The Undermine(d) Public Test Realm (PTR) will be available for testing after the new year.
These changes are for the first week of PTR testing and do not contain the full patch notes for the update.
The War Within: Undermine(d) Development Notes
UNDERMINE
Players will travel deep into the goblin city of Undermine, the capital of the goblin’s trade empire! It is a city like none other seen before in World of Warcraft and stands as a testament to goblin intelligence and creativity as experts in both technology and alchemy. As our adventures continue, we’ll learn more about goblin culture and society that we have never been able to see before. We’ll learn what’s important to them, the problems they are trying to solve —everything that makes them truly unique, and what they’re capable of as a society. We’ll dig a bit deeper beyond just their humor and explosions, though there will still be explosions and a LOT of mayhem to be found.
THE CARTELS OF UNDERMINE
While in the Undermine, you’ll meet the four major goblin cartels:: Steamwheedle, Blackwater, Bilgewater, and the Venture Company. Each cartel is run by notorious goblins like Monte Gazlowe, Baron Revilgaz, Marin Noggenfogger, and more. There may also be a fifth cartel waiting in the wings to learn about a bit later. Which of these cartels you align yourself with is up to you. Your experience will change within the Undermine depending on which of these cartels you ally with. As you progress, you’ll gain access to customizations for your car within the Undermine, new transmog appearances, toys, and more.
D.R.I.V.E.
A cool acronym needs a cool meaning, and the goblins haven’t skimped on the meaning of D.R.I.V.E.’s. Standing for Dynamic and Revolutionary Improvements to Vehicular Experiences, you’ll want to make sure you have your sweet ride to roll around town in. Players can earn a customizable vehicle early on that’s designed just for use in Undermine. You’ll push the boundaries of locomotion on the roads of Undermine and speed through its causeways and byways at a higher rate than a ground mount can.
As a part of the progression with your car, you’ll meet up with Nanny Talullah who will send you out on “Shipping and Handling” activities to earn currency and buy parts for your ride.
Players can adjust the car’s characteristics such as adjusting its color or by buying parts to add a little extra grip to hug the roads or adjust to slide and glide as they drift around corners. Want to accelerate faster? Then, you may have to sacrifice a little speed. How you customize your car’s characteristics is up to you.
We’ve made significant changes to the D.R.I.V.E. system.
- Increased the height the G-99 Breakneck can climb over obstacles, such as fences.
- The D.R.I.V.E. Garage now requires you to unlock non-default parts. You can find them hidden throughout the Undermine and its activities.
- The G77C Ultra (the engine with the lowest max speed) is now the default engine. The Pozzik is now an unlockable option.
- Reduced the maximum speed of the GNZ Airmaster 9000 (the engine with the highest max speed) by 12.5%. Its acceleration at high speeds has been increased to compensate.
- Boosts have been significantly retuned due to loading time constraints. We believe these changes will increase the level of control you find while boosting. Please keep feedback coming on how you feel about these new boost levels.
- The Handcrank (the weakest boost) is now most effective at letting you maintain a higher than average top speed over long distances.
- The Steamboil (the strongest boost) is very good at kicking you up towards your max speed, and can nearly double your max speed when you are already moving fast.
- The Wildfuel Mk. 0 (the default boost) sits somewhere in-between these two.
- Horns have been added.
We have more improvements in development and we’ll share more soon.
LIBERATION OF UNDERMINE RAID
Despite the best efforts of the united cartels, Jastor Gallywix has holed himself away in the Gallagio and called in every favor ever owed to him… leaving a mountain of would-be oppressors between the goblins of Undermine and the Chrome King. Gazlowe and the rest of goblinkind will need to find their way into the Gallagio to rid themselves of Gallywix for good.
Raid Bosses
- Vexie and the Geargrinders
- Cauldron of Carnage
- Rik Reverb
- Stix Bunkjunker
- Sprocketmonger Lockenstock
- The One-Armed Bandit
- Mug’Zee, Heads of Security
- Chrome King Gallywix
OPERATION: FLOODGATE DUNGEON
It’s a race against time to stop the Darkfuse and Venture Co. from blowing up a dam that would flood the Ringing Deeps.
Dungeon Bosses
- Big M.O.M.M.A.
- Demolition Duo
- Swampface
- Geezle Gigazap
CAGE OF CARNAGE PVP ARENA
Set in the Demolition Dome, a close quarters gladiatorial arena where players are dropped in via trap doors separated only by a haphazard metal platform, equipped with ramps at every corner.
CLASSES
- DEATH KNIGHT
- Developers’ notes: Currently Frost and Unholy Death Knights are incredibly survivable often boasting lower death rates then tanks and far above any other specs in the game. From a fantasy perspective it makes sense for Death Knights to be incredibly durable and their kit lends itself well to it, but it currently leans too far in the unkillable direction. We fully expect Frost and Unholy Death Knight to continue being one of the more survivable specs but this should bring them closer to a more sane level.
- Frost
- Veteran of the Third War now increases Stamina by 12% (was 20%), and 6% in PvP combat (was 10%).
- Null Magic now reduces the magical damage you take by 5% (was 8%), and 3% in PvP combat (was 4%).
- Permafrost now generates an absorb shield at 30% of your auto attack damage (was 40%).
- Undermine(d) 2-Set Bonus has been updated – Your spells and abilities have a chance to activate a Winning Streak! increasing the damage of your Frost Strike and Glacial Advance by 4% stacking up to 8 times. Frost Strike and Glacial Advance have a 8% chance to remove Winning Streak!.
- Undermine(d) 4-Set Bonus has been updated – Winning Streak! causes Frost Strike and Glacial Advance to have a 8% chance to cast Frostscythe per stack at 50% effectiveness. Losing Winning Streak! sends you into a Murderous Frenzy, casting Frostscythe at 125% effectiveness and gaining 12% Haste for 6 seconds. Additionally, Frostscythe deals 50% more damage to the first target struck.
- Glacial Advance visual has been updated.
- Liberation of Undermine 2-set bonus – Winning Streak! now stacks up to 6 times (was 8).
- Liberation of Undermine 4-set bonus:
- Frostscythe effectiveness cast from Frost Strike and Glacial Advance has been reduced to 30% (was 50%).
- Frostscythe effectiveness upon losing Winning Streak! has been reduced to 100% (was 125%).
- Frostscythe’s increased effectiveness on main target has been reduced to 40% (was 50%).
- Obliterate damage increased by 20%.
- Frost Strike damage increased by 15%.
- Rime now increases the damage of Howling Blast by 275% (was 225%).
- Breath of Sindragosa damage increased by 10%.
- Liberation of Undermine 4-set bonus – Murderous Frenzy now increases Mastery by 12% for 6 seconds instead of Haste.
- Unholy
- Veteran of the Third War now increases Stamina by 12% (was 20%), and 6% in PvP combat (was 10%).
- Null Magic now reduces the magical damage you take by 5% (was 8%), and 3% in PvP combat (was 4%).
- Permafrost now generates an absorb shield at 30% of your auto attack damage (was 40%).
- Apocalypse and Raise Dead now summon ghouls instantly.
- Apocalypse and Raise Dead visuals have been updated.
- Liberation of Undermine 4-set bonus – Fixed an issue that caused Winning Streak! to be removed while Dark Transformation was active.
- Death Coil damage increased by 15%.
- Apocalypse ghoul damage increased by 25%.
- Magus of the Dead damage increased by 15%.
- Soul Reaper damage increased by 35%.
- Clawing Shadows and Scourge Strike damage increased by 15%. Does not affect Vampiric Strike.
- DEMON HUNTER
- Imprison now breaks based on a small damage threshold instead of any damage.
- Spectral Sight has been reworked:
- No longer removed upon taking an action.
- No longer removed when taking damage.
- Now removed by loss-of-control effects.
- Now Magic-dispelled.
- Movement penalty reduced to 20% (was 30%).
- Lost in Darkness has been redesigned – Spectral Sight has 5 second reduced cooldown and no longer reduces movement speed.
- Immolation Aura damage increased by 6%.
- Sigil of Flame damage increased by 6%.
- Hero Talents
- Fel-Scarred
- Demonsurge now deals reduced damage beyond 8 targets.
- Demonsurge damage increased by 40%.
- Burning Blades now deals 50% of listed ability damage over 6 seconds (was 35%).
- Flamebound now increases Immolation Aura critical damage bonus by 30% (was 25%).
- Fel-Scarred
- Havoc
- New Talent: Screaming Brutality – Blade Dance automatically triggers Throw Glaive on your primary target for 100% damage and each slash has a 50% chance to Throw Glaive an enemy for 35% damage.
- Momentum renamed Exergy and has been updated – The Hunt and Vengeful retreat increase your damage by 5% for 20 seconds.
- Inertia has been updated – The Hunt and Vengeful retreat cause your next Fel Rush or Felblade to empower you, increasing damage by 18% for 5 seconds.
- Unbound Chaos has been updated – The Hunt and Vengeful Retreat cause your next Fel Rush or Felblade to deal 500% increased damage.
- Cycle of Hatred has been redesigned – Eye Beam reduces the cooldown of your next Eye Beam by 2.5/5 seconds, stacking up to 10/20 seconds.
- Exergy and Inertia choice node has swapped locations with Unbound Chaos.
- Any Means Necessary has been removed.
- Mastery: Demonic Presence effectiveness increased by 25%.
- Soulscar damage reduced to 80% of your Throw Glaive (was 100%).
- A Fire Inside now also causes your Immolation Aura to deal Chaos damage instead of Fire, in addition to its existing effects.
- Cycle of Hatred additional aura stacks generated now persist until the Demon Hunter has been out of combat for 60 seconds without casting Eye Beam.
- Fixed an issue when talented into both Furious Throws and Screaming Brutality that was unintentionally causing a triggered Throw Glaive to enforce its 25 Fury cost.
- Fixed an issue when talented into Screaming Brutality that was frequently causing an unintended additional Throw Glaive damage event.
- Fel-Scarred
- Enduring Torment now increases Blade Dance and Chaos Strike damage while not in Demon Form by 15% (was 10%).
- Flamebound radius bonus now also affects Ragefire.
- Vengeance
- Demon Spikes duration increased to 8 seconds (was 6 seconds).
- Cycle of Binding effect is now triggered by Sigil of Flame (was all Sigil skills) and reduces Sigil skill cooldowns by 5 seconds (was 2 seconds).
- Burning Blood bonus to Fire damage reduced to 8% (was 10%).
- Fiery Demise bonus to Fire damage dealt to targets affected by your Fiery Brand reduced to 15/30% (was 20/40%).
- DRUID
- Many talents have changed position in the talent tree.
- New Talent: Grievous Wounds – Rake, Rip, and Thrash damage increased by 10%.
- New Talent: Gale Winds – Increases Typhoon’s radius by 20% and its range by 5 yards.
- New Talent: Incessant Tempest – Reduces the cooldown of Typhoon by 5 seconds.
- New Talent: Circle of the Wild – Physical damage dealt by your abilities increased by 5% (25% for Restoration Druids).
- New Talent: Circle of the Heavens – Magical damage dealt by your spells increased by 5% (25% for Restoration Druids).
- New Talent: Lycara’s Meditation – You retain Lycara’s Teachings’ bonus from your most recent form for 5 seconds after shifting out of it.
- New Talent: Symbiotic Relationship – Form a bond with an ally. Your self-healing also heals your bonded ally for 10% of the amount healed. Your healing to your bonded ally also heals you for 8% of the amount healed.
- New Talent: Aessina’s Renewal – When a hit deals more than 12% of your maximum health, instantly heal for 10% of your health. This effect cannot occur more than once every 30 seconds.
- New Talent: Perfectly-Honed Instincts – Well-Honed Instincts can trigger up to once every 90 seconds.
- Ursoc’s Spirit has been updated – Stamina increased by 4%. Stamina in Bear Form is increased by an additional 5%.
- Developers’ notes: These bonuses multiply together, so Druids’ health in Bear Form remains unchanged.
- Light of the Sun replaces Skull Bash for Balance Druids only – The remaining cooldown of Solar Beam is reduced by 15 seconds when it interrupts its primary target.
- Improved Rejuvenation has been changed to Lingering Healing – Rejuvenation’s duration is increased by 3 seconds. Regrowth’s duration is increased by 3 seconds when cast on yourself.
- Instincts of the Claw is now a 1-point talent (was 2) and has been updated – Ferocious Bite and Maul damage increased by 8%.
- Lore of the Grove is now a 1-point talent (was 2) and has been updated – Moonfire and Sunfire damage increased by 10%.
- Fluid Form has been updated – Skull Bash can now be used in any form and shifts you into Cat Form if necessary.
- Rejuvenation healing increased by 5%.
- Wild Growth healing increased by 5%.
- Rip damage reduced by 9%.
- Shred damage increased by 10%.
- Swipe damage increased by 10%.
- Ferocious Bite damage reduced by 8%.
- Cyclone duration is now 5 seconds (was 6 seconds).
- Disorienting Roar now breaks based on a small damage threshold instead of any damage.
- Rising Light, Falling Night has been removed.
- Moonkin Form has been added to the Class talent tree in Sunfire’s previous position.
- Developers’ notes: Restoring Moonkin Form to the class talent tree empowers Restoration Druids to use Convoke the Spirits for magic damage, like they can currently use Cat Form for physical damage.
- Sunfire moved to Improved Sunfire’s position. Improved Sunfire’s effect is now included in Sunfire.
- Fluid Form causes Wrath and Starfire to transform you into Moonkin Form at the end of their casts, instead of at their starts.
- Developers’ notes: It should always take a global cooldown to transform to a shapeshift form, either from a direct transformation or a Fluid Form ability. Starting a Wrath or Starfire cast and cancelling it allowed Druids to transform into Moonkin without a global cooldown.
- Lycara’s Meditation now only retains bonuses from your shapeshift forms. The Haste bonus from humanoid form is not retained.
- Developers’ notes: Druids can revert to humanoid form instantly and, with Fluid Form, transform back to role forms without losing a GCD. This is only the case for humanoid form – shifting to and from shapeshift forms incurs some cost. We are making this change because it is not intended gameplay for Druids to shift to humanoid form frequently to maintain its Haste bonus from Lycara’s Teachings.
- Hero Talents
- Druid of the Claw
- Ravage damage reduced by 8%.
- Druid of the Claw
- Balance
- Sunfire is now learned at level 10 (was a talent).
- The following talents have been removed:
- Light of the Sun
- Sunfire (now learned at level 10)
- Balance Druids now learn Moonkin Form in the Class talent tree upon reaching level 10.
- Light of the Sun has been moved to the Class Talent Tree for Balance Druids.
- Power of Goldrinn damage increased by 100%.
- Starsurge damage increased by 5%.
- Touch the Cosmos chances increased to 18% from Wrath (was 15%) and 25% for Starfire (was 22%).
- Feral
- Thrash now learned at level 10 (was a talent).
- Brutal Slash damage increased by 10%.
- Killer Instinct no longer increases damage dealt by Moonfire cast with Lunar Inspiration.
- Feral Druids now learn Thrash in the Class talent tree upon reaching level 10.
- Undermine(d) 4-Set Bonus – Big Winner deals direct damage equal to 800% of Attack Power (was 250%). Apex Predator increases the damage of your periodic effects by 16% (was 8%).
- Liberation of Undermine 2-set bonus has been updated – Free Ferocious Bites are exempt from removing Winning Streak!
- All ability damage increased by 8%.
- Guardian
- New Talent: Ursol’s Warding – Gain magical damage reduction equal to 5/10% of your damage reduction from armor.
- Reinvigoration has been updated – Frenzied Regeneration heals over 1/2 additional seconds, and casts Rejuvenation and Regrowth on you at 100/200% effectiveness.
- Verdant Heart now learned at level 10 (was a talent).
- Mangle damage increased by 10%.
- Maul damage reduced by 8%.
- Raze damage reduced by 8%.
- Raze now replaces Maul.
- Layered Mane has been removed.
- Guardian Druids now learn Verdant Heart in the Class talent tree upon reaching level 10.
- Raze has been updated – Strike with the might of Ursoc, dealing Physical damage to your target and to all other enemies in front of you. Damage reduced beyond multiple targets.
- Developers’ notes: This change causes Raze to always deal increased damage to the primary target, even if other targets exist.
- Restoration
- Improved Nature’s Cure is now learned at level 10 (was a talent).
- Mastery: Harmony – Effectiveness increased by 30%. Now reduces its bonus with each additional heal over time effect.
- Developers’ notes: This update to Mastery: Harmony is intended to reward more heavily the first few heal over time effects applied to allies while tempering the scaling at large heal over time counts. This scaling will still always make it a bonus to have additional heal over time effects on targets.
- Tranquility channel time reduced to base 5 seconds (was 8 seconds). Total healing unchanged.
- Nature’s Swiftness now increases the healing of Regrowth by 200% (was 100%).
- Flourish now causes an initial heal effect on affected allies, split evenly among them.
- All damage reduced by 20%.
- Developers’ notes: This damage reduction keeps Restoration Druid’s physical or magic damage dealt equivalent to previous patches when selecting the Circle of the Wilds or Circle of the Heavens talents. We are making this change with the goal of moving Restoration Druids towards utilizing either their damaging physical abilities or magic spells instead of weaving between them both in order to reduce the damage rotation complexity.
- Restoration Druids now learn Improved Nature’s Cure in the Class talent tree upon reaching level 10.
- Mastery: Harmony effectiveness increased by 12% and its scaling rate has been adjusted.
- EVOKER
- Rescue now clears movement impairing effects from you and your target.
- Sleep Walk now has a 1.7 second cast time (was 1.5 seconds).
- Hero Talents
- Flameshaper
- Developers’ notes: We’re looking to improve some of the weaker talents for Flameshaper and enable them to be more effective in dungeon content. Instead of increasing duration and spreading Fire Breath and Dream Breath, Flameshapers can now cast Fire Breath and Dream Breath more often, and have them deal more damage/healing in a compressed window of time. In addition, we’re adding a way to opt out of Enkindle so that Echo builds can function better with Flameshaper.
- New Talent: Fulminous Roar – Fire Breath and Dream Breath deal their damage and healing in 20% less time.
- Traveling Flame has been redesigned – No longer increases Dream Breath or Fire Breath duration and spreads. Instead, reduces the cooldown of Fire Breath or Dream Breath by 5 seconds when you cast Engulf.
- Engulf’s cooldown is now reduced by Haste.
- Titanic Precision no longer references Reversion critically striking for Preservation, as it cannot critically heal on application.
- Conduit of Flame Critical Strike chance increased to 15% (was 10%). Now correctly specifies that it increases critical strike chance above 50% health for Preservation.
- Expanded Lungs is now a choice talent against Enkindle.
- Fan the Flames has been removed.
Enkindle deals 25% of Essence ability damage (was 20%).- Enkindle reverted back to 20% of Essence ability damage.
- Engulf cooldown reduced to 27 seconds (was 30 seconds).
- Consume Flame now consumes 2 seconds of Fire Breath and Dream Breath (was 4 seconds). Consume Flame damage is now 750% of the amount consumed (was 375%) and healing is now 300% of the amount consumed (was 150%).
- Expanded Lungs increases the damage or healing over time of Fire Breath and Dream Breath by 30% (was 25%).
- Consume Flame damage is now increased by Scorching Embers.
- Draconic Instincts chance to trigger from smaller damage events has been significantly increased.
- Flameshaper
- Augmentation
- New Talent: Rockfall – Upheaval reaches maximum empower level 20% faster and has a 60% chance to grant Essence Burst.
- New Passive: Close as Clutchmates – Ebon Might and Breath of Eons are 25% more effective when not in a raid.
- Ebon Might no longer affects tanks and healers (was prefers damage dealers).
- Developers’ notes: In Undermine(d) we’re making a large adjustment to Ebon Might’s ally targeting functionality with the goal of better balancing their performance in smaller group content such as Dungeons and PvP. Augmentation Evoker has previously boosted group survivability too much in smaller group content compared to other specializations due to Ebon Might affecting Tanks and Healers, which has impacted our ability to tune their damage without having their overall performance surpass our purely damage dealing specializations. Without Ebon Might affecting Tanks and Healers, we’re returning the Close as Clutchmates passive to allow for their damage to be more tunable and equivalent between raid and dungeons.
- Motes of Possibility chance to trigger increased to 25% (was 15%).
- While in dungeons and raids, allies can no longer see additional Upheavals from Rumbling Earth.
- Seismic Slam talent has moved to PvP talents.
- Developers’ notes: The following change is intended to reduce the defensive power of Augmentation in dungeons. Augmentation has consistently been overperforming in pushing high keys, so we’re making Ebon Might only apply to damage dealers. At the same time, we’re increasing Ebon Might’s effectiveness so that Augmentation’s damage throughput is increased to make up for the lost utility of buffing tanks and healers.
- Ebon Might no longer applies to tanks and healers.
- Close as Clutchmates has been re-added. Ebon Might and Breath of Eons are now 25% more effective outside of raid.
- Devastation
- New Talent: Azure Celerity – Disintegrate ticks 1 additional time, but deals 8% less damage.
- Scorching Embers damage increase now scales with empower level, up to a maximum of 40%, similar to Molten Embers for Augmentation.
- Firestorm damage increased by 50% and duration reduced to 6 seconds (was 10 seconds).
- Eternity Surge now targets enemies within a 25 yard radius around the Evoker (was a 12 yard radius around the target).
- Hoarded Power has been removed.
- Preservation
- Dream Breath now heals yourself and 5 injured allies (was 5 injured allies).
- Developers’ notes: This guarantees a Dream Breath heal over time effect will always be on yourself, so you never have to purposely miss allies with the breath cone.
- Dream Breath and Reversion no longer snapshot with Mastery: Lifebinder. Instead, they will re-evaluate the Mastery bonus each time they tick based on the target’s current health and yours.
- The Liberation of Undermine 4-set bonus now works with Echoed Verdant Embraces.
- Liberation of Undermine Class Set – Insurance heal over time reduced by 30%.
- Liberation of Undermine Class Set – Insurance healing from triggering its low-health effect reduced by 15%.
- Developers’ notes: Emerald Blossom has historically triggered Echo for consistency reasons, but this has made it difficult to weave these spells together effectively. We’re updating Echo to no longer trigger from Emerald Blossom so players who want to make use of Emerald Blossom can do so without “wasting” any active Echoes.
- Emerald Blossom may no longer be Echoed.
- Echo’s tooltip has been updated. It now states that Essence spells cannot be Echoed.
- Dream Breath now heals yourself and 5 injured allies (was 5 injured allies).
- HUNTER
- Kindling Flare has been redesigned – Now increases the radius of flare by 50%.
- Territorial Instincts has been redesigned – Now reduces the cooldown of Intimidation by 10 seconds and no longer summons a pet for you if you do not have a pet out.
- Wilderness Medicine has been updated – Now additionally increases the cooldown reduction effect of Natural Mending by 0.5 seconds.
- No Hard Feelings has been updated – Now additionally reduces the cooldown of Misdirection by 5 seconds.
- Roar of Sacrifice has been updated for Marksmanship Hunters only – Instructs your pet to protect a friendly target from critical strikes, making attacks against that target unable to be critical strikes. Lasts 12 seconds. While Roar of Sacrifice is active, your Spotting Eagle cannot apply Spotter’s Mark.
- Intimidation now has a unique variant when you’re in Marksmanship spec that does not require line of sight and uses your Spotting Eagle.
- Explosive Shot projectile speed increased.
- Eyes of the Beast is now only learned by Survival and Beast Mastery Hunters.
- Eagle Eye is now only learned by Marksmanship Hunters.
- Freezing Trap now breaks based on a small damage threshold instead of any damage.
- Roar of Sacrifice, Wilderness Medicine, and No Hard Feelings have had their tooltips updated to not present Marksmanship Hunters with information irrelevant to their specialization.
- Panthara cats no longer require Fresh Talbuk Meat to tame.
- Implosive Trap knock up radius increased to 8 yards (was 5 yards).
- Counter Shot visuals have been updated.
- Tranquilizing Shot missile speed increased.
- Aspect of the Cheetah visuals have been updated.
- Hi-Explosive Trap visuals have been updated.
- Implosive Trap visuals have been updated.
- Posthaste visuals have been updated.
- Disengage visuals have been updated.
- Hero Talents
- Dark Ranger
- Withering Fire has been updated – Withering Fire now triggers from casting Black Arrow during Trueshot/Bestial Wrath and no longer auto-fires Black Arrow instead of gaining Deathblow.
- Developers’ notes: A common complaint of Withering Fire is its consistency. The goal with this change is to raise Withering Fire’s randomness floor while lowering its ceiling, still allowing for exciting high-roll moments where you get many Deathblow procs rapidly and reducing the times where nothing happens during Withering Fire.
- Fixed an issue preventing Bleak Powder’s cone from dealing damage over its intended area.
- Shadow Hounds has been updated – Dark Hounds now deal damage to nearby enemies when they attack for Marksmanship and Beast Mastery Hunters (was Beast Mastery only).
- Withering Fire stacks will no longer reset after dungeon boss combat.
- Fixed an issue causing Black Arrow to deal more damage than intended for Marksmanship Hunters in PvE only.
- Fixed an issue causing Dark Hounds to trigger less often than intended.
- Withering Fire has been updated – Withering Fire now triggers from casting Black Arrow during Trueshot/Bestial Wrath and no longer auto-fires Black Arrow instead of gaining Deathblow.
- Pack Leader
- New Talent: Howl of the Pack Leader – Every 30 seconds, your next Kill Command summons the aid of a Bear, Wyvern, or Boar. Your Bear leaps into the fray, rending the flesh of up to 8 nearby enemies dealing heavy damage over time. Your Wyvern increases the damage you and your pets deal. Your Boar charges into battle, dealing heavy damage to your target and moderate damage to nearby enemies.
- New Talent: Better Together – Howl of the Pack Leader’s cooldown is reduced to 25 seconds. Your pets gain an extra 5% of your attack power.
- New Talent: Dire Summons – Kill Command reduces the cooldown of Howl of the Pack Leader by 1 second. Cobra Shot/Raptor Strike/Mongoose Bite reduces the cooldown of Howl of the Pack Leader by 1 second.
- New Talent: Pack Mentality – Howl of the Pack Leader causes your next Kill Command to deal 50% increased damage/generate an additional stack of Tip of the Spear.
- New Talent: Ursine Fury – Your Bear’s periodic damage has a 10% chance to reduce the cooldown of Kill Command/Butchery or Flanking Strike by 1 second/2 seconds. Choice node with Envenomed Fangs.
- New Talent: Envenomed Fangs – Initial damage from your Bear will consume Serpent Sting from up to 8 nearby targets, dealing 100% of its remaining damage instantly. Choice node with Ursine Fury.
- New Talent: Fury of the Wyvern – Your pet’s attacks increase your Wyvern’s damage bonus by 1%, up to 10%. Casting Kill Command/Wildfire bomb extends the duration of your Wyvern by 1 second/2 seconds, up to 10 additional seconds.
- New Talent: Hogstrider – Each time your Boar deals damage, your next Cobra Shot/Raptor Strike/Mongoose Bite strikes 1 additional target. Beast Mastery Hunters also gain 25% increased damage to their next Cobra Shot and it stacks up to 4 times. Survival Hunters have a 25% chance to gain Mongoose Fury.
- New Talent: No Mercy – Damage from your Kill Shot sends your pets into a rage, causing all active pets within 20 yards and your Bear to pounce to the target and attack it.
- New Talent: Shell Cover – When dropping below 40% health, summon the aid of a Turtle, reducing the damage you take by 10% for 6 seconds. This effect can only occur once every 2 minutes.
- New Talent: Slicked Shoes – When Disengage removes a movement impairing effect, its cooldown is reduced by 4 seconds. Choice node with Horsehair Tether.
- New Talent: Horsehair Tether – When an enemy is stunned by Binding Shot, it is dragged to the center of the Binding Shot. Choice node with Slicked Shoes.
- New Talent: Lead From the Front – Casting Bestial Wrath/Coordinated Assault summons the aid of a Beast and increases the damage dealt by your Beasts by 25% for 12 seconds.
- The following talents have been removed:
- Beast of Opportunity
- Cornered Prey
- Covering Fire
- Cull the Herd
- Den Recovery
- Frenzied Tear
- Furious Assault
- Howl of the Pack
- Pack Assault
- Pack Coordination
- Scattered Prey
- Tireless Hunt
- Vicious Hunt
- Wild Attacks
- Hogstrider can now be consumed by procs such as Snakeskin Quiver.
- Rend Flesh now benefits from Unnatural Causes.
- Rend Flesh can now crit.
- Ursine Fury now appropriately grants its cooldown reduction to Flanking Strike and Butchery.
- Fixed an issue that caused the Wyvern’s damage buff aura to be incorrectly tied to the duration of its visual effects and thus appear to fall off at random durations.
- The summoning order of Pack Leader’s beasts is no longer random, and Beast summons will no longer repeat.
- Developers’ notes: The summoning order is Wyvern, Boar, Bear.
- Sentinel
- Lunar Storm damage increased by 25%.
- Lunar Storm’s radius increased to 12 yards (was 8 yards).
- Lunar Storm’s duration increased to 12 seconds (was 8 seconds).
- Lunar Storm now triggers once every 30 seconds (was 15 seconds).
- Lunar Storm now does initial damage in addition to its periodic damage.
- Lunar Storm’s visual effects have been updated.
- Lunar Storm’s cooldown can now be tracked via an aura on the player.
- Lunar Storm will now present an aura on the personal resource display when it is ready to be fired.
- Lunar Storm now follows its target very slowly.
- Developers’ notes: Our goal with these changes is to help make Lunar Storm feel like more of a “moment” be reducing its frequency and increasing its damage. We’re also looking to increase its usability by allowing it to slowly track its target. Since Lunar Storm is spawned at your enemy’s position, and in most content, Hunters have very little agency over where mobs are moving, we felt that allowing it to slowly follow your target is more justifiable relative to other ground / area spells.
- Dark Ranger
- Beast Mastery
- Developers’ notes: We’re happy with how Beast Mastery Hunter is playing and performing, we are just adding more hooks to ensure that this spec has appropriate area of effect tunability.
- New Talent: Dire Cleave – When summoned, Dire Beasts gain Beast Cleave at 100% effectiveness for 8 seconds.
- New Talent: Poisoned Barbs – Direct damage from Barbed Shot has a 30% chance to explode on impact, dealing Nature damage to nearby enemies. Damage reduced beyond 8 targets.
- New Talent: Solitary Companion – Your pet damage is increased by 35% and your pet’s size is increased by 10%. Choice node with Animal Companion.
- Developers’ notes: Our vision for Beast Mastery’s fantasy is tied to Animal Companion, but for players who would like to opt-in to solo-pet Beast Mastery, this talent should allow you to enjoy that playstyle with only a marginal throughput loss. We’ve taken some initial steps to ensure that this talent doesn’t dramatically increase the throughput of spells like Call of the Wild and we’ll be making changes as necessary if issues arise.
- Stomp has been updated – Now deals separate damage instances between its primary target and secondary targets.
- Serpent Sting damage increased by 50%.
- Barrage damage increased by 100%.
- Barrage focus cost reduced to 40 (was 60).
- Alpha Predator now increase Kill Command’s damage multiplicatively rather than additively.
- Additional Kill Shots fired from Hunter’s Prey will now target enemies regardless of health percentage.
- Dire Command summon chance reduced to 20% (was 30%).
- Dire Beast’s visual effects have been updated.
- Dire Beasts now leap to their target when summoned.
- Dire Frenzy is now a 2-point node and replaces Basilisk Collar.
- The following talents have been removed:
- Basilisk Collar
- Venom’s Bite
- Solitary Companion’s aura will now be removed and applied more consistently.
- New Talent: Thundering Hooves – Casting Explosive Shot causes all active pets to Stomp at 200% effectiveness.
- Poisoned Barbs has been updated – Now also applies Serpent Sting.
- Liberation of Undermine 4-set bonus has been updated – Potent Mutagen damage increased by 100%.
- Barbed Shot visuals have been updated.
- Barbed Shot travel speed increased.
- Serpent Sting is no longer tracked on nameplates for Beast Mastery only.
- Explosive Venom has been removed.
- Bestial Wrath damage bonus increased to 30% (was 25%).
- Kill Command damage increased by 10%.
- Liberation of Undermine 4-set bonus has been updated – Potent Mutagen attacks now reduce the cooldown of Bestial Wrath by 0.5 seconds (was 1 second).
- Liberation of Undermine 4-set bonus has been updated – Potent Mutagen now lasts 8 seconds (was 10 seconds).
- Dark Ranger
- Black Arrow damage increased by 15%.
- Fixed an issue causing Unnatural Causes to benefit Black Arrow’s direct damage rather than just its periodic damage.
- Withering Fire has been updated:
- Now triggers from Call of the Wild (was every 3 Bestial Wraths) and lasts for the duration of Call of the Wild.
- No longer allows Black Arrow to ignore health requirements.
- Now grants Deathblow every 4 seconds for the duration of Withering Fire.
- Developers’ notes: These changes are targeted at simplifying Withering Fire and improving its consistency for Beast Mastery.
- Pack Leader
- Lead From the Front has been updated – Now also increases the damage of your pets by 15%.
- Shell Cover now triggers at 60% health (was 40%).
- Shell Cover cooldown reduced to 90 seconds (was 120 seconds).
- Pack Mentality now reduces Barbed Shot cooldown by 10 seconds (was 18 seconds).
- Howl of the Pack Leader’s related auras will now expire while out of combat. Howl of the Pack Leader will be reapplied upon entering combat.
- Developers’ notes: Players have found it odd that Howl of the Pack Leader auras advance and resolve while out of combat, so we’re letting them fall off to reduce visual clutter.
- Howl of the Pack Leader’s summon order is now reset on raid and Mythic+ encounter start.
- Fixed an issue where Dire Cleave was granting incorrect Beast Cleave damage.
- Marksmanship
- Developers’ notes: Moving into Undermine(d), we are looking to reimagine Marksmanship’s Sharpshooter fantasy and reconcile some large spec friction points such as Lone Wolf. Undermine(d) is seeing Marksmanship lose their pet functionalities and it is instead joined in battle by a unique Eagle pet that will exist outside of the game space but continue to support you in combat in a uniquely Marksmanship way.
- New Ability: Harrier’s Cry – Your Eagle descends from the skies with a screech, giving the signal to attack. Increases Haste by 30% for all party and raid members for 40 seconds. Allies receiving this effect will become Sated and unable to benefit from Harrier’s Cry or similar effects again for 10 minutes. Learned at level 48.
- New Passive: Manhunter – Damaging a player with Aimed Shot applies Grievous Injury, reducing the healing they receive by 25%. Learned at level 11.
- Developers’ notes: Marksmanship lost access to Mortal Wounds by losing pet access, so we’re returning Aimed Shot’s ability to apply Mortal Wounds.
- New Passive: Eyes in the Sky – Gain the aid of a Spotting Eagle. Damaging an enemy with an ability empowered by Precise Shots has a 30% chance to cause your Spotting Eagle to mark your target. Enemies marked by your Spotting Eagle take 10% increased damage from your Aimed Shot. Replaces Call Pet and all associated Pet abilities. Learned at level 13.
- New Talent: Aspect of the Hydra – Aimed Shot, Rapid Fire, and Arcane Shot now hit a second nearby target for 40% of their damage. Choice node with Trick Shots.
- New Talent: Improved Spotter’s Mark – Spotter’s Mark’s damage bonus is increased by 20%.
- New Talent: Moving Target – Consuming Precise Shots increases the damage of your next Aimed Shot by 20% and grants Streamline.
- New Talent: Obsidian-Tipped Ammunition – The damage of Auto Shot is increased by 25% and its critical strike chance is increased by 15%. Choice node with On Target.
- New Talent: Shrapnel Shot – Damaging an enemy with Explosive Shot increases the damage they receive from your next Arcane Shot or Multi-Shot by 30%.
- New Talent: Magnetic Gunpowder – Consuming Precise Shots reduces the cooldown of Explosive Shot by 2 seconds. Consuming Lock and Load reduces the cooldown of Explosive Shot by 8 seconds.
- New Talent: Precise Detonation – Casting Explosive Shot grants Streamline. When Aimed Shot damages a target affected by your Explosive Shot, Explosive Shot instantly explodes, dealing 25% increased damage.
- New Talent: On Target – Consuming Spotter’s Mark grants 4% increased Haste for 10 seconds, stacking up to 4 times. Multiple instances of this effect can overlap. Choice node with Obsidian-Tipped Ammunition.
- New Talent: Quickdraw – Lock and Load now increases the damage of Aimed Shot by 15%.
- New Talent: Target Acquisition – Consuming Spotter’s Mark reduces the cooldown of Aimed Shot by 2 seconds.
- New Talent: Eagle’s Accuracy – Spotter’s Mark’s Aimed Shot damage bonus is increased by 5/10%.
- New Talent: Headshot – Kill Shot can now benefit from Precise Shots at 25% effectiveness. Kill Shot now consumes Precise Shots.
- New Talent: Feathered Frenzy – Trueshot sends your Spotting Eagle into a frenzy, instantly applying Spotter’s Mark to your target. During Trueshot, your chance to apply Spotter’s Mark is increased by 50%.
- New Talent: Tensile Bowstring – While Trueshot is active, consuming Precise Shots extends Trueshot’s duration by 1 second, up to 5 seconds. Additionally, Trueshot now increases the effectiveness of Streamline by 50%.
- New Talent: Incendiary Ammunition – Bulletstorm now increases your critical strike damage by 2% and Bulletstorm now stacks up to 5 more times.
- New Talent: Bullet Hell – Damage from Multi-Shot and Volley reduces the cooldown of Rapid Fire by 0.25 seconds. Damage from Aimed Shot reduces the cooldown of Volley by 0.25 seconds.
- New Talent: Improved Streamline – Streamline’s cast time reduction effect is increased to 30%. Choice node with Focused Aim.
- New Talent: Windrunner Quiver – Precise Shots can now stack up to 2 times, but its damage bonus is reduced to 90%. Casting Aimed Shot has a 50% chance to grant an additional stack of Precise Shots.
- Developers’ notes: Precise Shots’ stacking behavior has been updated. The damage bonus of Precise Shots now stacks and all stacks are consumed when Arcane Shot or Multi-Shot are cast.
- New Talent: Eagle’s Accuracy – Spotter’s Mark’s damage bonus is increased by 5/10%.
- New Talent: Cunning – Your Spotting Eagle gains the Cunning specialization, granting you Master’s Call and Pathfinding. Choice node with Tenacious.
- New Talent: Tenacious – Your Spotting Eagle gains the Tenacity specialization, granting you Air Superiority and Endurance Training. Choice node with Cunning.
- New Talent: Ohn’ahran Winds – When you Eagle applies Spotter’s Mark, it has a 25% chance to apply a Spotter’s Mark to up to 3 additional nearby enemies.
- New Talent: Double Tap – Casting Trueshot grants Double Tap, causing your next Aimed Shot to fire again at 100% power, or your next Rapid Fire to fire 100% additional shots during its channel. This talent’s effectiveness is reduced by 50% in PvP combat.
- New Talent: Killer Mark – Spotter’s Mark now additionally increases the critical strike chance of Aimed Shot by 15%.
- New Talent: Deadeye – Kill Shot now has 2 charges and has its cooldown reduced by 2 seconds. Choice node with Headshot.
- Developers’ notes: Headshot has substantial rotational implications, and Deadeye should provide a simpler option for players who want to improve Kill Shot’s throughput without substantially increasing cognitive load.
- Streamline has been updated – Rapid Fire’s damage is increased by 15%. Casting Rapid Fire grants Streamline. Streamline: Your next Aimed Shot has a 20% reduced cast time. Stacks up to 2 times.
- Precise Shot renamed to Precise Shots and has been updated – Aimed Shot causes your next Arcane Shot or Multi-Shot to deal 100% more damage and cost 70% less Focus. Your Auto Shot damage is increased by 100% and increases the time between auto shots by 2 seconds.
- Focused Aim has been updated – Precise Shots reduces the cooldown of Aimed Shot by 0.75 seconds. Choice node with Improved Streamline.
- Trueshot has been redesigned – Increases your critical strike chance by 10% and critical strike damage by 15 seconds. Reduces the cooldown of Aimed Shot and Rapid Fire by 60%.
- Razor Fragments has been updated – Now only triggers when Deathblow is gained (was when Trick Shots was consumed or Deathblow was gained).
- Calling the Shots has been updated – Consuming Spotter’s Mark reduces the cooldown of Trueshot by 2 seconds. Choice node with Unerring Vision.
- Unerring Vision has been updated - Trueshot now increases your critical strike chance by an additional 10% and increases your critical strike damage by an additional 20%. Choice node with Calling the Shots.
- Bulletstorm has been updated – Damage from Rapid Fire increases the damage of Aimed Shot by 2% for 15 seconds, stacking up to 15 times. New stacks do not refresh duration and are removed upon casting Rapid Fire. This talent’s effectiveness is reduced by 50% in PvP combat.
- In the Rhythm has been updated – Channeling Rapid Fire decreases the time between Auto Shots by 1 second for 12 seconds.
- Fan the Hammer renamed to Ammo Conservation and has been updated – Now also reduces Aimed Shot’s cooldown by 1 second.
- Multi-Shot now learned at level 10 (was a talent).
- Aimed Shot damage increased by 20%.
- Aimed Shot cast time increased to 3 seconds (was 2.5 seconds).
- Rapid Fire now grants 2 Focus per shot (was 1).
- Volley damage increased by 100%.
- Steady Shot damage increased by 30%.
- Steady Shot now grants 20 Focus.
- Small Game Hunter now increases Explosive Shot’s damage by 15% (was 25%).
- Pin Cushion’s functionality is now baseline to Steady Shot (was a talent).
- Salvo is now passive and only triggers from Volley. Now a choice node with Kill Zone.
- Surging Shots will now properly highlight Rapid Fire when its cooldown is reset.
- Fixed an issue that caused many Kill Shot damage bonus talents to apply twice to Black Arrow.
- Many tooltips, talents, and aura descriptions have been updated for clarity.
- Bullseye is now a 2-point talent.
- The following talents have been removed:
- Barrage
- Careful Aim
- Chimera Shot
- Crack Shot
- Heavy Ammo
- Hydra’s Bite
- Improved Steady Shot
- Legacy of the Windrunners
- Light Ammo
- Lone Wolf
- Multi-Shot (now learned at level 10)
- Pin Cushion (effect added to Steady Shot)
- Rapid Fire Barrage
- Readiness
- Serpentstalker’s Trickery
- Steady Focus
- Tactical Reload
- Unerring Vision
- Wailing Arrow
- Feathered Frenzy has been updated – Now increases your chance to apply Spotter’s Mark by 100% (was 50%).
- Eagle’s Accuracy has been updated – Now increases Rapid Fire and Aimed Shot’s damage by 2.5/5%.
- Unerring Vision has been updated – Now increases Trueshot’s critical strike damage by 20% (was 10%) and additionally increases the cooldown reduction effect of Calling the Shots by 1 second. Unerring Vision is now on a choice node with Double Tap.
- Double Tap has been updated – Aimed Shot and Rapid Fire effectiveness reduced to 80% (was 100%). Double Tap is now granted by Volley in addition to Trueshot.
- Developers’ notes: Unerring Vision being a choice node with Double Tap means we’re more comfortable increasing access to Double Tap by letting it proc from Volley. Our goal is to have Unerring Vision be the sustained damage choice while Double Tap is more appealing for burst and AOE scenarios.
- Fixed an issue preventing Tensile Bowstring’s Streamline effectiveness increase from functioning under certain conditions.
- Spotter’s Mark triggers from Eyes in the Sky and Spotter’s Mark triggers from Ohn’ahran Winds are now mutually exclusive and cannot stack.
- Fixed an issue causing Ohn’ahran Winds to trigger more often than it should.
- New Talent: Unbreakable Bond – Regain access to Call Pet. While outdoors, your pet deals 15% increased damage and takes 15% reduced damage.
- Developers’ notes: We appreciate your continued feedback with regards to the 11.1 Marksmanship update. We recognize that there is a community of Marksmanship Hunters that wish to retain access to their pets. While Marksmanship’s unique Eagle pet will continue to be the source of their pet utility, such as Master’s Call, Bloodlust, and similar effects, we think it is only right that Marksmanship Hunters be able to continue to traverse Azeroth with their beloved companions.
- Intimidation has been updated – Now requires line of sight against non-players.
- Liberation of Undermine 4-set bonus has been adjusted – Consuming Lock and Load now fires an Explosive Shot at 300% effectiveness (was 200%).
- Nerub-ar Palace 4-set bonus updated – Now increases Aimed Shot and Rapid Fire damage by 4%.
- Developers’ notes: With Moving Target’s inclusion into the Marksmanship talent tree, the Season 1 tier bonus needs to be replaced.
- Razor Fragments has been reimplemented and many of its bugs have been resolved.
- Fixed an issue with Obsidian Arrowheads critical rate incorrectly scaling with other critical effects.
- Fixed an issue with Precision Detonation damage bonus being consumable by other Hunters.
- Fixed an issue where Spotter’s Mark could not trigger from Kill Shots or Black Arrows while talented into Headshot.
- Fixed an issue where Improved Spotter’s Mark benefitted Ohn’ahran Winds twice.
- Fixed an issue with Ohn’ahran Winds procs granting the wrong bonuses via Spotter’s Mark.
- Fixed an issue where Aspect of the Hydra Aimed Shots could not trigger Precision Detonation.
- Fixed an issue where spell-queuing a Streamline generating spell after Aimed Shot would consume the newly generated Streamline.
- Fixed an issue where Double Tap was not correctly reducing Aimed Shot’s effectiveness in PvE and PvP combat.
- Fixed an issue where Razor Fragments did not benefit from Unnatural Causes’ execute effect.
- Aspect of the Hydra no longer has an internal cooldown and will work correctly with queued spells.
- Aspect of the Hydra will now more robustly check to make sure it is casting on a different target than your current target.
- Fixed an issue causing Unnatural Causes to benefit Volley’s direct damage.
- Aimed Shot damage increased by 5%.
- Spotter’s Mark damage bonus increased to 20% (was 10%).
- Windrunner Quiver Precise Shots damage reduction reduced to 90% (was 80%).
- Dark Ranger
- Withering Fire has been updated – No longer allows Black Arrow to ignore health requirements.
- Developers’ notes: Marksmanship does not struggle to produce Deathblow procs, so this effect was being largely wasted.
- Black Arrow damage increased by 15%.
- Fixed issues with Phantom Pain’s interactions with Double Tap and Aspect of the Eagle.
- Fixed an issue causing Unnatural Causes to benefit Black Arrow’s direct damage rather than just its periodic damage.
- Withering Fire has been updated – No longer allows Black Arrow to ignore health requirements.
- Survival
- Developers’ notes: We’re mostly happy with Survival Hunter’s gameplay after the 20th Anniversary Celebration update, but the spec continues to have a lot of cognitive load around what buttons to press and when. To better condense Survival’s rotational decision space, we’re making access to Butchery and Flanking Strike mutually exclusive. Both spells have their own strengths and nuances, but having access to both at all times creates a crowded rotation that is absent of filler spells like Raptor Strike or Mongoose Bite.
- New Talent: Cull the Herd – Kill Shot increases the damage units receive from your Bleed effects by 30% for 6 seconds.
- Developers’ notes: The emergent power of Survival’s bleed effects paired with old Pack Leader’s Cull the Herd mechanic was compelling, so we thought we’d preserve it and expand upon it in the spec tree to ensure some spec depth isn’t lost with the Pack Leader rework.
- New Talent: Born to Kill – Your chance to gain Deathblow is increased by 5% and the duration of Cull the Herd is increased by 2 seconds. Cull the Herd now additionally increases the damage taken from your Kill Shot by 25%.
- Frenzy Strikes has been updated – Now additionally causes Flanking Strike to deal 15% increased damage and increases your attack speed by 25% for 12 seconds.
- Merciless Blow has been updated – Now additionally causes enemies damaged by Flanking Strike to suffer a heavy bleed over 8 seconds.
- Developers’ notes: The damage of Flanking Strike’s Merciless Blow damage is equivalent to 20th Anniversary Celebration update Butchery’s Merciless Blow damage.
- Alpha Predator now increase Kill Command’s damage multiplicatively rather than additively.
- Merciless Blow’s Butchery bleed damage reduced by 50%.
- Tactical Advantage now additionally increases the damage of Butchery.
- Flanking Strike and Butchery are now on a choice node.
- Exposed Flank has been removed.
- Spearhead has been updated – Now also benefits your pet’s abilities and attacks.
- Deadly Duo has been updated – Now also benefits your pet’s abilities and attacks.
- Born to Kill now correctly increases the duration of Cull the Herd.
- Flanking Strike now correctly applies its unique Merciless Blows effect.
- Fixed an issue preventing Cull the Herd from functioning.
- Fixed an issue where casting Flanking Strike from range could occasionally leave you with an incorrect number of Tip of the Spear stacks.
- New Talent: Wildfire Arsenal – Quick Shot and auto attacks with two-handed weapons increase the direct damage of your next Wildfire Bomb by 4%, stacking up to 3 times. Casting Coordinated Assault grants 3 stacks of Wildfire Arsenal.
- Viper’s Venom has been updated – Now also increases Mongoose Bite and Raptor Strike damage by 15%.
- Contagious Reagents has been updated – Now spreads Serpent Sting to 4 nearby targets (was 2).
- Explosives Expert has been updated – Now increases Wildfire Bomb and Explosive Shot damage by 2.5/5%.
- Bombardier has been updated – Now grants 1 charge of Wildfire Bomb (was 2).
- Liberation of Undermine 4-set bonus redesigned – When your Winning Streak! ends, your next Mongoose Bite or Raptor Strike deals 400% increased damage and reduces the cooldown of Wildfire Bomb by 10 seconds.
- Wildfire Bomb damage increased by 6%.
- Developers’ notes: As previously stated, a goal we have in 11.1 is to reduce how crowded Survival’s rotation can feel and open up the opportunity to cast Raptor Strike and Mongoose Bite more. Our goal with these changes is to reduce access to Wildfire Bomb and provide some throughput as compensation.
- Improved Wildfire Bomb has been removed.
- Pack Leader
- Lead From the Front has been updated – Now also increases the damage of your pets by 30%.
- Shell Cover now triggers at 60% health (was 40%).
- Shell Cover cooldown reduced to 90 seconds (was 120 seconds).
- Pack Mentality now reduces Wildfire Bomb’s cooldown by 10 seconds (was 18 seconds).
- Frenzy Strikes damage bonus increased to 40% (was 15%).
- Fixed an issue where Frenzy Strikes was contributed significantly more damage bonus than intended.
- Howl of the Pack Leader’s summon order is now reset on raid and mythic+ encounter start.
- Howl of the Pack Leader’s related auras will now expire while out of combat. Howl of the Pack Leader will be reapplied upon entering combat.
- Developers’ notes: Players have found it odd that Howl of the Pack Leader auras advance and resolve while out of combat, so we’re letting them fall off to reduce visual clutter.
- MAGE
- Mass Barrier mana cost reduced to 8% base mana (was 12%).
- Polymorph health regeneration reduced by 50%.
- Polymorph now breaks based on a small damage threshold instead of any damage.
- Time Anomaly procs now ignore mana costs.
- Hero Talents
- Frostfire
- Developers’ notes: Our updates for Frostfire Mage are focused on reducing the incentive to track auras and to make the talents more connected and conducive with each other.
- Excess Fire now triggers when you cast Meteor or Comet Storm (was reach max stacks of Fire Mastery).
- Frostfire Burst damage increased by 70%.
- Excess Frost now triggers when you consume Excess Fire (was reach max stacks of Frost Mastery) and may stack up to twice. Excess Frost now casts Ice Nova at 200% effectiveness (was 125%).
- The talent locations of Excess Frost, Excess Fire, Isothermic Core, Imbued Warding, and Meltdown have changed.
- Frostfire Bolt will now appropriately consume Overflowing Energy when it critically strikes.
- Frostfire Empowerment is now tracked on the personal resource display.
- Excess Fire may now stack up to 2 times.
- The cooldown reduction of Excess Frost has been reduced to 3 seconds (was 5 seconds).
- Sunfury
- Consuming Glorious Incandescence while at or around max range will now appropriately summon Meteorites.
- Frostfire
- Arcane
- Developers’ notes: We’re happy with where Arcane’s gameplay has landed after their 20th Anniversary Celebration update changes. Our primary goal in Undermine(d) is to simplify the number of variables one has to consider when casting Arcane Barrage.
- Enlighted has been updated – Arcane damage dealt is increased based on your current mana, up to 6% at full mana. Mana regen is increased based on your current mana, up to 20% when out of mana.
- Arcane Surge is now tracked on the personal resource display.
- The position of some talents have changed in gates 1 and 2.
- New Talent: Aether Fragment – Aethervision’s damage bonus is increased to 15%. Choice node with Leysight.
- Arcane Barrage damage increased by 10%.
- Nether Precision no longer benefits Arcane Barrage.
- Developers’ notes: Arcane Barrage benefitting from Nether Precision has proven to convolute your rotational decision-making around Arcane Barrage.
- New Talent: Intuition – Casting a damaging spell has a 5% chance to make your next Arcane Barrage deal 20% increased damage and generate 4 Arcane Charges.
- Developers’ notes: Intuition’s buff duration has been reduced to 6 seconds in an effort to help motivate less min-maxing around its usage and free up some cognitive load. If we feel Intuition is not accomplishing that goal, we will adjust it as necessary.
- New Talent: Arcane Rebound – When Arcane Barrage hits more than 2 targets, it explodes, dealing light Arcane damage to all enemies within 10 yards of the primary target.
- Aether Fragment has been updated – Intuition’s damage bonus is increased by 20%.
- Resonance has been updated – Now increases Arcane Barrage damage by 15% per target it hits beyond the first.
- Developers’ notes: We’d like to double down on Resonance’s AOE / cleave power and open up the opportunity for Mages to pick other talents in single target.
- Leydrinker has been updated:
- Now triggers from consuming Clearcasting (was consuming Nether Precision).
- Chance to trigger increased to 40% (was 25%).
- Echo damage increased to 70% (was 60%).
- Leydrinker’s visuals have been updated.
- Developers’ notes: Our goal with these changes is to increase the likelihood that you’ll have Nether Precision available when Leydrinker procs.
- Arcane Explosion damage increased by 35%.
- High Voltage bad luck protection chance increased to 15% (was 10%).
- Nerub-ar Palace 4-set bonus updated – Now increases Arcane Missiles and Arcane Orb damage by 15%.
- Developers’ notes: With Intuition’s inclusion into the Arcane talent tree, the Season 1 tier bonus needs to be replaced.
- Liberation of Undermine set bonus has been updated – Clarity damage bonus reduced to 5% (was 8%).
- Liberation of Undermine 2-set bonus – Arcane 2-set proc rate no longer is increased by Haste.
Nether Precision no longer benefits Arcane Barrage.- Nether Precision changes have been reverted.
- The following talents have been removed:
- Aethervision
- *Developers’ notes: We appreciate your feedback and patience as we continue to iterate on our 11.1 changes for Arcane Mage. The community has made it clear that Aethervision’s more prescriptive gameplay is not the direction they wish to see Arcane move in, so we’ve opted to retire it. We’ll continue to monitor feedback and discussion around the complexity of Barrage conditionals and make changes if we deem it necessary. *
- Concentration
- Aethervision
- Arcane Barrage damage increased by 10%.
- Spellslinger
Splintering Sorcery now generates a splinter when you consume Nether Precision or a fully stacked Aethervision.- Change has been reverted.
- Sunfury
- Burden of Power is now tracked on the personal resource display.
Glorious Incandescence has been updated – Spells that consume Burden of Power summon a storm of 4 Meteorites at their target. Meteorites summoned this way grant 1 Arcane Charge upon landing.- Glorious Incandescence change reverted.
Burden of Power once again benefits Arcane Barrage.- Burden of Power change reverted.
- Burden of Power has been updated – Now benefits Arcane Barrage.
- Developers’ notes: We’ve received feedback that it can be frustrating to have to swap to Arcane Blast in AOE, so we’re letting Burden of Power work on Arcane Barrage to help things continue to flow across all target counts.
- Arcane Soul has been updated – Additionally causes each cast of Arcane Barrage during Arcane Soul to increase Arcane Barrage’s damage by 15%.
- Fixed an issue that caused the Arcane Phoenix to occasionally cast the player’s version of Meteorite.
- Fire
- Developers’ notes: Fire’s resource economy post-The War Within has been too generous, which has made certain spells like Fireball and Scorch feel unnecessary while also impacting how we can tune Pyroblast and Flamestrike. Our goal here is to reduce your access to Phoenix Flames and less-so Fire Blast while amping up your spenders to help increase skill expression, increase your reliance on casting, and make your exciting spells hit a bit harder. We will be monitoring these changes and adjusting accordingly.
- Heat Shimmer has been updated – No longer makes Scorch instant-cast. Now increases Scorch damage by 10%.
- Developers’ notes: Instant-cast Scorches are another contributing factor to Fire’s resource overflow.
- Pyrotechnics has been updated – Critical chance increased to 20% (was 10%).
- Controlled Destruction has been updated – Now also triggers from Fireball.
- Master of Flame has been updated – Now increases Ignite and Fireball’s damage by 15% when Combustion is not active.
- Call of the Sun King has been updated – No longer grants an additional charge of Phoenix Flames and now grants 15% increased Phoenix Flames damage.
- Fire Blast cooldown increased to 14 seconds (was 12 seconds).
- Hyperthermia duration reduced to 5 seconds (was 6 seconds).
- Pyroblast damage increased by 10%.
- Pyroblast mana cost reduced to 1.5% base mana (was 2.5%).
- Flamestrike damage increased by 10%.
- Flamestrike mana cost reduced to 1.5% base mana (was 2.5%).
- Sun King’s Blessing damage bonus increased to 280% (was 260%).
- Phoenix Reborn now refunds 1 Phoenix Flame charge on use (was 2).
- Phoenix Reborn’s Phoenix Flames damage bonus increased to 200% (was 100%).
- Phoenix Reborn’s description, auras, and tooltips have been updated to better communicate their effects.
- Fixed an issue that caused Pyromaniac to grant Hyperthermia more often than it should.
- You can no longer trigger Hyperthermia when you already have it.
- Liberation of Undermine 2-set bonus – Jackpot! Reduces Combustion cooldown by 2 seconds (was 3 seconds).
- Hyperthermia’s trigger rate has been reduced.
- Frostfire
- Excess Frost cooldown reduction reduced to 5 seconds (was 10 seconds).
- Excess Fire Phoenix Flames cooldown reduction reduced to 5 seconds (was 10 seconds).
- Frostfire Infusion damage reduced by 10%.
- Excess Frost Ice Nova effectiveness decreased to 150% (was 200%).
- Sunfury
- Glorious Incandescence Fire Blast cooldown reduction increased to 2 seconds when a meteorite strikes (was 1 second).
- Memory of Al’ar will now extend an existing Hyperthermia instead of replacing it.
- Fixed an issue causing Ignite the Future to not increase Mana Cascade stacks.
- Fixed an issue that caused the Arcane Phoenix to occasionally cast the player’s version of Meteorite.
- Frost
- Freezing Winds has been redesigned – Now causes Frozen Orb to deal 15% more damage to units affected by your Blizzard.
- Developers’ notes: Freezing Winds was impacting our ability to increase access to Frozen Orb or put more power into Fingers of Frost. With the addition of Hero Talents, Frost is more flooded with Fingers of Frost than ever before, and we’d like to reduce Fingers of Frost’s proc rate so it can feel more meaningful when you have it while also giving us the design space to do more with it in the future.
- Blizzard damage increased by 100%.
- Blizzard increased to a 12 yard radius (was 8 yards).
- Blizzard duration increased to 12 seconds (was 8 seconds).
- Developers’ notes: We’re interested in increasing Blizzard’s usability so it remains a compelling option when Frost Mages are in area of effect scenarios without requiring too much cognitive load.
- Ice Lances empowered by Fingers of Frost no longer consume Winter’s Chill.
- Glacial Assault’s description has been updated to better communicate its effects.
- Permafrost Lance’s talent icon has been updated to match its aura icon.
- Wintertide has been updated – Damage from Frostbolt and Flurry increases the damage of your Icicles and Glacial Spike by 4%, stacking up to 4 times.
- Developers’ notes: Now that Fingers of Frost doesn’t consume Winter’s Chill, Wintertide had the potential to create some unintuitive rotational priorities.
- Winter’s Chill duration increased to 8 seconds (was 6 seconds).
- Fingers of Frost’s Frozen Orb chance to trigger reduced to 5% (was 10%).
- Blizzard damage reduced by 40%.
- Developers’ notes: We’re aware of an issue where the damage component of Blizzard did not have its range appropriately increased to 12 yards, but the fix did not make it into this build.
Comet Storm, Glacial Assault, Wintertide, and Lonely Winter have had their positions changed on the talent tree.- Change has been reverted.
- Talent tree changes have been reverted.
- Wintertide is once again a 2-point talent.
- Fixed an issue with Wintertide’s aura being removed inconsistently.
- Wintertide’s tooltip has been updated to better communicate its effects.
- Wintertide damage bonus reduced to 2% (was 4%).
- Frostfire
- Excess Frost cooldown reduction reduced to 5 seconds (was 10 seconds).
- Frostfire Infusion damage reduced by 10%.
- Excess Frost Ice Nova effectiveness decreased to 150% (was 200%).
- Spellslinger
- Consuming Fingers of Frost or Winter’s Chill now generates a Splinter (was Winter’s Chill).
- Developers’ notes: Fingers of Frost not consuming Winter’s Chill means that Spellslinger would now not generate Splinters in many situations they would’ve previously. This adjustment is to make the flow of generating Splinters feel more consistent from your core rotation while pulling back on the Splinter generation from ancillary effects.
- Splintering Orbs now generates 5 Splinters for Frost Mages (was 6).
- Frost Splinter damage reduced by 10%.
- Splinterstorm damage reduced by 10%.
- Embedded Frost Splinter damage reduced by 10%.
- Spellfrost Teachings’ Frozen Orb damage bonus reduced to 15% (was 30%).
- All Splinter damage increased by 20%.
- Ice Lance damage increased by 20%.
- Consuming Fingers of Frost or Winter’s Chill now generates a Splinter (was Winter’s Chill).
- Freezing Winds has been redesigned – Now causes Frozen Orb to deal 15% more damage to units affected by your Blizzard.
- MONK
- Paralysis now breaks based on a small damage threshold instead of any damage.
- Brewmaster
- Purified Chi maximum stacks reduced to 6 (was 10) and now increases Celestial Brew’s absorb amount by 35% per stack (was 20%).
- Invoke Niuzao now absorbs 40% of Staggered damage while active (was 25%).
- Invoke Niuzao’s Stomp damage increased by 22%.
- Mistweaver
- Developers’ notes: We’re making several updates to Mistweaver focused on smoothing out their healing output on varying target sizes and shifting rotational damage priority to a more intuitive space (when players should optimally use each offensive spell should be more obvious).
- New Talent: Emperor’s Favor – Sheilun’s Gift’s healing is increased by 150% and its cast time is reduced by 100%, but it now only heals a single ally.
- Dance of the Wind has been redesigned – Now reduces physical damage taken by 10% and an additional 10% every 4 seconds until you receive a physical attack.
- Jade Empowerment has been redesigned – Increases Crackling Jade Lightning’s damage by 2000% to its primary target and cleaves 4 additional enemies at 25% effectiveness.
- Yu’lon’s Whisper healing increased by 100%.
- Blackout Kick damage increased by 75%.
- Spinning Crane Kick damage increased by 30%.
- Jadefire Awakening now causes Blackout Kick to cleave 2 additional enemies at 20% effectiveness (was 70%).
- Invoke Chi-Ji, the Red Crane now causes 3 Gust of Mists per target (was 1), but only activates once per Blackout Kick and Rushing Wind Kick cast.
- Developers’ notes: Teachings of the Monastery Blackout Kicks will continue to function to activate additional gusts but not from their cleave damage.
- Sheilun’s Gift’s talent location has been moved up to above the final talent gate and now connects with Focused Thunder.
- Jade Bond has been redesigned – Chi Cocoons now apply Enveloping Mist for 4 seconds when they expire or are consumed, and Chi-Ji’s Gusts of Mists healing is increased by 40% (was 20%) and Yu’lon’s Soothing Breath healing is increased by 500%.
- Developers’ notes: These changes to Jade Bond are intended to refocus Chi-Ji into a powerful cooldown that encourages more intentional uses. We’re reducing the baseline cooldown of both Celestials to account for the loss of dynamic cooldown reduction and increasing the effectiveness of Chi Cocoons cast by longer cooldown Celestials to make intentional uses of this longer cooldown feel more immediately impactful.
- The cooldowns of Invoke Chi-Ji, the Red Crane and Invoke Yu’lon, the Jade Serpent have been reduced to base 2 minutes (was 3 minutes).
- Chi Cocoon’s absorb amount now scales with the cooldown of your celestial (now 100% more effective when not using Gift of the Celestials).
- Jade Empowerment now increases Crackling Jade Lightning’s damage by 3000% (was 2000%) and cleaves at 10% effectiveness (was 25%).
- Lotus Infusion increases healing taken by 10% (was 8%).
- Developers’ notes: We’re making a small adjustment to Lotus Infusion given that we’re expecting the upcoming class set to influence talent decisions around this talent node and we’d like Lotus Infusion to remain a viable, more passive option for those who prefer it.
- Yu’lon’s Whisper healing increased by 30%.
- Spinning Crane Kick damage increased by 40% (was 30%).
- Fixed an issue that caused Enveloping Mists caused by Misty Peaks or Jade Bond to cancel Celestial Conduit.
- Fixed an issue that sometimes allowed spells to be cast during Mana Tea’s channel.
- Jade Empowerment now deals 2500% (was 3000%) additional damage to its primary target and cleaves at 15% effectiveness (was 10%).
- Liberation of Undermine set bonus – Insurance! healing increased by 15%.
- Fixed an issue that caused the Liberation of Undermine 4-set bonus to sometimes increase the healing of Insurance! by more than intended.
- Mending Proliferation now prefers players.
- Conduit of the Celestials
- Celestial Conduit damage increased by 225%.
- Heart of the Jade Serpent now triggers on every cast of Sheilun’s Gift and scales its duration with the number of clouds consumed.
- Developers’ notes: The goal for this change is to reduce the amount of tracking required to optimally use Heart of the Jade Serpent.
- Celestial Conduit damage increased by 30%.
- August Dynasty no longer has a proc cooldown (was 8 seconds).
- Master of Harmony
- Overwhelming Force damage decreased to 5% (was 15%).
- Windwalker
- New Talent: Slicing Winds – Envelop yourself in razor-sharp winds, then lunge forward dealing Nature damage to enemies in your path. Damage reduced beyond 5 enemies. Hold to increase lunge distance. Replaces Flying Serpent Kick.
- Mastery: Combo Strikes effectiveness increased by 35%.
- Developers’ notes: We’re increasing the value Mastery: Combo Strikes for Windwalker Monks with the goal of pushing it as a stat.
- Dance of the Wind has been redesigned – Now reduces physical damage taken by 10% and an additional 10% every 4 seconds until you receive a physical attack.
- All damage done reduced by 2%.
- Spinning Crane Kick damage increased by 80%.
- Courageous Impulse now increases the damage of Blackout Kick by 350% (was 200%).
- Shadowboxing Treads now increases the damage of Blackout Kick by 10% (was 20%).
- The following talents have been removed:
- Darting Hurricane
- Mark of the Crane
- Undermine(d) 4-Set Bonus has been updated – Fists of Fury’s damage buff increased to 8% per stack (was 5%).
- Slicing Winds damage increased by 33% and the distance that level 1 empower moves you has been decreased by 50%.
- Developers’ notes: We’re keeping our eye on Slicing Winds as our testing progresses to ensure that the movement feels fluid and as non-disruptive as possible. We would love to hear continued feedback in this area and thank you testers for your notes so far!
- Xuen’s Bond now reduces the cooldown of Invoke Xuen, the White Tiger by a static 30 seconds.
- Last Emperor’s Capacitor now increases the damage of Crackling Jade Lightning by 400% per stack (was 200%).
- Power of the Thunder King now cleaves Crackling Jade Lightning at 80% effectiveness (was 100%).
- Conduit of the Celestials
- Heart of the Jade Serpent no longer reduces the cooldown of Rising Sun Kick.
- Heart of the Jade Serpent now reduces the cooldown of Flying Serpent Kick.
Heart of the Jade Serpent no longer reduces the cooldown of Rising Sun Kick.- Heart of the Jade Serpent now triggers each time you cast Strike of the Windlord, but its duration has been decreased to 6 seconds for Windwalker Monks.
- Developers’ notes: We’d like to reduce the tracking required around Heart of the Jade Serpent as well as make it a more fundamental part of playing as a Conduit of the Celestial Monk.
- Rising Sun Kick has been added back to Heart of the Jade Serpent for Windwalker Monks.
- Developers’ notes: We weren’t satisfied with the rotational outcome of this change and are reverting it.
- Ordered Elements now reduces Chi costs by 1 during Storm, Earth, and Fire (was Rising Sun Kick reduces Chi costs during Storm, Earth, and Fire for 7 seconds).
- PALADIN
- Seal of the Crusader healing reduced by 50%.
- Lightforged Blessing now heals 1% of health (was 2%).
- A Just Reward now has a more just reward, its healing increased by 140%.
- Blinding Light and Repentance now break on a damage threshold instead of breaking on any damage.
- Hero Talents
- Herald of the Sun
- Dawnlight now prefers player targets over creatures/summons.
- Lightsmith
- Tempered in Battle: Sacred Weapon’s health redistribution may only occur once per cast.
- Templar
- Empyrean Hammer now prefers player targets over creatures/summons.
- The Hammer of Light implementation has been revamped to resolve issues such as casting delays, tuning difficulties, and the limited scalability of its infrastructure.
- Hammer of Light now displays the correct amount of damage done by its secondary target damage effect for Retribution Paladin.
- Hammerfall internal cooldown reduced to 0.1 second.
- An issue causing Hammerfall to not proc Empyrean Hammer on overlapping procs has been resolved.
- Herald of the Sun
- Holy
- New Talent: Unbound Freedom – Blessing of Freedom increases movement speed by 30%, and you gain Blessing of Freedom when cast on a friendly target. Choice node with Echoing Blessings.
- Unending Light has been redesigned – Now causes Holy Power spent on Word of Glory to increase the healing of Light of Dawn.
- Light’s Conviction now additionally causes Holy Shock to refund half its mana cost when cast offensively.
- Flash of Light mana cost reduced to 0.6% base mana (was 1.8%).
- Flash of Light healing decreased by 25%.
- Holy Light’s healing increased by 90%.
- Infusion of Light now increases the healing of Holy Light by 30% (was 100%).
- Infusion of Light now increases the healing of Flash of Light by 30% (was reduce mana cost).
- Inflorescence of the Sunwell now increases Infusion of Light’s healing increase to Flash of Light by an additional 15%.
- Inflorescence of the Sunwell now increases the healing of Holy Light by an additional 15% (was 50%).
- Developers’ notes: Flash of Light and Holy Light have a lot of power tied into talents modifying their effectiveness and we would like these spells to be more effective to cast without these talents and casting these spells without Infusion of Light active to be a more viable option.
- Echoing Blessings now increases movement speed during Blessing of Freedom by 30% (was 15%).
- Commanding Light now increases the healing transfer of Beacon of Light by 5% (was 10%).
- Truth Prevails healing decreased by 20%.
- Greater Judgment’s absorb reduced by 25%.
- Holy Prism healing increased by 20%.
- Holy Shock damage increased by 100%.
- Holy Shock healing increased by 40%.
- Light of Dawn healing increased by 15%.
- Holy Light healing increased by 20% and now costs 7% base mana (was 6.4%).
- Divine Favor now increases healing done by Holy Light or Flash of Light by up to 20% (was 40%).
- Developers’ notes: These changes are targeted at redistributing some of Holy Paladin’s healing breakdown into a few active healing spells that are not having enough direct impact.
- Word of Glory healing increased by 15%.
- Hammer and Anvil healing decreased by 33%.
- Light of Dawn healing increased by 12%.
- Herald of the Sun
- Fixed an issue that caused Second Sunrise to sometimes decrease the healing of Holy Shocks from Rising Sunlight.
- Lightsmith:
- Hammer and Anvil healing decreased by 20%.
- Blessed Assurance now increases the damage of Crusader Strike by 20% (was 180%).
- Protection
- Strength in Adversity reduced to 3% parry per enemy struck (was 5%).
- Strength in Adversity now displays with stacks.
- Cooldown reduction from Uther’s Counsel reduced to 15% (was 30%).
- Refining Fire damage reduced by 30%.
- Templar
- Undisputed Ruling has been updated – Hammer of Light grants Shield of the Righteous, erupts a Consecration beneath its target, and increases your Haste by 12% for 6 seconds. Additionally, Eye of Tyr grants 3 Holy Power.
- Retribution
- Divine Hammer has been redesigned – Divine Hammers spin around you, striking enemies nearby for Holy damage every 2 seconds for 8 seconds. While active, each Holy Power spent increases the duration of Divine Hammer by 0.5 seconds. Deals reduced damage beyond 8 targets. Costs 3 Holy Power and has a 1 minute cooldown.
- Flash of Light healing increased by 35%.
- Word of Glory’s mana cost has been increased to 15% (was 10%).
- Healing Hands now only functions to increase Word of Glory’s healing on the Paladin themselves (was increased healing on allies).
- Divine Toll will now cast Judgments at units near your main target, even if you’re not in combat with them.
- All ability damage increased by 5%.
- Developers’ notes: Empyrean Hammer’s damage output was higher than desired on the overall breakdown. We’re redistributing the power across the rest of the abilities.
- Templar
- Hammer of Light now benefits from Undisputed Ruling Judgment.
- Hammer of Light now benefits from the stacks it adds to Crusade.
- Developers’ notes: The reimplementation of Hammer of Light inadvertently altered its interactions with Crusade and Judgment. We have now adjusted these interactions to match the current live versions.
- Hammer of Light initial hit now benefits from Final Reckoning.
- Empyrean Hammer damage reduced by 30%.
- PRIEST
- Discipline
- The goal of these changes is to reduce the number of cooldowns Discipline has access to and bake some of that power into other abilities. In addition, we’re resolving some pain points in the talent tree and making it easier to quickly get Atonements on allies by moving Overloaded with Light into a more central location. Finally, we’re re-theming Purge the Wicked into a Shadow spell so that Twilight Equilibrium can be more consistently activated.
- New Talent: Divine Procession – Smite extends the duration of an active Atonement by 3 seconds.
- New Talent: Inner Focus – Flash Heal, Power Word: Shield, Penance, Power Word: Radiance, and Power Word: Life have a 20% increased chance to critically heal.
- Purge the Wicked renamed to Encroaching Shadows and has been updated – Now causes Shadow Word: Pain to spread instead of overriding Shadow Word: Pain with a new spell.
- Evangelism now heals all targets affected by Atonement for 4200% spell power, split amongst targets healed. Evangelism continues to extend Atonement by 6 seconds and its visual has been updated.
- Contrition has been made baseline, and now logs as Penance healing.
- Penance healing now triggers Divine Aegis.
- Power Word: Shield absorption increased by 15%.
- Power Word: Radiance healing radius increased to 40 yards (was 30 yards).
- Luminous Barrier healing increased by 20%.
- Indemnity increases the duration of Atonement applied by Power Word: Shield by 4 seconds (was 3 seconds).
- Ultimate Penitence now shields the Priest for 100% of their health (was 50%).
- Smite damage increased by 25%.
- Shadow Word: Pain damage increased by 25%.
- Developers’ notes: Shadow Word: Pain should be an important part of Discipline’s healing on Atonement targets to provide a steady stream of healing over time. Its damage has been weaker than we would like, especially compared to other spells in the kit like Entropic Rift, so we’re bringing it up and reducing Entropic Rift’s damage. This has a side effect of boosting Oracle’s damage comparatively to Voidweaver.
- Pain and Suffering increases the damage of Shadow Word: Pain by 15/30% (was 7/15%).
- Void Summoner now only triggers from Mind Blast and Penance casts. Void Summoner reduces the cooldown of Shadowfiend by 8 seconds or Mindbender by 4 seconds (was 4 seconds and 2 seconds).
- Divine Aegis no longer triggers from periodic healing or Atonement or causes Power Word: Shield critical heals to be stronger. Absorption increased to 30% (was 5%).
- Divine Aegis now displays on raid frames.
- Ultimate Penitence has swapped positions with Castigation in the talent tree.
- Overloaded with Light is now in a new position, directly below Ultimate Penitence in the talent tree.
- The following talents have been removed:
- Heaven’s Wrath
- Rapture
- Train of Thought
- Aegis of Wrath has been renamed to Eternal Barrier and has been updated – No longer decays over time, and instead increases the duration of Power Word: Shield by 5 seconds and its absorption by 20% (was 30%). No longer reduced in PvP combat.
- Void Summoner has been redesigned – Now reduces the cooldown of Shadowfiend, Mindbender, or Voidwraith by 50%.
- Priests may now slowly move during Ultimate Penitence and can control their landing upon finishing the channel.
- Evangelism healing increased by 40%.
- Pain and Suffering now increases the duration of Shadow Word: Pain by 2 seconds per talent point invested.
- Shadow Word: Pain damage increased by 15%.
- Divine Procession now prioritizes the lowest duration Atonement on nearby allies.
- Expiation no longer increases the damage of Shadow Word: Death and Mind Blast. Instead, it now deals damage equal to 200% of the duration consumed from Shadow Word: Pain.
- Developers’ notes: Penance has many stacking modifiers that affect its power, which has made it feel weak when the player doesn’t have all these modifiers active. We would like Penance to still feel good on its own, so we’re reducing the effectiveness of Power of the Dark Side and Harsh Discipline while also increasing the base damage and healing of Penance.
- Harsh Discipline now only increases the number of Penance bolts by 1 per talent point invested (was up to 2). The buff will continue to stack up to 2 times but will now represent charges instead of increasing the number of bolts per stack.
- Power of the Dark Side increases the damage and healing of Penance by 30% (was 50%).
- The cooldown of Penance is now reduced by Haste.
- Penance damage and healing increased by 50%.
- Oracle
- New Talent: Twinsight – 3 additional Penance bolts are fired at an enemy within 40 yards when healing an ally with Penance, or fired at an ally within 40 yards when damaging an enemy with Penance.
- Premonition now has 2 charges baseline.
- Divine Providence has been removed.
- Voidweaver
- Entropic Rift damage reduced by 20%.
- Holy
- Developers’ notes: We’re aiming to provide a better experience when using Divine Hymn while pulling back on the number of raid cooldowns available to the specialization. We’re also doing some consolidation in the tree by removing Circle of Healing and adding more interactions with Prayer of Healing. Finally, we’re looking to provide options for a gameplay style centered around Renew uptime in addition to existing playstyles.
- Several talents have changed positions on the talent tree.
- New Talent: Lasting Words – Holy Word: Serenity applies 12 seconds of Renew to its target and Holy Word: Sanctify applies 4 seconds of Renew to allies it heals.
- New Talent: Light in the Darkness – Increases the healing done by Holy Word: Serenity and Holy Word: Sanctify by 20%/40%. Increases the radius of Holy Word: Sanctify by 15%/30%.
- New Talent: Dispersing Light – 6% of healing done with Heal, Flash Heal, and Power Word: Life is replicated to 4 injured allies within 40 yards.
- New Talent: Divinity – Your healing is increased by 10% while Apotheosis is active. When you activate Apotheosis, your next 3 Heal or Prayer of Healing casts are instant and heal for 25% more.
- New Talent: Eternal Sanctity – Your Holy Words extend the duration of Apotheosis by 1.5 seconds.
- New Talent: Holy Celerity – Reduces the cooldown of your Holy Words by 15 seconds.
- New Talent: Empowered Renew – Renew reduces the cooldown of Sanctify by an additional 6 seconds and heals for 60% more when cast, but has a 12 second cooldown.
- Voice of Harmony has been updated – Power Word: Life now also reduces the cooldown of Holy Word: Serenity. Divine Star and Halo now reduce the cooldown of Holy Word: Sanctify.
- Seraphic Crescendo has been redesigned and moved from PvP talents to the Holy tree – Now reduces the cooldown of Divine Hymn by 60 seconds. Choice node against Gales of Song.
- Gales of Song has been redesigned – While channeling Divine Hymn, place 2 stacks of Prayer of Mending on up to 3 allies within its range every 1 second.Prayerful Litany has been redesigned – Now causes the primary target of Prayer of Healing to be healed for 75% more.
- All healing reduced by 8%.
- Holy Mending healing increased by 30%.
- Prayer of Healing healing increased by 40%.
- Prayer of Healing mana cost increased by 25%.
- Prayer of Healing cast time is now 2.5 seconds (was 2 seconds).
- Prayer Circle now triggers from Holy Word: Sanctify.
- Cosmic Ripple healing increased by 150%.
- Lightwell’s health threshold is now 75% (was 50%).
- Resonant Words now also affects Power Word: Life.
- Lightweaver can now also be consumed by Prayer of Healing in addition to Heal.
- Lightweaver now accumulates up to 4 charges (was 2).
- Divine Hymn channel duration is now 5 seconds (was 8 seconds). Total healing unchanged.
- Afterlife no longer grants a resurrection cast during Spirit of Redemption.
- Holy Nova now reduces the cooldown of Chastise by 4 seconds baseline and no longer interacts with Voice of Harmony.
- Crisis Management now also increases the critical strike chance of Power Word: Life.
- Trail of Light’s healing replication is now 35% (was 25%).
- Apotheosis now reduces the cooldown of Holy Words by 200% (was 300%).
- Prismatic Echoes now also increases the healing of Renew by 15%/30%.
- Prismatic Echoes increases the healing of Mastery: Echo of Light by 5%/10% (was 6%/12%).
- Prayer of Healing now prioritizes nearby injured targets instead of the closest targets.
- Prayer of Healing now has an impact visual on allies it heals.
- Resonant Words is now on the Personal Resource Display.
- Benediction is no longer on a choice node with Holy Mending.
- Lightwell is no longer on a choice node with Lightweaver.
- Divine Word is no longer on a choice node with Restitution.
- Restitution is now a choice node against Guardian Angel.
- The following talents are now 1-point:
- Crisis Management
- Epiphany
- Prayers of the Virtuous
- Prismatic Echoes
- Resonant Words
- Voice of Harmony
- The following talents have been removed:
- Circle of Healing
- Guardians of the Light
- Healing Chorus
- Holy Word: Salvation
- Orison
- Pontifex
- Revitalizing Prayers
- Sanctified Prayers
- Say Your Prayers
- Lightweaver now increases the healing of Heal and Prayer of Healing by 18% (was 25%).
- Trail of Light now replicates 25% of healing done to the previous target (was 35%).
- Dispersing Light now replicates 5% of healing done to 4 injured allies (was 6%).
- Prayer of Healing healing increased by 20%.
- Eternal Sanctity now extends the duration of Apotheosis by 1 second (was 1.5 seconds).
- Oracle
- New Talent: Twin Sight – An additional 2 stacks of Prayer of Mending is placed on a second ally within 40 yards when casting Prayer of Mending.
- Preemptive Care now increases the duration of Renew by 25% (was 6 seconds).
- Premonition now has 2 charges baseline.
- Divine Providence has been removed.
- Shadow
- Fixed an issue causing Void Bolts from the Liberation of Undermine 2-set bonus to not trigger Shadowy Apparitions.
- Fixed an issue causing the Liberation of Undermine 2-set bonus to not trigger from casting various harmful spells.
- Fixed an issue causing the Liberation of Undermine 2-set bonus to interrupt channels and not fire a Void Bolt when spell queuing channels.
- Fixed an issue causing the Liberation of Undermine 4-set bonus to apply Power Infusion after Void Bolt is cast, missing out on its damage bonus.
- Fixed an issue causing the Liberation of Undermine 4-set bonus to not trigger when casting Dark Ascension or Void Eruption.
- Discipline
- ROGUE
- Blind and Gouge now break on a damage threshold instead of breaking on damage.
- Hero Talents
- Trickster
- Coup de Grace now requires its target to be in melee range, and so no longer has a dash component when activated outside of regular melee range.
- Trickster
- Outlaw
- Sleight of Hand’s bonus now also affects Roll the Bones’ chance to roll 5 combat enhancements (was only increased chance to roll 2 combat enhancements).
- Sleight of Hand’s bonus chance for Roll the Bones to roll additional combat enhancements reduced to 12% (was 15%).
- Liberation of Undermine 4-set bonus – Now grants 16% increased chance to roll 2 or more matches (was 12%).
- Sleight of Hand now grants 16% increased chance to roll 2 or more matches (was 12%).
- Developers’ notes: These bonuses are now weighted for each potential outcome to grant an appropriate total bonus: Each bonus increases the chance to roll a 2-buff by 12% and chance to roll a 5-buff by 4%, combining to the total 16% chance to roll 2 or more.
- Roll the Bones’ base chance to roll a 5-buff increased to 2% (was 1%).
- Sleight of Hand now grants 20% increased chance of granting additional matches (was 16%).
- Liberation of Undermine 4-set bonus – Now grants 40% increased chance of granting additional matches (was 16%).