakra: Doom no longer gives Smite a chance to reset the cooldown of Holy Word: Doom.
  • Chakra: Sanctuary no longer increases healing from area of ​​effect spells. Now causes the casting of healing spells to reduce the remaining cooldown of Circle of Healing by 1 second instead of always reducing the cooldown by 2 seconds.
  • Chakra: Serenity no longer increases the healing of single-target spells.
  • Power Word: Shield can now critically or multistrike.
    • Divine Aegis no longer gives Power Word: Shield the chance to critically strike.
  • Divine Fury has been removed. (See also: Hit removal and expertise).
  • Holy Word: Sanctuary now heals for 60% more than before.
  • Holy Word: Serenity now heals for 40% more than before.
  • Power Word: Shield now has a critical effect chance based on critical strike chance and can multistrike based on multistrike chance on all specs.
  • Purify, Halo, Waterfall, and Divine Star can now be cast while in Redeemer Spirit form.
  • Quick Refresh no longer reduces the global cooldown of Refresh.

Shadow Changes

The priests of the Shadow branch had a major issue towards the end of Mists of Pandaria: single target damage. Their area of ​​effect damage and damage over time against multiple targets were impressive, so they were still proficient in most encounters. However, they were lacking in any single-target confrontation. Additionally, the effect of one of the new stats we've added in Warlords of Draenor, Multi-Hit, is nearly identical to its current Mastery, Shadow Echo, on damage over time. So we took those two problems and implemented a change that we think will solve them. The result is a new Mastery that focuses primarily on increasing damage to a single target. Priests in the Shadow branch who want to focus on this aspect can focus their team on Mastery or, when it's more important to deal rolling damage to multiple targets, prioritize other secondary stats instead of Mastery.

  • Shadow Priest's Mastery (Shadow Echo) has been replaced with a new Mastery: Mental Anguish.
    • Mastery: Mental Anguish. Increases the damage of Mind Blast, Mind Spike, Mind Flay, and Mind Searing by 20%.
  • Devouring Plague now always costs 3 Shadow Orbs.
  • Spirit Precision has been removed. (See also: Hit removal and expertise).

Mind Blast's cooldown has also been adjusted to make Haste more valuable to Shadow Priests, and removes Haste spikes.

  • Mind Blast's cooldown has now been reduced in Haste, but its base cooldown is now 9 seconds (was 8 seconds).

Talent Review

Various talents have been divided into different versions based on specialization. We've reviewed the effectiveness of some of these talents to better balance the talent options in their ranks. We've also swapped the level 15 talent row with the level 60 talent row, so that Priests will gain key abilities earlier during their evolution.

To restore balance, we have re-applied the area of ​​effect limits to level 90 talents, bringing them back into line with all other area of ​​effect heals, and have reduced their effectiveness evenly. We've compensated for all of this by adjusting the priest's default heals.

  • The ranks of talents at level 15 and 60 have swapped positions.
  • The effects of Divine Reflection have been divided depending on the specialization.
    • Discipline: The effect is based on Spirit Shield.
    • Shadows: Its effect is now renamed Shadow Insight
  • Light in the Dark has been divided into two abilities depending on the specialization of the priest.
    • Surge of Darkness (Shadows) now has a maximum of 3 charges (was 2) and can now also trigger its effect via Devouring Plague, but its chance to trigger it has been reduced by 10% (was 20%) for make up for.
    • The chance to trigger Surge of Light (Discipline, Holy) has been reduced to 8% (was 15%).
  • Power Infusion now grants 25% haste (was 20%), but no longer increases damage (was 5%).
  • Solace and Insanity has been divided into Word of Power: Solace for Discipline and Holy, and Insanity for Shadows.
    • Insanity has been changed to cause the consumption of Shadow Orbs to transform Mind Flay into Insanity for 2 seconds. for each Shadow Orb consumed.
  • Twist of Fate now only triggers through healing for Discipline and Holy Priests, and only triggers through damage for Shadow Priests.

Various changes

First, there are a couple of quality-of-life changes for Prayer of Mending and Angelic Feather. The next thing is to fix an issue with Void Tentacles, as it maintains its total duration against creatures that have no way to attack them, as in some raid encounters (note that the healing reduction is to keep it at level that was health, compared to doubling the player's health). We've also removed the mana regen from Shadowfiend to simplify it and make it a cooldown on excessive damage. Last but not least, we've made Holy Nova a very effective area-of-effect healing spell for Discipline Priests.

  • Angelic Feather now increases movement speed by 60% (was 80%). If cast on players, it will always give preference to the caster priest over the others and then to the player closest to the target area. As before, a feather will be created that can be picked up at the target location if there are no players in it. Additionally, collecting multiple feathers will extend the duration, rather than replace it, up to a maximum of 130% of the base duration.
  • Enlightenment is a new passive ability for Discipline priests.
    • Enlightenment increases the critical heal chance of Prayer of Mending by 10% and increases the critical strike stat gained from all sources by 5%.
  • Holy Nova is no longer available via Major Glyph, it is now a Discipline specialization spell. Mana cost reduced and healing increased. Its purpose is now to be an efficient area-of-effect healing spell for Discipline priests.
  • Prayer of Mending from multiple priests can now be cast at the same target, and a priest can cast it at multiple targets, but the ability has a 1,5-second cast time (was instantaneous). (See also: Instant healing)
  • Shadowfiend no longer restores mana.
    • Mindbender now restores 0,75% mana per hit (was 1,75%).
  • Void Tentacles now have 10% of the priest's health (was 20%), and damage done to the rooted target also affects the Void Tentacle itself.

Rogue (updated)

 Pruning of faculties

If you want to see why we have done this pruning of faculties, you can go to the section Pruning of faculties that you will find above. For Rogues, we've changed a couple of abilities to be spec-specific when they were redundant, and we've shortened the cooldown.

  • Disable Trap has been removed.
  • Fan of Knives is no longer available to Combat Rogues.
  • Rupture is no longer available to Combat Rogues.
  • Shadow Blades has been removed.
  • Shadow Walk has been removed.

Power Consolidation and Refinement

Several of the rogues' passive abilities have been merged. We've also made an extra cut to cooldowns with the Secrets of the Trade changes.

  • Assassin's Resolve now increases damage by 15% (was 20%).
  • Blind Spot's effects are now part of Mutilate by default.
  • Burst of Speed ​​now costs 25. energy (instead of 15).
  • Crimson Tempest's periodic damage now has an ongoing periodic behavior, with the remaining damage from its previous applications being added to the newly applied periodic damage effect.
  • Shorten effects are now part of Poison by default.
  • Deadly Throw no longer have a minimum range.
  • Spirited Recovery effects are now part of Mince Dice for Subtlety Rogues.
  • Poison now increases the chance to poison by 30% (was 15%).
  • Uncover Weakness effects are now part of Ambush, Club, and Cheap Shot by default for Subtlety rogues.
  • Cudgel now pulses every 2 seconds (was every 3 seconds). Its damage has been adjusted to compensate.
  • Multi-Kill no longer increases all damage dealt in its duration. Its damage has been adjusted to compensate.
  • Master of Subtlety's effects are now part of Stealth by default for Subtlety rogues.
  • The effects of Merciless Strikes are now part of Cruelty to Combat Rogues. It remains an individual passive for the Assassination and Subtlety rogues.
  • Restless Blades' effects are now part of Cruelty.
  • Safe Fall effects are now included in Light Feet.
  • Secrets of the Trade no longer has an energy cost and no longer increases the damage dealt by the target by 15%.
  • Poison Wounds effects are now part of Rupture by default for Assassination rogues. No longer triggered by Club and now always triggers when Rupture deals damage (was 75% chance).

Combo points

The fundamental change for rogues is related to how combo points work. They are now shared across all enemies; You can change your objective and you will not lose them.

  • Rogue combo points are now shared across all targets and are no longer lost when swapped.
  • Redirect has been removed.

Changes in Combat

Bandit's Cunning is an interesting mechanic that is very important in the combat game experience, but so far it hasn't worked as well as it should. In particular, there is no way to adjust when to be in Profound Insight, other than to stop the rotation (with consequent wasted energy, combo points, time effects, cooldown…). So we're adjusting Revealing Strike and Bandit's Cunning. The idea is that Revealing Strike can be used instead of Sinister Strike to delay Profound Insight (to align with a specific combat mechanic, for example) and to keep damage loss to a minimum, in addition to Profound Insight's total time. We don't expect all Combat rogues to use this nuanced rotation, but some will surely find it useful to have a little more control over the rhythm of the rotation.

The removal of Ambidexterity is also worth noting. This was done to reduce the amount of damage from auto attacks on Combat rogues. We have increased the damage of his active abilities to compensate and make them more worthwhile.

Lastly, we've modified the Handguard Dagger to emphasize the importance of the left-handed weapon for Combats.

  • Revealing Strike now grants Sinister Strike a 25% chance to generate an additional combo point (was 20%) deals 20% more damage but Bandit's Cunning no longer advances.
  • Ambidexterity has been removed.
  • Handguard Dagger now deals damage with a left hand weapon. Its damage has been increased to compensate.

Area of ​​Effect Attacks (Assassination, Combat)

Among other changes made to improve the rogue's area of ​​effect damage, we've tweaked a couple of key aspects and added a few perks for Draenor that affect its area of ​​effect.

  • Steel Flurry can now activate poisons.
  • Seal Fate now grants a combo point for area attacks that critically strike the rogue's primary target.

Changes in Subtlety

Honor Among Thieves is a very powerful ability, but it has the disadvantage that it adds a significant disparity between the character's power when played alone and when in a group. We've made this change so that the rogue Subtlety can play solo without having a significant impact on their group performance. The Sinister Call passive ability has also undergone a significant change to better balance variance rates, secondary stat value, improve multistrike, and add depth to rotation.

  • Backstab can now be used by standing to the side of the target, as well as from behind. (See also:Requirements when facing)
  • Hemorrhage's periodic damage is now dependent on attack power (instead of initial hit damage) and pulses every 2 seconds. Its damage has been adjusted to compensate.
  • Honor Among Thieves can now also be activated by critical hits from the rogue's automatic melee attacks.
  • Sinister Call now increases Agility by 15% (was 30%), and the amount of bonus Multistrike received from all sources by 5% (to act as a secondary stat harmonization for the Rogue Subtlety). And finally, when the rogue multistrikes with Backstab or Ambush, they also twist the blade, causing all bleed effects to persist for 2 seconds, triggering an instant pulse.

Subterfuge

Subterfuge has proven to be too powerful and frustrating in PvP, so we decided to reduce its defensive capabilities and maintain its attack power. We have changed the Subterfuge period to allow the use of stealth abilities without having to be stealth, as with Shadow Dance.

  • Subterfuge now allows you to use abilities that require stealth for up to 3 seconds after leaving it, instead of remaining in that state for that time.

Shaman (updated)

Pruning of faculties

If you want to see why we have done this pruning of faculties, you can go to the section Pruning of faculties that you will find above. For shamans, we have removed some specific abilities and also divided some abilities by specialization.

  • Ancient Awakening has been removed.
  • Ancient Vigor has been removed.
  • Burning Wrath has been removed.
  • Chain Heal is now only available to Restoration Shamans.
  • Earth Shock is now only available to Elemental Shamans. Instead, Enhancement and Restoration Shamans should use Frost Shock.
  • Earth Life Weapon has been removed.
  • Elemental Focus has been removed.
  • Feral Spirit wolf spirits no longer have the Spirit Bite ability.
  • Healing Wave has been removed.
  • Lava Burst now replaces Primal Strike for Elemental and Restoration Shamans.
  • Magma Totem is now only available to Enhancement Shamans.
  • Mana Tide Totem has been removed. The mana costs of the Restoration shaman have been adjusted to compensate.
  • Primal Wisdom has been removed. Enhancement Shaman's mana regeneration increased by 100% to compensate.
  • Stonebiter Weapon has been removed.
  • Grace of the Spiritwalker is no longer available to Enhancement Shamans.
  • Static Shock has been removed.
  • Searing Flames has been removed.
    • Flametongue Weapon's damage has been increased by 40%, and Lava Lash's damage has been increased to 280% weapon damage (was 140%) to compensate.
  • Water Shield is now only available to Restoration Shamans, replacing Lightning Shield.

Power Consolidation and Refinement

The shaman had several extra abilities that have been consolidated to provide a smoother flow of rotation. The mana regeneration and mana cost for Elemental and Enhancement shamans compensate for abilities removed in ability pruning. One of the most significant kills was Imbue Weapon. There was always a correct answer for each spec, which is why we have Created the appropriate Imbue Weapon passive for each spec, or adjusted the abilities around its removal.

Lastly, we removed Deafening Thunder. In essence, what we've done is simply merge Deafening Thunder with Fulmination, but we've also consolidated some of its effects; the mana recovery component has been removed, as well as other mana changes, and the random chance has been removed, while the maximum stack size has been increased to compensate. Deafening Thunder's random effect was redundant, as there was already a random resource in Elemental Overload, now that it is activated by multistrike.

  • Ancient Spirit mana cost reduced by 95%.
  • Elemental Fury has been removed. The Elemental Shaman has now naturally increased critical strike damage by 250% of normal damage.
  • Echo of the Elements has been redesigned. The shaman's spells and abilities have a chance to trigger Echo of the Elements, causing the next spell or ability with a short cooldown to not trigger a cooldown.
    • Elemental: Can be used with Frost Shock, Earthquake, or Lava Burst.
    • Upgrade: Can be used with Fire Nova, Lava Lash, or Stormstrike.
    • Restoration: Can be used with Unleash Life, Purify Spirit, or Riptide.
  • Elemental Oath and Unleashed Rage have been removed.
    • Grace of Air now also grants 5% Haste to all party and raid members.
  • Flame Tongue Weapon and Windfury Weapon have been removed.
    • Enhanced Weapons is a new passive ability available to Enhancement shamans that causes right-handed weapon attacks to have a chance to trigger 3 extra attacks, and left-handed weapon attacks deal bonus Fire damage.
    • Flametongue Weapon no longer increases the damage dealt by Lava Lash, and Lava Lash's damage has been increased to compensate.
  • Flurry's duration has been increased to 30 seconds.
  • Frost Shock no longer generates extra threat.
  • Greater Wave of Healing is renamed Wave of Healing.
  • Healing Tide Totem now heals all party or raid members, but the amount of healing per target has been reduced to compensate.
  • Lava Lash now spreads Flame Shock to up to 6 nearby enemies (was 4).
  • Deafening Thunder has been removed.
    • Elemental Shaman's mana regeneration increased by 50% to compensate.
    • Fulmination now causes Multistrike damage and damage dealt by Elemental Blast, Lightning Bolt, and Chain Lightning to always generate an extra charge of Lightning Shield up to a maximum of 15. Earth Shock will consume all charges but 1, which will deal its full damage to the enemy target.
  • Shaman's Wrath no longer reduces mana cost while active.
  • Thunder Storm no longer restores mana.
  • Totems will no longer cause hostile creatures to engage the shaman depending on their proximity.
  • Unleashing Elements has been divided into different versions depending on the spec.
    • Unleash Elements is now only available to Enhancement shamans, and now increases attack speed by 60% (was 50%), and the damage of the shaman's next fire spell by 40% (was a 30%), but no longer deals direct damage or requires an enemy target.
    • Unleash Flame has become a standalone ability only available to Elemental shamans, and now increases the damage of the shaman's next fire spell by 40% (was 30%), but no longer deals direct damage or requires an enemy target.
    • Unleash Life has been made a separate ability only available to Restoration shamans, and now heals an ally and increases the effect of the shaman's next direct heal by 30%.
    • Unleashed Fury now grants similar buffs, but they are applied as buffs to the shaman, rather than as prejudice to the enemy. Now grants the Enhance shaman a 5% increased chance to multistrike, instead of causing auto attacks to trigger Static Shock.
  • Water Shield is now only triggered by melee attacks.
    • The mana cost of the Restoration shaman has been adjusted to compensate.
  • Resurgence no longer requires Water Shield to activate.

Elemental Changes and Upgrade

Various problems had to be solved with Elemental and Enhancement. Upgrade has its damage spread over so many sources of damage that it is not shocking. Changed the damage of various abilities to try to rearrange it to a smaller but more effective number, without changing the total damage. For a long time, the Elemental Shaman was one of the specs most affected by movement, while other casters were increasingly able to cast spells on the move.

In Warlords of Draenor, we are removing the ability for many casters to deal damage while moving, and this includes shamans from the Elemental branch. They will still be able to deal some damage while moving, using Shock, Unleash Weapon, and Lava Bursts. We wanted to reduce the impact of the haste cap on Chain Lightning, so we changed Shamanism to increase damage, rather than reduce the cast time. Also, we have simplified Wind Cut and it now has no impact on the threat, which is no longer relevant.

  • Ascension for the Enhancement specialization now causes the shaman's auto attacks and Stormstrike to deal physical wind damage that is ignored by armor.
  • Earth Elemental deals 90% less auto attack damage, but generates 1000% more threat.
  • Elemental Precision has been removed. (See also: Hit removal and expertise).
  • Feral Spirit damage increased by 300%.
  • Fire Nova now has a 4,5 second cooldown (was 4,0 seconds).
  • Flurry has been redesigned. The haste effects of melee attacks now reduce the global cooldown and cooldown of Earth Shock, Fire Nova, Flame Shock, Frost Shock, Lava Lash, Static Shock, Stormstrike, and Unleash items.
  • Lava Lash now has a 10,5 second cooldown (was 10 seconds).
  • Moving Lightning Bolt can no longer be cast by default. Effects like Spiritwalker's Grace can still cause the spell to cast while moving.
  • Magma Totem's damage has been increased by 100% and it now pulses faster with haste.
  • The chance to trigger Maelstrom Weapon has been reduced by 20%.
  • The Primal Earth Elemental's Spray ability no longer deals damage.
  • Searing Bolt from Searing Totem now has a cast time of 2 seconds (was 1,5 seconds), but is cast faster with haste, and its damage has been increased by 120%65%.
  • Shamanism no longer reduces Chain Lightning's cast time, but increases its damage by 100% (was 70%).
  • Spirit Vision no longer increases the chance to hit with Lightning Bolt, Lava Burst, Hex, or Flame Shock. (See also: Hit removal and expertise).
  • Stormstrike now has a cooldown of 7,5 seconds (was 8 seconds).
  • Wind Cut no longer affects threat.
  • Windfury Weapon no longer has a 3-second internal cooldown.

Elemental Overload and Molten Earth

One of the new secondary stats, Multistrike, works similarly to Elemental Overload. We wanted to keep the distance between Mastery and Multistrike, but we also knew how important and iconic Elemental Overload is to the Elemental Shaman. So we decided to merge the two so that Multistrike was the core of Elemental Overload, and give the Elemental specialization a new Mastery. For this new Mastery, we wanted to strengthen the connection between the Elemental shaman and earth energies, and add damage that continues while the shaman is moving. In short, if you liked mastery before, now multi-hit will have the same effect. Or you can also try the new mastery: Molten Earth. Chain Lightning and Earthquake have also been significantly upgraded to compensate for the fact that Elemental Overload would do them a huge benefit, but Molten Earth did not.

  • Elemental Overload is now a normal passive ability, and Mastery no longer increases it. Grants 35% increased multistrike damage and healing, and an additional 20% chance to multistrike. It also increases the amount of Multistrike stat obtained from all sources by 5%, thus serving as the Elemental Shaman's secondary stat harmonization.
  • Molten Earth is a new Mastery for the Elemental Shaman.
    • Molten Earth causes the shaman's damaging spells to incite the surrounding earth to assist him for 6 seconds, repeatedly dealing Fire damage to the most recently attacked target.
  • Chain Lightning damage increased by 50%.
  • Earthquake damage has been increased by 33%.

Changes in Restoration

Restoration shamans had better and more efficient passive heals than other healers, so they have been reduced; in addition, they have received benefits in other aspects so that they remain competitive.

  • Chain Heal now heals each chained target for 10% less than the previous one.
  • Conductivity is no longer triggered by damaging spells (in the case of the Restoration shaman) or by healing spells (in the case of all other shamans).
  • Elemental Blast now also grants the Restoration shaman more spirit, in addition to a random secondary stat. The amount of spirit it grants is double the amount of the random secondary stat.
  • Multiple Earth Shields can now be applied to the same target.
  • Earth Life Weapon now increases healing by 5% (was increasing the power of healing spells by a flat amount).
  • Healing Stream Totem's mana cost has been reduced to 10% of base mana (was 23.5%) and its healing has been reduced by 50%.
  • Riptide healing has been adjusted to add a more significant portion of it to the initial healing. The amount of initial healing done has been increased by 70%, while the amount of periodic healing done has been reduced by 20%.
  • Tidal Waves now reduces the cast time of Healing Wave by 20% (was 30%).
  • Unleashing Life no longer increases Healing Rain's healing, but its direct healing has been increased by 100%.
  • Glyph of Chains no longer causes Chain Heal to have a 2 second cooldown.
  • Glyph of Totemic Return now only increases mana returned when totems are recovered by 25% (was 75%).

Miscellany

We've also made a couple of quality of life improvements for shamans' shield spells.

  • Lightning Shield now lasts after death.
  • Water Shield now lasts after death.

Warlock (updated)

Sorcerers have undergone a few tweaks, but they remain virtually unchanged. They were the class that suffered the most in Mists of Pandaria and therefore did not require such a thorough review this time.

Pruning of faculties

If you want to see why we have done this pruning of faculties, you can go to the section Pruning of faculties that you will find above. For warlocks, we've focused on removing specific abilities.

  • Curse of the Elements has been redesigned.
  • Demon Rebirth has been removed.
  • Drain Life is no longer available to Destruction Warlocks.
    • Harvest Life has been replaced with a new talent called Searing Flames for Destruction Warlocks.
      • Searing Flames reduces the cost of Burning Embers from Ember Transfusion by 50%, and increases its healing by 50%.
  • Metamorphosis: Void Bolt has been removed.
  • Seed of Corruption now replaces Rain of Fire for Affliction Warlocks.
  • Twilight Ward has been removed.

Power Consolidation and Refinement

Soulburn had many very specific spell amplifications that have been removed. We've highlighted the differences between Hand of Gul'dan and Wave of Chaos by removing the braking on the former and improving the braking on the latter. Other than that, the rest has been a simple consolidation of some faculties.

  • Now when learning Burn Soul you get all its effects at once without having to go up more levels.
    • Drain Life no longer receives bonuses for Soulburn.
    • Channel of Health no longer receives bonuses for Soulburn.
    • Unfailing Breath no longer receives bonuses for Soulburn.
  • Hand of Gul'dan no longer slows down the enemy.
    • Wave of Chaos now reduces enemy movement speed by 50%.
  • Extermination effects are now part of Soul Fire and Shadow Bolt by default.
  • Fel Armor's effects are now part of Blood Pact.
  • Grimoire of Supremacy pets now generate 20% more Demon Fury.
  • Malefic Yoke has been removed. Its effects become part of Drain Soul, which will be used by the Affliction Warlock instead.
  • Nightfall's effects are now part of Corruption by default for Affliction rogues.
  • Pyroblast effects are now part of Smoke Blast by default.
  • Seed of Corruption and Burn Soul: Seed of Corruption can no longer be applied to the same target at the same time.

Usefulness of the bands

We thought Warlocks were providing too much single raid utility, so we decided to downgrade Health Stone and Demon Portal. We put their own cooldowns on Healing Potions and Health Stones and made them only usable once per combat.

  • Demon Portal no longer has charges (was previously capped at 5). All members of a party or raid can use it once every 90 seconds (instead of 45 seconds). The maximum distance they can be set is 40 m (instead of 70).
  • Health Stone's cooldown will now not reset until the player leaves combat. The heal from this ability is now a flat amount (up from% of maximum health) and it can no longer have a critical effect.

Changes in Affliction

We are satisfied with the rotation of the Affliction Warlocks. But Soul Drain made them too strong in situations where they had a steady supply of small creatures to kill. We have reduced the effectiveness of its death effect to resolve this issue. Additionally, we have changed the cost of Soul Swap to 1 Soul Shard to make it more suited to its intended role - being a more expensive but quicker method of applying periodic damage effects. He is also more balanced against Haunt.

  • Drain Soul now creates 1 Soul Shard (was 4) when the target dies.
  • Haunt now increases periodic damage by 30% (was 35%).
  • Soul Swap now costs 1 Soul Shard (was none).
    • Burn Soul: Soul Barter costs a total of 2 Soul Shards (was 1).

Changes in Demonology

We weren't very satisfied with the Demonology Sacrificial Grimoire. Basically, the fact that he euthanized his pet at all hours did not fit the characteristics of Demonology. We played with various ideas where it acted as a temporary cooldown for Demonology, but decided to replace it with a new talent that is more suited to its characteristics and fits well against the competition generated by that talent pool. We've also changed the design of Demonologist Master to address some extreme cases and to simplify and clarify its effects.

  • Mastery: Demon Master has been slightly modified. Now passively increases all damage regardless of form by 6%. In Metamorphosis, increases the damage of Touch of Chaos, Wave of Chaos, Doom, Aura of Immolation, and Soul Fire by an additional 12%.
  • Demon pets controlled by Demonology Warlocks now deal 20% increased damage.
  • Grimoire of Sacrifice is no longer available to Demonology Warlocks, and has been replaced with a new talent: Grimoire of Synergy.
    • Grimoire of Synergy: When the warlock or his demon deals damage, there is a chance to activate Demonic Synergy, dealing 15% more damage to the other for 15 sec.

Movement powers

In Warlords, we have reduced the ability to deal damage while moving. Kil'jaeden's Cunning was a talent that caused a lot of problems as its mobility made warlocks much stronger compared to other casters. We have redesigned the ability to function to be more powerful in a burst, rather than always affecting only certain spells.

  • Kil'jaeden's Cunning has been redesigned. Kil'jaeden's Cunning uses Kil'jaeden's cunning to allow movement while casting the warlock's spells. This spell can be cast while other spells are being cast, and lasts for 8 seconds with a 1-minute cooldown.
  • Fel Flame has been removed.

Miscellany

Lastly, there are a few more changes. Drain Life's base heal has been lowered, but greatly improved the effectiveness of the glyph that increases its healing to extend the use of Drain Life in ideal situations. And finally, we simplified Burn of Shadows a bit.

  • Drain Life now restores 30% less health than before.
  • Shadowburn no longer regenerates mana.
  • Glyph of Drain Life now increases Drain Life's healing by 100% (was 30%).

Warrior (updated)

Pruning of faculties

If you want to see why we have done this pruning of faculties, you can go to the section Pruning of faculties that you will find above. For warriors, we have focused on eliminating those abilities that were redundant and improving their rotation a bit.

  • Rabid Stance has been removed.
  • Rajar has been removed.
  • Deep Wounds is now only available to Protection warriors.
  • Demoralizing Banner has been removed.
  • Flurry has been removed.
  • Banner of Taunt is now only available to Protection warriors.
  • Mortal Strike now replaces Heroic Strike for Weapon warriors.
  • Howl of Summoning is no longer available to Protection warriors.
  • Recklessness is now only available to Fury and Weapons warriors.
  • Shield Wall is now only available to Protection warriors.
  • Launch has been removed.
  • Thunderclap is no longer available to Fury Warriors.
  • Whirlwind is now only available to Weapons and Fury warriors.

Power Consolidation and Refinement

  • Battlecry now lasts for an hour and no longer generates Rage.
  • Blood and Thunder's effects are now part of Deep Wounds by default for Protection warriors.
  • Shout of Command now lasts for an hour and no longer generates Rage.
  • The effects of Engaged Fury are now part of Raging Madness.
  • Titan's Grip effects are now part of Raging Madness.
  • Raging Madness now increases all damage by 30% (was 20%) when using one-handed weapons.
  • Hedge now costs 10. of Rage and deals 20% weapon damage, in addition to slowing movement speed.
  • Flesh Cleaver's effects are now part of Whirlwind by default for Fury warriors.
  • Veteran Soldier now increases damage by 10% (was 15%).
  • Shield and sword effects are now part of Ravage by default.
  • Thunder Clap now costs 10. of Rage and also reduces the movement speed of nearby enemies by 50% for 6 seconds.
  • Ultimatum's effects are now part of Shield Slam by default.

Changes in attitudes

Warriors have always had attitudes; they are very important to the feeling that being a warrior conveys. To make attitudes more meaningful, and to clean up the keys a bit, we've made attitudes have their own action bar, and added attitude constraints to abilities. However, we've also made them so that it will automatically switch to the appropriate attitude if you attempt to use an ability that cannot be used in the current attitude. An important difference between this and previous incarnations of Warrior Attitudes is that these abilities are rotational, and not utility cooldowns. Stances now mean more for different game modes (dealing damage vs. tanking). There should be no case where you have to change your attitude, use an ability, and change your attitude again immediately.

  • Warrior Stances now have their own action bars again.
    • Attempting to use an ability that requires a different attitude will now automatically switch to that attitude.
  • Colossus Smash now requires Battle Stance.
  • Recklessness now requires the Battle Stance.
  • Sweeping Strikes now requires Battle Stance.
  • Activating Defensive Stance now grants Mortal Strike, Bloodlust, Whirlwind, Slam, Raging Blow, and Savage Strike a 6 second cooldown.
  • Devastate is now available to all warrior specializations (up from just Protection) and requires either Defensive Stance or Gladiator Stance.
    • For Arms and Fury warriors, Devastate has a 30% chance to reset Revenge's cooldown.
  • Revenge is now available to all warrior specializations (up from just Protection) and requires either Defensive Stance or Gladiator Stance.
  • Shield Barrier is now available to all warrior specs (up from just Protection) and requires Defensive Stance.
    • Arms and Fury warriors can use Shield Barrier without having a shield.

Weapon Changes

We wanted to fix some warrior problems. Mainly, we weren't happy with the weapon rotation yet (and most players aren't), so we've made a few more changes. The goal is to remove unnecessary complexity while adding more depth. As mentioned in the Ability Pruning section above, Overwhelm and Heroic Strike have been removed for Weapon warriors.

Also, we weren't satisfied with the Weapons mastery. What we wanted was for Armas to attack with few blows of the weapon, but for them to be large and powerful. But in fact, Shot of Opportunity had the opposite effect, often adding small shots. We have replaced Strike of Opportunity with a new Mastery that accentuates the intended design.

  • Battle Stance for Weapons Warriors now generates 115% more Rage from auto attacks, and Critical Hits now generate double Rage.

  • Weapon warriors' Defensive Stance now generates 50% of the Rage of auto attacks generated in Battle Stance.
  • Weapon warriors now generate Rage when taking damage from auto attacks. Every 1% of health taken from damage will generate 1. Rage up to a maximum of 5. of rage per blow.
  • Mastery: Strike of Opportunity has been replaced with a new passive ability, Mastery: Master of Weapons.
    • Mastery: Master of Arms increases the damage done by the Colossal Smash, Mortal Strike, and Execute abilities by 20% (increases with Mastery).
  • Colossus Smash now costs 20. of Rage, deals 225% increased damage and no longer increases Slam damage.
  • Enrage is no longer available to Weapon warriors.
  • Execute for Warriors Weapons now costs 10. Rage and consumes up to 30. Extra Rage to deal extra damage.
  • Mortal Strike now costs 20. Rage (instead of generating 10 Rage).
  • Overpower has been removed. Weapon warriors must now use Rend and Whirlwind instead.
  • Rend is a new ability for Weapon warriors.
    • Rend deals bleed damage over 18 sec and a final burst of bleed damage when the effect wears off. It costs 5 p. of anger.
  • Slam has been removed. Weapon warriors must now use Rend and Whirlwind instead.
  • Sweeping Strikes now costs 10. of anger (instead of 30).
  • Sudden Death has been removed.
  • Unbridled Wrath has been removed.

Damage Burst cooldowns

As with other classes, we wanted to reduce cooldown stacking. Cutting out Skull Banner helped us achieve this throughout the game. However, focusing on the warriors, we had to make more changes, such as matching some of the Skull Banner personal benefit with Recklessness. Additionally, to compensate for the removal of Throw, we modified Heroic Throw so that it could be used more frequently.

  • Heroic Throw is now a High Threat ability that generates an additional 300% threat, has a 6 second cooldown (was 30 seconds), but now has a minimum range of 15 yards.
  • Recklessness now increases both critical strike chance and damage by 15% and 10%, respectively (was 30% and 0%).
  • Shattering Throw no longer reduces the target's armor, only dealing damage and canceling immunities.
    • Additionally, it is no longer learned through a specialization, but rather through a new major glyph: the Glyph of Shattering Throw.

Haste for warriors

Haste has long been a troublesome stat for warriors as it is generally not of much value. We are committed to ensuring that all secondary stats are valuable (except the armor bonus for non-tanks and spirit for non-healers, of course); so we're making a significant change to warriors to ensure haste has a strong and competitive value. We have given the warrior a new passive that allows haste to affect the global cooldown and rotation abilities with short cooldowns.

  • Head Lunge is the new passive ability for warriors:
    • Head Lunge: Haste reduces the global cooldown and cooldowns of Mortal Strike, Bloodlust, Shield Slam, and Thunder Clap.

Changes in Protection

The Protection warriors have received some notable changes. First of all, we've removed dodge and parry from the team, and we believe that Protection warriors will value haste and critical strike as important secondary stats. To that end, we've made Answer to give critical hits a defensive value. The aforementioned Head Lunge also helps enhance haste.

  • Bloody Mania is a new passive ability for Protection warriors.
    • Bloody Mania is triggered by multistrike auto-attacks, regenerating 3% of the warrior's health over 3 seconds. By renewing this effect, the remaining duration is added to the new effect.
  • Reply has been redesigned.
    • Retaliation now grants the warrior a chance to parry equal to the team's critical strike bonus.
  • Unyielding Sentinel now also reduces the chance that their attacks will parry by 3%. (See also: Hit removal and expertise).

Talent changes

Some talents of the warrior also needed to be reviewed. First, Second Breath was a problem because it was sometimes too weak, and sometimes too powerful. We decided to convert this passive health regeneration ability to the new Parasite effect, so that warriors with low health have to stay in combat to benefit, instead of keeping their distance, hiding, or adopting another defensive playstyle. Angry Regeneration has been modified to compensate for the removal of Enrage on Weapon warriors.

The tier 45 talent row has been removed for gun control disarmament reasons and also to allow the player more talent options when choosing the complexity of the rotation. We've replaced the queue with new talents, many of which are spec-specific, granting a greater variety of playstyle options for the warrior.

Some combinations of the talent ranks at levels 60 and 90 were causing problems. We decided that Storm Bolt would best compete with Shockwave and Dragon's Roar, and Bladestorm would compete with Avatar and Bloodbath, so we swapped their positions. We've also adjusted the effects of a few talents to make them more competitive against the talents in their row.

  • Bladestorm is now a level 90 talent and swaps positions with Storm Bolt.
    • Bladestorm no longer allows shouting, except Demoralizing Shout, while active. It does allow the use of Taunt, Enraged Regeneration, Shield Wall, and Last Stand.
  • Enraged Regeneration now heals for 100% more, but no longer increases its effects when enraged.
  • Dragon Roar's damage is no longer reduced when it hits more than 1 target.
  • Mass Spell Reflection cooldown reduced to 30 seconds, but now replaces Spell Reflection.
  • Second Breath no longer directly heals the warrior when active. Instead, it gives the warrior 10% Parasitic while active, resetting the warrior for 10% of all damage dealt and healing it grants.
  • Storm Bolt is now a level 60 talent and swaps its Bladestorm position.
  • Astounding Scream has been removed and replaced with 3 new talents that vary by spec.
    • Weapons: Taste for Blood: Each time Rend deals damage, gains 3. of anger.
    • Fury - Furious Strikes - Savage Strike costs 15. less anger.
    • Protection: Severe Repercussions: Shield Slam deals 50% additional damage while Shield Block or Shield Charge is active.
  • Piercing Howl has been removed and replaced with a new talent, Sudden Death.
    • Sudden Death causes auto attacks to have a 10% chance that the next Execute has no cost and can be used on any target, regardless of health level. These Execute do not consume extra Rage to deal bonus damage.
    • Piercing Howl is now only available to Fury warriors as a default ability.
  • Disturbing Scream has been removed and replaced with 3 new talents that vary by specialization.
    • Weapons: Slam - Hit an opponent, dealing 100% weapon damage. Each consecutive use of Slam increases the damage dealt by 50% and the cost of Rage by 100%. Requires Battle Stance.
    • Fury: Insatiable Thirst: Bloodlust no longer has a cooldown.
    • Protection: Relentless Strikes - Devastate reduces the cost of Heroic Strike to 6. Rage for 6 seconds, stacking a maximum of 5 times. When the effect is applied 5 times, its duration is not reset again.

Changes in Fury

Fury warriors have received some additional changes. Specifically, Heroic Strike from Fury Warriors has been removed and Savage Strike has been modified to take on the role of excess rage collector. We've also revised Bloodthirst's critical strike chance to make it less crit-dependent. A new glyph has been added that gives Fury warriors the option to choose a rather different game mode. Auto attack damage is too high, so we've moved some of the damage to Execute (which has been changed to deal damage based on weapon damage, rather than just attack power). To allow all resources to be spent on each Colossal Smash, we've added an extension of it to Raging Blow. In addition, we have updated some spell alerts to improve their use.

  • Blood Surge's effects are now part of Bloodthirst by default, and no longer reduce the global cooldown of Savage Strike. His spell alert has been moved to the top box, instead of the left and right boxes, and he now has 2 charges (instead of 3).
  • Bloodlust now replaces Heroic Strike for Fury warriors.
    • Savage Strike now has a base global cooldown of 0,75 sec and a cost of 45. of anger.
  • Bloodlust now has 30% increased critical strike chance (was double the normal critical strike chance).
  • Raging Madness no longer increases auto attack damage. Instead, it also causes Execute to strike with the left-handed weapon.
  • Raging Blow now extends the duration of Colossal Smash by 2 sec and has a spell alert on the left and right boxes.
  • Glyph of Colossal Smash is a new glyph available to Fury warriors. The glyph increases the duration of the Colossal Smash effect to 20 seconds, but reduces its effectiveness.

Enrage and Deep Wounds

With the introduction of one of the level 100 warrior talents, which deals Fire damage, We have also modified Enrage to affect all damage, not just physical damage, and slightly increased its duration so that it can respond appropriately to massive damage, such as with Colossal Smash. We've also changed the design of Deep Wounds, to try to limit its effectiveness in PvP without compromising its effectiveness in PvE.

  • Mastery: Indomitable Fury (Fury) now increases all damage (and not just physical).
  • Deep Wounds now lasts for 15s or until the target is fully healed.
  • Enrage increases all damage (and not just physical).

Source: Blizzard


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