Midnight Alpha Test Development Notes

  • ROGUE
    • Hero Talents
      • Deathstalker
        • New Talent: Unshakeable Drive – When you consume a stack of Deathstalker’s Mark, increase the damage of your next Ambush or Mutilate/Gloomblade/Backstab or Shadowstrike by 50%.
        • Deathstalker’s Mark has been updated – Garrote/Shadowstrike applies 3 stacks of Deathstalker’s Mark to your target, unless Deathstalker’s Mark or Darkest Night are already active. When you spend 5 or more combo points on attacks against a Marked target you consume an application of Deathstalker’s Mark, dealing 120% Plague damage.
        • Deathstalker’s Mark is now removed with no effect if the target stops being attackable, such as if it is Mind Controlled.
        • Darkest Night has been updated – When you consume the final Deathstalker’s Mark from a target or your marked target dies, gain 40 Energy and your next Envenom cast with 5 or more combo points is guaranteed to critically strike, deals 60% increased damage, and applies 3 stacks of Deathstalker’s Mark to the target. Garrote does not apply Deathstalker’s Mark while you have Darkest Night.
          • Developers’ notes: The goals for these changes to Deathstalker’s Mark are to make it more forgiving to apply and to clarify the cycle of Deathstalker’s Mark and Darkest Night. Assassination no longer needs to be in Stealth to apply Deathstalker’s Mark, but a new Deathstalker’s Mark cannot be applied while one is already active. It’s also easier to activate Darkest Night - it now requires you to spend 5 combo points instead of the maximum. It can still be rewarding to save up to max since that finisher hits hard!
        • Clear the Witnesses has been updated – Fan of Knives/Shuriken Storm damage increased by 50%.
        • Corrupt the Blood has been updated – Rupture damage increased by 10%.
        • Bait and Switch now causes Evasion to reduce magical damage taken by 15% (was 20%).
        • Assassination
          • Symbolic Victory has been updated – Kingsbane additionally increases the damage of your next two Envenoms by 18%.
      • Fatebound
        • Developers’ notes: Midnight’s changes to Fatebound are intended to make its benefits more reliable in different types of content. Fateful Ending’s “all or nothing” benefit that ended at the end of combat has been replaced. Several Fatebound talents didn’t scale well against multiple targets or trigger effects like Caustic Spatter. Those have been updated with new designs with more universal value.
        • New Talent: Lucky Coin – Every 7 coin flips, keep a lucky coin that bends you towards your fate for 15 seconds. Your Agility is increased by 4%, the damage and bonuses of Fatebound Coins are increased by 50%, and coin flips are 15% more likely to match the same face as the last flip. Coin flips do not count toward finding a lucky coin while you have a lucky coin.
        • New Talent: Overflowing Purse – Envenom/Dispatch has a 15%/4% chance to flip 3 Fatebound Coins.
        • New Talent: Rush to the Inevitable – Gain 5 Energy/3 Energy every time you flip a Fatebound Coin. Gain 10 Energy for Coins that land on their edge.
        • Manaforge Omega 4-set bonus updated – Lucky Coins cause Adrenaline Rush/Deathmark and Ghostly Strike/Kingsbane to cool down 100% faster.
        • Chosen’s Revelry has been updated – Flipping a Fatebound Coin restores health.
        • Tempted Fate has been updated – You have a 30% chance to absorb 10% of any damage taken.
        • Delivered Doom has been updated – Envenom/Dispatch or Between the Eyes deal 5% more damage when they consume 5 or more combo points.
        • Fate Intertwined has been updated – Caustic Spatter/Blade Flurry causes an additional 10% of Nature/10% of attack damage dealt to be dealt to nearby enemies.
        • Mean Streak’s description is updated to clarify that it works on any cast of Envenom or Dispatch.
        • Positions of Edge Case and Fate Intertwined swapped positions on the talent tree.
        • The following talents have been removed:
          • Double Jeopardy
          • Fateful Ending
          • Inevitable End
      • Trickster
        • Coup de Grace has been updated – After 4 strikes with Unseen Blade, your next Dispatch/Eviscerate will be performed as a Coup de Grace, functioning as if it had consumed 5 additional combo points, and granting you 5 stacks of Flawless Form.
    • Class
      • New Talent: Cold Blooded Killer (Passive) – Critically striking with an attack that generates combo points has a 20% chance to increase the critical strike chance of your next finishing move by 100%.
      • New Talent: Swift Slasher – Slice and Dice grants additional attack speed equal to 100% of your Haste.
      • Alacrity has been redesigned – Haste increased by 1.5/3.0%.
      • Cheap Shot now has a 12 second cooldown.
      • Supercharger now triggers upon activating Kingsbane as the Assassination specialization (was Shiv).
      • Supercharger now triggers upon activating Adrenaline Rush as the Outlaw specialization (was Roll the Bones).
      • Supercharger now triggers upon activating Shadow Dance as the Subtlety specialization (was Symbols of Death).
      • Airborne Irritant no longer causes Blind to affect additional enemies. Now reduces cooldown by 80% (was 50%) and duration by 80% (was 70%).
      • The following talents have been removed:
        • Acrobatic Strikes (moved to the Outlaw talent tree)
        • Cold Blood
      • Subtlety
        • Subterfuge duration reduced to 2 seconds/4 seconds.
    • Assassination
      • Developers’ notes: Assassination has seen numerous changes in Midnight to focus it on its core damage-over-time maintenance and Energy management gameplay. We’ve removed a number of special case ability uses from its rotation, such as applying Caustic Spatter with Mutilate, and reduced the number of abilities used in its cooldown windows. We’ve updated its AOE gameplay to remove the need to enter stealth to apply bleeds to multiple targets - you now periodically re-apply Garrote and Rupture and use the new Crimson Tempest to spread them to nearby enemies. There have been multiple updates to its Hero Talents as well to make them play well within Assassination’s rotation. We’ve also added an element of Energy management and timing. Assassination Rogues are deliberate fighters, and choosing when to spend Energy is an important part of their gameplay. There are strong new rewards for maintaining unbroken strings of Envenoms, so you’ll want to bank Energy then stretch every Envenom to its limit to keep the pressure on your targets.
      • Apex Talents: Implacable
        • Nothing will save your target from you. Envenom damage increased by 10%. When your Envenom bonus expires, gain 40% increased Energy generation for 5 seconds. Gain an additional 15% increased Energy generation for each Envenom you used while Envenom’s bonus was active, up to 100% total.
        • Nature and Bleed damage increased by 10%/20%.
        • After striking with Kingsbane, rapidly strike that target 5 times over 1.5 seconds for Physical and Nature damage. Each strike applies the Lethal Poisons on your weapons and generates a combo point.
      • New Talent: Motivated Murderer – Your Energy regeneration is increased by 30%.
      • New Talent: Canny Strikes – Increases Critical Strike chance by 2%.
      • New Talent: Razor Wire – Garrote lasts 4 seconds longer.
      • New Talent: Finish the Job – All damage you deal is increased by 10% while Deathmark is active.
      • New Talent: Secondary Poisoning – When you apply a Weapon Poison with a single-target attack, you have a 50% chance to strike a nearby enemy for physical damage and apply the same Weapon Poison to them.
      • New Talent: Avulsion – Rupture damage increased by 20%.
      • New Talent: Regicide’s Reward – When Kingsbane ends, gain 2% Haste for every 5 stacks of increased Kingsbane damage that you had, decreasing by 2% every 2 seconds.
      • New Talent: Inspiring Strike – Applying Envenom while Envenom is already active increases all damage you deal by 5% and increases poison application chance.
      • New Talent: Poisoner’s Drive – Applying Envenom while Envenom is already active restores 1 combo point.
      • New Talent: Deadly Momentum – Finishing moves have a 3% chance per combo point spent to increase your critical strike chance by 6% for 6 seconds.
      • Venomous Wounds has been updated – Restores 4 Energy each time Garrote or Rupture deal damage (was 8), with reduced Energy gain for bleeds beyond the first. Energy restored when a target afflicted by Rupture dies is significantly reduced.
      • Deathmark has been updated – Deals Bleed damage and restores 80 Energy over 16 seconds. Damage dealt by Garrote, Rupture, and Lethal Poisons is increased by 100%. Each time you apply a lethal poison to the target, apply it twice.
      • Crimson Tempest has been updated – Deals damage to all enemies within 10 yards, reduced beyond 5 targets. Copies the longest Garrote and Rip onto up to 2 other enemies. Awards 1 combo point.
      • Caustic Spatter has been updated – Now applied by Envenom or Kingsbane instead of Mutilate or Ambush, and no longer requires Lethal Poison and Rupture to be active.
      • Rapid Injection has been updated – Now a 2-point talent that increases Envenom damage while active by 15/30% (was 10%).
      • Flying Daggers has been updated – Increases Fan of Knives damage by 20% (was 15%) and an additional 10% when striking 5+ targets (was 15%).
      • Fatal Concoction has been updated – Now a 2-point talent that increases weapon poison damage by 15/30% (was 10%).
      • Poison Bomb has been updated – Now a 1-point talent with a 5% chance to activate per combo point spent (was 4/8%).
      • Supercharger has been updated – Kingsbane supercharges 2/4 combo points.
      • Envenom’s self-buff no longer extends the duration when reapplied.
      • Thrown Precision now increases Fan of Knives critical strike chance by 5% (was 10%).
      • Fan of Knives range reduced to 8 yards (was 10).
      • Path of Blood now increases maximum Energy by 50 (was 100).
      • Sudden Demise now increases Bleed damage by 10% (was 15%).
      • Motivated Murderer now increases Energy regeneration by 30% (was 40%).
      • Zoldyck Recipe now affects Nature damage dealt by Deathstalker’s Mark, Hunt Them Down, and Fatebound Coin: Tails.
      • Mastery: Potent Assassin, Zoldyck Recipe, Lethal Dose, and Venomous Wounds descriptions updated for clarity.
      • Multiple auras (e.g., weapon poisons) flagged to not appear on enemy nameplates by default.
      • The talent tree layout has been updated and several talents have changed positions.
      • The following talents have been removed:
        • Arterial Precision
        • Indiscriminate Carnage
        • Lightweight Shiv
        • Master Assassin
        • Sanguine Blades
        • Serrated Bone Spikes
        • Tiny Toxic Blade
        • Twist the Knife
        • Vicious Venoms
    • Outlaw
      • Developers’ notes: Outlaw before Midnight could be a very demanding spec to play. The factors involved in when to cast Roll the Bones could be complex, performance relied on a lot on how long you could keep Adrenaline Rush going, and its shortened global cooldown could result in a high rate of actions per minute. In Midnight, we intend for Outlaw to be a very approachable rogue spec while still embodying its fantasy of a tricky, resourceful, sometimes underhanded fighter that is willing to roll the dice and take a chance. Roll the Bones now grants a single bonus of varying power, Outlaw no longer uses Vanish offensively, and Adrenaline Rush has a consistent duration but provides a bigger boost while active. Outlaw gameplay is based around building and spending combo points and managing your Energy, with several random bonuses that can trigger and change up your rotation. Crackshot has been removed, but talents enable Between the Eyes to reset its own cooldown and stack its bonus multiple times. We hope you enjoy taking up your blades and pistol and living the life of an Outlaw!
      • Apex Talents: Gravedigger
        • Between the Eyes has a 45% chance to apply 2 stacks of its bonus to your damage dealt.
        • When you spend 5 or more combo points on Dispatch, immediately strike your target with an underhanded Scoundrel Strike for Physical damage.
        • When you Dispatch you have a 12% chance per combo point spent to hide a bullet up your sleeve. When you’ve hidden 6 bullets, your next Between the Eyes consumes them and is free, deals damage as if you spent 6 combo points, and immediately resets its own cooldown.
      • New Talent: Expert Duelist – Between the Eyes increases your damage dealt by an additional 2%.
      • New Talent: Deadly Pursuit – After spending 15 combo points, if you spend no combo points for 5 seconds, abilities affected by Restless Blades will cool down 200% faster for 5 seconds or until you spend a combo point.
        • Developers’ notes: Losing uptime as an Outlaw Rogue can be extra punishing since you lose cooldown reduction from Restless Blades when not fighting. This talent offsets that penalty, continuing the value of Restless Blades if you pause attacking. It is positioned so you can choose it over other utility if you choose.
      • New Talent: Flickering Steel – Sinister Strike and Ambush deal 20% increased damage and generate 5 Energy when they grant you Opportunity.
      • New Talent: Find an Opening – Your chance to Sinister Strike to strike twice and grant Opportunity is increased by 10%.
      • New Talent: Heightened Rush – Adrenaline Rush’s duration is increased by 3 seconds.
      • New Talent: Menacing Rush – Adrenaline Rush increases the damage of your combo point generating abilities and finishers by 15%.
      • New Talent: Zero In – Your auto-attack critical strikes increase the damage and critical strike chance of your next Between the Eyes by 3%, stacking up to 20 times.
      • New Talent: Grand Melee – Blade Flurry causes your attacks to hit nearby enemies for an additional 10% of their normal damage.
      • New Talent: Murder – Your finishing moves deal 10% increased damage.
      • New Talent: Dragon-Bone Dice – The bonuses granted by your Roll the Bones are stronger. Bonuses to chance for Sinister Strike to strike twice are 5% greater. Bonuses to Sinister Strike and Ambush damage are 5% greater. Bonuses to Restless Blades cooldown reduction are 10% greater. Jackpot’s bonus to critical strike chance is 5% greater.
      • New Talent: Fast Action – The cooldown of Between the Eyes is reduced by 5 seconds.
      • Acrobatic Strikes is now a Outlaw talent (was a class talent) – Auto-attacks increase auto-attack damage and movement speed by 1% for 3 seconds, stacking up to 10%.
      • Between the Eyes has been updated – Finishing move that blasts your target with your pistol, dealing Physical damage and increasing your damage dealt by 4%. Multiple instances of this bonus can overlap.
      • Between the Eyes damage increased by 40% and its duration is now 2 + 2 times the number of combo points spent (was 3 times the number of combo points spent).
      • Roll the Bones has been updated – Roll the dice of fate, providing a combat enhancement of random power for 30 seconds. This grants you one of four possible bonuses, each of which grants all the bonuses of previous ranks and adds a new bonus:
        • One of a Kind: Sinister Strike has a 20% increased chance to strike twice and grant Opportunity.
        • Double Trouble: Add Sinister Strike and Ambush generate 1 additional combo points and deal 15% increased damage.
        • Triple Threat: Add Restless Blades cooldown reduction increased by 30%.
        • Jackpot: Add Critical strike chance increased by 10%.
        • Developers’ notes: You may now only have one Roll the Bones bonus active at a time. Maintaining it is extremely important, and different levels change the feel and pacing of your rotation.
      • Opportunity tooltip has been updated – Sinister Strike has a 30% chance (was 35%) to hit an additional time and grant Opportunity. Opportunity: Your next Pistol Shot costs 50% less Energy and deals 100% increased damage.
        • Developers’ notes: This change to Opportunity and to talents like Quick Draw and Fan the Hammer clarifies how Opportunity works, what triggers it, and how many combo points players will receive in different situations. The result is very similar - you get one extra combo point per stack of Opportunity consumed by Pistol Shot - but the effect of each talent should be clearer.
      • Precision Shot has been updated – Between the Eyes and Pistol Shot have a 10 yard increased range and deal 20% increased damage.
      • Quick Draw has been updated – Opportunity increases the damage of Pistol Shot by an additional 20%. Each stack of Opportunity consumed by Pistol Shot generates one Combo Point.
      • Audacity has been updated – Using Pistol Shot with Opportunity has a 35% chance to make your next Ambush usable without Stealth. Chance to trigger this effect matches the chance for your Sinister Strike to grant Opportunity.
      • Summarily Dispatched has been updated – Dispatch deals 3/6% increased damage and costs 3/6 less Energy. This damage bonus is increased by 50% while your damage is enhanced by your Between the Eyes.
      • Fan the Hammer has been updated – When you gain Opportunity, gain 1/2 additional charges. Max 6 charges. Pistol Shot consumes 1/2 extra charges of Opportunity to fire 1/2 additional bullets. These additional shots deal 20% reduced damage.
      • Hidden Opportunity has been updated – Ambush has a chance to grant Opportunity. Chance to trigger this effect is 80% of the chance for Sinister Strike to grant Opportunity. No longer causes Ambush to strike twice.
      • Ace Up Your Sleeve has been updated and is now a 2-point talent – Between the Eyes has a 5% chance per combo point spent to restore 2/4 combo points and reset its own cooldown.
      • Heavy Hitter updated to a 2-point talent – Attacks that generate combo points deal 10/20% increased damage.
      • Take 'Em by Surprise updated to a 1-point talent – Haste increased by 10% while Stealthed and for 12 seconds after breaking Stealth.
      • Restless Blades no longer reduces the cooldown of Vanish.
      • Adrenaline Rush duration reduced to 15 seconds (was 20 seconds) and it increases Energy regeneration by 75% (was 50%). It can still reduce the global cooldown to as little as 0.8 seconds.
      • Retractable Hook no longer reduces Grappling Hook’s retraction speed.
      • Combat Potency increases Energy regeneration by 16% (was 30%).
      • Fatal Flourish causes offhand attacks to have a 25% chance (was 50%) to generate 8 Energy (was 10).
      • Blade Rush cooldown increased to 60 seconds (was 45 seconds) and generates 25 Energy over 5 seconds (was 30 over 6 seconds).
      • Blade Rush damage increased by 200% and its damage dealt is now reduced above 8 targets.
      • Adrenaline Rush increases your Energy generation rate by 75% (was 80%).
      • Flickering Steel generates 5 Energy every time you gain Opportunity (was 6).
      • Loaded Dice now improves the result of your next Roll the Bones by one level.
      • Sleight of Hand now increases your chance to get better results when you Roll the Bones.
      • Audacity now has one chance to make Ambush usable per cast of Pistol Shot, not per hit when multiple bullets are fired with Opportunity.
      • Improved Adrenaline Rush no longer causes Adrenaline Rush to restore full Energy when it ends.
      • Killing Spree damage reduced by 60%.
      • Pistol Shot’s ability icon on action bars and in the Cooldown Manager now shows how many stacks of Opportunity you have.
      • Many talents have been changed positions in the talent tree.
      • The following talents have been removed:
        • Ambidexterity
        • Count the Odds
        • Crackshot
        • Dirty Tricks
        • Float Like a Butterflly and Sting Like a Bee
        • Ghostly Strike
        • Greenskin’s Wickers
        • Improved Main Gauche
        • Precise Cuts
        • Riposte
        • Swift Slasher (moved to the class tree)
        • Triple Threat
        • Underhanded Upper Hand
    • Subtlety
      • Developers’ notes: Coming into Midnight, Subtlety had a multitude of overlapping damage increases from cooldowns, conditional bonuses, and temporary effects that needed to be precisely aligned in unintuitive ways to produce good damage results. It overly punished players for getting it wrong, and even when getting it right it could make Subtlety’s rotational gameplay feel much more rigid than it should for a spec that is intended to give players flexibility and control over its cooldown-driven damage windows. Subtlety’s Midnight updates are focused on giving cooldowns and effects a clear purpose while also reducing the number of conditional effects that need to be tracked. This will better reward intuitive decisions and produce more reliable damage output and satisfying rotational gameplay. Additional changes are aimed at further improving approachability by reducing total rotational button count, culling unimportant buff icons, removing effects that punish downtime, and creating more value potential for historically-weak secondary stats Haste and Critical Strike.
      • Apex Talents will be available for testing in a future build.
      • New Talent: Potent Powder – Black Powder deals increased damage equal to 30% of your Mastery when it spends 5 or more combo points.
      • Swift Death has been redesigned – Haste affects the cooldown recovery rate of Symbols of Death.
      • Planned Execution has been redesigned – Symbols of Death increases critical strike damage bonus of your abilities by 10%.
      • Warning Signs has been redesigned – Symbols of Death increases attack speed by 25%.
      • Deepening Shadows has been redesigned – Haste reduces the cooldown of Shadow Dance.
      • Shuriken Tornado has been redesigned – Passive ability. Activating Shuriken Storm causes it to repeat after 1.2 seconds.
      • Perforated Veins has been redesigned – Backstab/Gloomblade and Shadowstrike have 10% increased damage against targets afflicted by Rupture.
      • Deeper Daggers has been redesigned – Shadow damage increased by 8%.
      • Finality has been redesigned – Eviscerate, Rupture, and Black Powder have 15%/30% increased critical strike damage bonus.
      • Danse Macabre has been redesigned – While Shadow Dance is active, each different attack that generates or spends combo points lashes out at the target, dealing Shadow damage.
      • Shot in the Dark has been redesigned – After using Vanish or Shadow Dance, your next Cheap Shot is free and ignores its cooldown.
      • Shadowstrike damage increased by 150% and Energy cost increased to 50 (was 45).
      • Shadow Dance cooldown reduced to 45 seconds (was 1 minute).
      • Symbols of Death now increases the damage of finishing moves (was all damage).
      • Find Weakness is now a buff instead of a debuff, causing your attacks to ignore 30% Armor.
      • Improved Shadow Techniques now causes Shadow Techniques to generate 2 additional Energy (was 3).
      • Secret Technique cooldown reduced to 30 seconds (was 1 minute) and its cooldown is now affected by Haste.
      • Secret Technique no longer reduces its remaining cooldown per Combo Point spent.
      • Death Perception now increases the damage bonus Symbols of Death gives to finishing moves (was all damage).
      • Dark Shadow now increases Shadowstrike damage by 15%/30% (was all damage).
      • The Rotten effect no longer grants guaranteed chance to critically strike.
      • Flagellation has been removed.
  • SHAMAN
    • Hero Talents
      • Farseer
        • Restoration
          • Call of the Ancestors now triggers from casts of Healing Stream Totem instead of Undulation and Unleash Life.
      • Stormbringer
        • New Talent: Natural Gift – Nature damage is increased by 2%.
        • New Talent: Descending Skies – Ascendance upgrades your next Lightning Bolt to Tempest.
        • Elemental
          • New Talent: Stormwell – Storm Elemental lasts 2 seconds longer, and Stormkeeper generates 10 Maelstrom.
          • Tempest’s chance to occur has been redesigned – No longer triggers based on total Maelstrom spent and now has a 0.3% chance occur per Maelstrom spent.
          • Arc Discharge has been redesigned – Now causes Tempest to grant a stack of Stormkeeper.
          • Rolling Thunder has been redesigned – Now reduces the cooldown of Stormkeeper by 15 seconds.
          • Awakening Storms has been redesigned – Now increases the chance to gain Tempest by an additional 0.3% per Maelstrom spent.
        • Enhancement
          • New Talent: Stormwell – Windfury Weapon damage is increased by 10%. When Crash Lightning hits a single enemy, it activates Windfury Weapon.
          • Tempest has been updated – Each Maelstrom Weapon spent has a 2% chance to upgrade your next Lightning Bolt to Tempest
          • Awakening Storm has been updated – Stormstrike has a small chance to upgrade your next Lightning Bolt to Tempest.
          • Rolling Thunder now causes Doom Winds to summon a Nature Feral Spirit for 12 seconds.
          • Arc Discharge now only affects Chain Lightning and now increases its damage by 20% (was additionally affecting Lightning Bolt with 40% increased damage).
          • Tempest damage reduced by 8%.
      • Totemic
        • Enhancement
          • New Hero Talent: Totemic Momentum – Each Maelstrom Weapon spent increases the duration of an active Hot Hand by 0.2 seconds.
          • New Hero Talent: Surge Catalyst – After casting Surging Totem, your next Lava Lash casts again at 150% effectiveness.
          • New Hero Talent: Elemental Attunement – Mastery increased by 2%.
          • Lively Totems has been updated – Lava Lash and Voltaic Blaze cause your Searing Totems to shoot a Searing Volley.
          • Whirling Elements has been updated –
            • Earth: Now causes your next Sundering to deal 100% increased damage and summons a Searing Totem.
            • Fire: Lava Lash grants you Hot Hand for 8 seconds (was 6 seconds). Fire Nova no longer grants you Hot Hand.
          • Surging Totem cooldown increased to 65 seconds.
          • Reactivity now casts a Sundering at 80% effectiveness (was 50%).
          • Earthsurge now causes a Tremor at 125% effectiveness (was 100%).
          • Tremor damage increased by 75%.
          • Surging Bolt damage increased by 75%.
        • Restoration
          • Surging Totem now lasts 25 seconds (was 24 seconds).
    • Class
      • Encasing Cold has been redesigned – Now increases the cooldown of Frost Shock by 15 seconds and causes Frost Shock to freeze its target in place for 4 seconds.
      • Seasoned Winds renamed to Windveil and has been redesigned – Interrupting a spell with Wind Shear reduces all spell damage taken by 15% for 12 seconds.
      • Static Charge has been redesigned – Now reduces the cooldown of Capacitor Totem by 15 seconds.
      • Each specialization now automatically learns 1 spell instead of 2 through the Shaman talent tree.
      • Earth Elemental now lasts 30 seconds (was 1 minute) and has a 3 minute cooldown (was 5 minutes).
      • Totemic Surge reduces the cooldown of totems by 5 seconds (was 6 seconds).
      • Chain Heal cast time is now 2 seconds (was 2.5 seconds).
      • Poison Cleansing Totem is now a choice talent against Tremor Totem.
      • Several talents have changed positions in the talent tree.
      • The following talents have been removed:
        • Arctic Snowstorm
        • Call of the Elements
        • Creation Core
        • Frost Shock
        • Guardian’s Cudgel
        • Lightning Lasso (now a PvP talent)
        • Stone Bulwark Totem
        • Thunderstorm (now learned by Elemental at level 30)
        • Totemic Recall
    • Elemental
      • Developers’ notes: Our goals with Elemental for Midnight are to reduce the number of rotational abilities and auras tracked, make it simpler to engage with Stormbringer talents, and add new gameplay for using fire spells in AoE. Flame Shock can now be replaced with an upgraded ability, Voltaic Blaze, that applies 6 Flame Shocks and causes your next Lava Burst to hit all Flame Shocked targets, similar to previous designs for Primordial Wave. With this version, we’re looking to allow a quick transition from Flame Shock application to the AoE Lava Burst for simplicity and keeping up with the demands of AoE against short-lived creatures. This is an optional talent path, so for players who want to focus on lightning and maelstrom spenders that’s still intended to be a viable playstyle.
      • Apex Talents will be available for testing in a future build.
      • New Talent: Tectonic Collapse – Earth Shock, Elemental Blast, and Earthquake deal 20% additional damage. Choice against Aftershock.
      • New Talent: Molten Wrath – Lava Burst deals 25% additional damage. Choice against Master of the Elements.
      • New Talent: Elemental Resonance – All Elemental damage increased by 3%. Choice against Thunderstrike Ward.
      • New Talent: Storm Infusion – Increases the effect of Elemental Resonance by 2%, increases the chance for Thunderstrikes to occur by 30%, and increases Thunderstrike damage by 75%.
      • New Talent: Inferno Arc – Lightning Bolt, Tempest, Chain Lightning, Earth Shock, Elemental Blast, and Earthquake deal 15% increased damage to targets affected by Flame Shock.
      • New Talent: Voltaic Blaze – Instantly Shocks the target and 5 enemies within 10 yards with blazing thunder, applying Flame Shock and dealing Nature damage. Always critically strikes. Replaces Flame Shock.
        • Flame Shock application logic has been updated for Voltaic Blaze to prioritize enemy players and ignore enemies in breakable crowd control.
      • New Talent: Purging Flames – Voltaic Blaze unleashes volcanic rage, causing your next Lava Burst cast to hit all Flame Shocked targets at 80% effectiveness with reduced Maelstrom generation. Lava Burst damage increased by 10%.
      • Herald of the Storm has been redesigned – Now reduces the cooldown of Stormkeeper by 15 seconds.
      • Thunderstorm is now learned at level 30 (was a class talent).
      • Earthquake now deals Nature damage (was Physical).
      • Fury of the Storms now summons a Greater Storm Elemental (was a Greater Lightning Elemental).
      • Erupting Lava now deals its consumed damage at 250% effectiveness (was 100%).
      • Removed the activation overlays that appear when you have enough Maelstrom to cast Earth Shock, Elemental Blast, or Earthquake.
      • Echoes of Great Sundering now has an activation overlay when gaining its effect.
      • A sound now plays when Aftershock refunds Maelstrom.
      • The following talents have been removed:
        • Elemental Equilibrium
        • Flux Melting
        • Icefury
        • Liquid Magma Totem
        • Magma Chamber
        • Primordial Wave
        • Splintered Elements
        • Storm Elemental
    • Enhancement
      • Developers’ notes: Going into Midnight, we are aiming to reduce the amount of information to track for playing Enhancement Shaman optimally. To achieve this goal, we are looking into reducing the number of buttons, auras, and spell highlights to track, while heavily keeping in mind how it feels to play Enhancement Shaman. In addition to the core Enhancement changes, we are aiming to reduce the overhead of understanding two different Hero Talent rotations. The hero talents have affected the rotation a bit more than we’d like. We’re making adjustments that will allow these Hero Talents to fit into Enhancement’s core rotation more naturally while preserving what is unique about them.
      • Apex Talents: Storm Unleashed
        • Each Maelstrom Weapon spent has a 2% chance to cause your next Crash Lightning to ignore its cooldown. The weapon enhancement effect of Crash Lightning may now overlap.
        • Maelstrom Weapon spending abilities deal 8%/15% increased damage. Weapon Imbuements deal 10%/20% increased damage.
        • Crash Lightning electrocutes the area struck, dealing 50% of its damage 2 additional times over 2 seconds, and its weapon enhancement effect now increases auto-attack speed by 15%.
      • New Talent: Overcharge – Critical strike damage of Nature abilities increased by 40% of your critical strike chance.
      • New Talent: Stormbind – Critical strikes of Nature abilities reduce target’s movement speed by 60% for 5 seconds.
      • New Talent: Ride the Lightning – Stormstrike and Lava Lash unleash Chain Lightning at 100% effectiveness that deals 20% reduced damage with each jump.
      • New Talent: Elemental Tempo – Elemental damage increased by 10%. Each Maelstrom Weapon stack consumed reduces Stormstrike and Lava Lash cooldowns by 0.3 seconds.
      • New Talent: Lightning Strikes – Consuming 10 Maelstrom Weapon stacks increases next Stormstrike or Lava Lash damage by 25% and causes them to generate a Maelstrom Weapon stack.
      • New Talent: Thunder Capacitor – Lightning Bolt and Chain Lightning deal 20% increased damage and have a 20% chance to refund Maelstrom Weapon spent.
      • New Talent: Chaining Storms – Chain Lightning now jumps to 2 additional targets and deals 10% increased damage.
      • Forceful Winds has been updated – Windfury has a 10% additional chance to trigger, and its damage is increased by 50%.
      • Maelstrom Weapon has been updated – Melee damage has a chance to generate Maelstrom Weapon, stacking up to 5 times. Each stack reduces cast time of Lightning Bolt or Chain Lightning by 20% and increases their damage by 20%.
      • Raging Maelstrom has been updated – Maelstrom Weapon can now stack 5 additional times.
      • Overflowing Maelstrom has been updated – Lightning Bolt and Chain Lightning can consume up to 10 Maelstrom Weapon stacks.
      • Crash Lightning has been updated – Electrocutes enemies in front, enhances weapons for 12 seconds, causing Stormstrike and Lava Lash to discharge Nature damage split between up to 5 enemies.
      • Voltaic Blaze has been updated – Replaces Flame Shock, instantly shocks target and 5 nearby enemies, applies Flame Shock, generates 1 Maelstrom Weapon, and always critically strikes. 10 second cooldown.
      • Surging Elements has been updated – Sundering grants 15% Haste for 12 seconds and generates 5 Maelstrom Weapon stacks. Now a 1-point talent.
      • Primordial Storm has been updated – Sundering transforms into a single-use Primordial Storm for 15 seconds after cast.
      • Sundering has been updated - No longer incapacitates, cooldown reduced to 30 seconds baseline.
      • Feral Spirit has been updated – Sundering summons 1 Fire Feral Spirit, Doom Winds summons 1 Nature Feral Spirits. Feral Spirits grant 5% increased Fire/Nature and Physical damage for 8 seconds.
      • Ascendance ability has been updated – Replaces Doom Winds. Transforms into Air Ascendant for 15 seconds, unleashes Doom Winds, reduces Stormstrike cooldown and cost by 60%, transforms auto attacks and Stormstrike into Wind attacks that bypass armor and have a 30 yard range. Maelstrom spenders have 0.5% chance to unleash Doom Winds while Ascendance is inactive.
      • Deeply Rooted Elements has been updated – Replaces Doom Winds. Each Maelstrom Weapon stack consumed has 0.6% chance to activate Ascendance for 8 seconds.
      • Ashen Catalyst has been updated – When Lava Lash strikes a target affected by your Flame Shock, its cooldown is reduced by 2 seconds.
      • Fire Nova has been updated – Voltaic Blaze generates 2 additional Maelstrom Weapon and has a 30% chance to cause Fire Nova, erupting fiery damage from Flame Shock targets to up to 6 enemies within 8 yards.
      • Thorim’s Invocation secondary effect has been updated – During Ascendance or Doom Winds, Stormstrike, and Crash Lightning consume up to 10 Maelstrom Weapon to discharge Lightning Bolt or Chain Lightning at 100% effectiveness. If available, discharges Tempest instead.
      • Raging Maelstrom now has an additional effect – Consuming Maelstrom Weapon causes your next Healing Surge or Chain Heal to gain 100% of the benefits of Maelstrom Weapon based on the stacks consumed.
      • Hot Hand may no longer trigger from melee auto attacks during an active Hot Hand.
      • Hot Hand duration reduced to 8 seconds (was 10 seconds) and now reduces the cooldown of Lava Lash by 25%/50%.
      • Crash Lightning damage increased by 40% and cleave effect damage increased by 130%. Cooldown increased to 15 seconds (was 12 seconds).
      • Thorim’s Invocation now additionally increases Doom Winds duration by 2 seconds. No longer increases Lightning Bolt and Chain Lightning damage by 20%.
      • Static Accumulation no longer grants 20% chance on Lightning Bolt and Chain Lightning to refund Maelstrom Weapon.
      • Stormflurry now has a 20% chance and correctly multiplies damage of subsequent Stormstrikes and their added effects like Crash Lightning cleave.
      • Improved Maelstrom has been integrated into Maelstrom Weapon and removed from the talent tree.
      • Many talents have changed positions in the talent tree.
      • The following talents have been removed:
        • Alpha Wolf
        • Crashing Storms
        • Elemental Blast
        • Elemental Spirits
        • Flowing Spirits
        • Hailstorm
        • Ice Strike
        • Improved Maelstrom
        • Legacy of the Frostwitch
        • Molten Thunder
        • Primordial Wave
        • Tempest Strikes
        • Unrelenting Storms
        • Witch Doctor’s Ancestry
    • Restoration
      • Developers’ notes: Shamans have a bunch of strong utility and many rotational spells, so an important goal for us in Midnight was to balance the number of possible active abilities. We’re also looking to remove talents that add auras that are constantly active or ones that temporarily modify other spells which can often make normal spell casts feel weak.
        A significant change here is the removal of Healing Surge and Tidal Waves. We are reducing the base cast time of Healing Wave and Chain Heal to simplify gameplay and adding options for mana management through talents for situations where mana management feels valuable. We recognize there is a loss of a decision point when doing single target healing and will be monitoring feedback closely when it comes to Healing Surge being removed, but our goal is to keep the spell decision-making simple because healing already has dynamic gameplay with target choice.
        We’re also updating Healing Rain to last 18 seconds when not playing Totemic. While we want the instant, long duration Healing Rain to be a hallmark of Totemic, it makes the alternative feel less awesome when it has to be cast every 10 seconds.
        Another goal for us was to reduce the number of available group cooldowns healers have access to, so Ascendance and Healing Tide Totem are now a choice against each other. We want healers to feel powerful, but having too many powerful cooldowns often leads to needing to deal spiky damage to challenge them.
      • Apex Talents will be available for testing in a future build.
      • New Talent: Crashing Waves – Healing Wave’s critical strike chance is increased by 12%.
      • New Talent: Calm Waters – Reduces the mana cost of Chain Heal by 15%.
      • New Talent: Soothing Rain – Increases the healing done by Healing Rain by 10% and reduces its cast time by 0.5 seconds.
      • New Talent: Quickstream – Healing Stream Totem heals 15% more often.
      • New Talent: Water Expulsion – Increases Downpour healing by 20%.
      • New Talent: Double Dip – Healing Rain grants an additional use of Downpour.
      • New Talent: Earthweaver – Increases Earth Shield healing by 40%.
      • Water Totem Mastery has been redesigned – Now reduces the cooldown of Healing Stream Totem by 5 seconds.
      • Current Control has been redesigned – Now reduces the mana cost of Healing Wave by 15%.
      • Healing Wave cast time is now 2 seconds (was 2.5 seconds).
      • Healing Rain now lasts 18 seconds (was 10 seconds).
      • Healing Rain cooldown is now 18 seconds (was 10 seconds).
      • First Ascendant now also reduces the cooldown of Healing Tide Totem.
      • Preeminence now also increases your Haste while Healing Tide Totem is active and increases Healing Tide Totem’s duration by 3 seconds.
      • Downpour mana cost reduced by 25% and no longer increases the max health of targets it heals.
      • The following talents have been removed:
        • Ancestral Protection Totem
        • Cloudburst Totem
        • Earthen Wall Totem
        • Healing Surge
          • Developers’ notes: Talents that previously affected Healing Surge now affect Healing Wave.
        • High Tide
        • Mana Tide
        • Master of the Elements (now a PvP talent)
        • Spiritwalker’s Tidal Totem
        • Tidal Waves
        • Tidebringer
        • Tide Turner
        • Undulation
        • Unleash Life
        • Wellspring
  • WARLOCK
    • Class
      • New Talent: Curse of Exhaustion – Replaces Curse of Weakness while active. Reduces the target’s movement speed by 50% for 12 seconds. Curses: A warlock can only have one Curse or Blight active per target.
      • New Talent: Curse of Tongues – Replaces Curse of Weakness while active. Forces the target to speak in Demonic, increasing the cast time of all spells by 30% for 1 minute. Curses: A warlock can only have one Curse or Blight active per target.
      • New Talent: Improved Mortal Coil – Casting Mortal Coil grants Soul Leech equal to 1% of your maximum health.
      • New Talent: Infernal Beneficiary – Dark Pact also shields your primary demon at 50% effectiveness.
      • New Talent: Foul Mouth – Casting Curse of Exhaustion, Tongues, or Weakness now curses all enemies within 10 yards of the target.
      • New Talent: Shared Vitality – Healing done by Drain Life also heals your primary demon at 100% effectiveness.
      • New Talent: Gorefiend’s Avarice – Drain Life now channels 50%/100% faster and restores health 50%/100% faster.
      • New Talent: Frequent Traveler – Reduces the cast time of Demonic Gateway by 0.5 seconds and you can now use Demonic Gateways twice before triggering a cooldown.
      • New Talent: Blight of Weakness – Call forth a cloud of cloying shadow mist that envelopes the target and all enemies within 10 yards, increasing the time between their attacks by 100% and reducing their critical strike chance by 10% for 12 seconds.
      • Many talents have changed positions in the talent tree.
      • The following talents have been removed:
        • Accrued Vitality
        • Amplify Curse
        • Curses of Enfeeblement
        • Demonic Inspiration
        • Demonic Tactics
        • Lifeblood
        • Socrethar’s Guile
        • Soul Conduit
        • Sargerei Technique
        • Teachings of the Satyr
        • Wrathful Minion
    • Affliction
      • Developers’ notes: Unstable Affliction and Seed of Corruption are returning as Affliction’s main Soul Shard spenders. Malefic Rapture solved a lot of issues that plagued Affliction towards the end of Battle for Azeroth, however, placed a lot of emphasis on rotational setup and increased its overall complexity. Malefic Rapture constantly poses the question “when should I spend my Soul Shards?” and it’s difficult to answer given how many factors impacted its throughput. Additionally, each new damage-over-time (DoT) effect added to Affliction’s arsenal subsequently diluted the throughput of Malefic Rapture which makes it feel less impactful in settings with multiple targets. While we could have easily reduced the number of effects impacting Malefic Rapture, we wanted the answer to the question of Soul Shard spending to be “now” most of the time, outside of pooling for Darkglare.
        Overall, we want less conditionals to affect Affliction’s throughput to reduce setup time, increase consistency, and add clarity to when a spell should be cast. For example, Shadow Embrace has been removed, and the damage increase Unstable Affliction provided prior to Shadowlands via its Contagion talent has been omitted. Both effects further dilute the throughput of Affliction and intrude on the identity of Haunt which is to signify a priority target.
        Now, to address the elephant in the room: Vile Taint. While many specializations have tools to solve DoT application, DoTs do not define their moment-to-moment gameplay and shouldn’t as that is the realm of Affliction. Agony would lose a lot of texture, and throughput, if its application played out in a similar way to Corruption. In addition, there is less emphasis on having every target afflicted with Agony with the removal of Malefic Rapture as your spender’s throughput is no longer dependent on having Agony active. Since Vile Taint cannot maintain Agony on its own, we’ve removed it and replaced it with Shared Agony – an effect similar to Balance Druid’s Twin Moons. This gives us a controlled, tunable method of scaling Agony application in multi-target situations that maintains the core, DoT-centric gameplay of Affliction.
        Lastly, we are introducing a new 1 minute cooldown: Dark Harvest. This is an experimental channeled spell that mirrors Malefic Rapture in some ways but instead of scaling per DoT it only needs a single DoT to maximize its throughput. Let us know what you think about this new cooldown and the other changes to Afflictions as we’re excited to hear your thoughts!
      • Apex Talents: Shadow of Nathreza
        • Haunt now deals Shadow damage to its host and 3 enemies within 10 yards that are suffering from your Corruption over its duration.
        • Increases the initial damage of Haunt by 50%/100% and Haunt increases damage dealt to its host by an additional 2%/4%.
        • Damage dealt by Haunt has a chance to summon a Desperate Soul that casts Fel Claw and Carrion Swarm for 12 seconds before being banished back to Nathreza.
          • Fel Claws: Violently carves the enemy target, dealing Fire damage.
          • Carrion Swarm: Unleashes a horde of bats to assault enemies in front of the caster, dealing Shadow damage. Damage reduced beyond 8 targets.
      • New Talent: Hex Weaver – Increases your Haste by 2%.
      • New Talent: Practiced Pestilence – Increases your Mastery by 2%.
      • New Talent: Shared Agony – Increases Agony damage by 10% and Agony now hits another nearby enemy within 15 yards of the target.
      • New Talent: Seeds of Destruction – Reduces the cast time of Seed of Corruption by 0.2 seconds/0.4 seconds and increases its damage by 5%/10%.
      • New Talent: Dark Harvest – Consume the life force of each target afflicted by your damaging periodic effects, dealing Shadowflame damage over 3 seconds. Damage dealt by Dark Harvest heals you for 50% of damage done. 1.5 second cast. Channeled. 1 minute cooldown.
      • New Talent: Sudden Onset – Agony damage is increased by 10% and starts at 3 stacks.
      • New Talent: Fatal Echoes – When Unstable Affliction expires, it has a 4%/8% chance to reapply itself.
      • New Talent: Shard Instability – Damage dealt by Shadow Bolt/Drain Soul has a 20%/10% chance to make your next Unstable Affliction cost no Soul Shards and cast instantly.
      • New Talent: Nocturnal Yield – Increases Corruption damage by 10% and Nightfall additionally makes your next Seed of Corruption cost no Soul Shards and cast instantly.
      • New Talent: Patient Zero – Increases damage dealt by Seed of Corruption to its host by 50%.
      • New Talent: Sow the Seeds – Seed of Corruption now embeds demon seeds into 2 additional nearby enemies at 50% effectiveness.
      • New Talent: Cloying Power – Each enemy afflicted with your Unstable Affliction increases all damage you deal by 4%.
      • New Talent: Soul Miser – Casting Unstable Affliction on a target who is not already affected by Unstable Affliction has a 25% chance to refund the Soul Shard cost.
      • New Talent: Malefic Grasp – Nightfall now transforms your next Drain Soul/Shadow Bolt into Malefic Grasp.
        • Malefic Grasp: Binds the target in twilight, dealing Shadow damage over 4 seconds. When Malefic Grasp deals damage, it causes all of your other periodic Affliction damage effects to instantly deal 30% of their normal periodic damage.
      • Unstable Affliction has been redesigned – Afflicts the target within Shadow damage over 8 seconds. You may afflict a target with up to 5 Unstable Afflictions at once. If dispelled, dealing Shadow damage to the dispeller and silences them for 4 seconds. Generates 1 Soul Shard if the target dies while afflicted.
      • Xavius’ Gambit has been redesigned – Reduces the cast time of Unstable Affliction by 0.15 seconds/0.3 seconds and increases its damage by 5%/10%.
      • Improved Haunt has been redesigned – Increases the damage of Haunt by 35% and reduces its cast time by 0.3 seconds.
      • Cull the Weak has been redesigned – Increases Dark Harvest damage by 10% and when Dark Harvest deals damage it extends the duration of your Agony, Corruption, and Unstable Affliction by 2 seconds.
      • Death’s Embrace has been redesigned – Agony, Corruption, Unstable Affliction, Seed of Corruption, and Shadow Bolt/Drain Soul deal up to 40% increased damage on targets below 35% health. Damage increase is higher against lower health targets.
      • Seed of Corruption damage increased by 330% and is reduced beyond 8 targets.
      • Summon Darkglare cooldown is now 2 minutes (was 1 minute).
      • Agony moved to the talent tree (was learned at level 10).
      • Relinquished now a 2-point talent.
      • Contagion’s icon has been updated.
      • The following talents have been removed:
        • Dark Harvest
        • Dark Virtuosity
        • Focused Malignancy
        • Improved Malefic Rapture
        • Kindled Malice
        • Malefic Rapture
        • Malefic Touch
        • Malign Omen
        • Oblivion
        • Phantom Singularity
        • Shadow Embrace
        • Soul Rot
        • Tormented Crescendo
        • Vile Taint
        • Volatile Agony
        • Perpetual Unstability
    • Demonology
      • Developers’ notes: Our first goal for Demonology as we move into Midnight is to address Demonology’s reliance on addons to monitor Wild Imp energy to make decisions on when to cast spells like Implosion, Power Siphon, and Summon Demonic Tyrant. To accomplish this, we are removing the energy component from Wild Imps which means that Wild Imps will be around much longer (40 seconds) before disappearing. In efforts to prevent many Wild Imps from running around, we are adding a limit to how many Wild Imps you can have summoned at once that can be increased via multiple talents. Secondly, we want to take a hard look at Demonology’s ramp time and make adjustments to the number of casts or cooldowns needed to execute high throughput. It’s also important that each spell can stand on its own and doesn’t feel like it exists purely for Demonic Tyrant. Some examples of changes made in service of this goal are: Vilefiend has been folded into Summon Dreadstalkers in the form of a high-level talent and Grimoire: Felguard has been removed. Lastly, we want to provide better onboarding for new or returning players wanting to play Demonology. Upon reaching level 10, a slew of new spells would fly to your action bar without much explanation and the spells you had used prior were either changed or are now sub-optimal (looking at you, Corruption). Additionally, it’s never communicated to the player of how powerful Summon Felguard is compared to your other demons. To address these problems, we have moved several baseline abilities to the talent tree to reduce confusion and smooth out early leveling. These changes make up a huge shift in Demonology’s gameplay, so please let us know your thoughts! We’ll continue to iterate based on our own playtesting and your feedback.
      • Apex Talents: Dominion of Argus
        • Call Dreadstalkers summons 1 additional Greater Dreadstalker at 200% effectiveness that fades after 30 seconds. Only 1 Greater Dreadstalker can be summoned at a time, and its duration is refreshed when resummoned.
        • Increases the damage of your Felguard’s Legion Strike by 50%/100% and Felstorm by 50%/100%.
        • A Soulkeeper stalks you, collecting Demonic Cores as you use them. It has an increasing chance to unleash a powerful attack at your target whenever it collects a Demonic Core.
          • Willbreaker: The Soulkeeper assaults the target’s soul with chaos magic, inflicting Chaos damage to it and all enemies within 10 yards every 0.5 seconds for 8.5 seconds. Damage is reduced beyond 8 targets.
      • New Talent: Improved Implosion – Increases the damage dealt by Implosion by 5% for each Wild Imp active when Implosion is cast.
      • New Talent: Fel Intellect – Increases your Intellect by 2%.
      • New Talent: Practiced Rituals – Increases your Mastery by 2%.
      • New Talent: Imp Mastery – Increases the number of Wild Imp you can control by 3 and the damage they deal by 10%.
      • New Talent: Unholy Power – Increases the damage of your primary demon by 5%/10%.
      • New Talent: Executive Decision – Increases Implosion damage dealt by imploding an Imp Gang Boss by 100%. Increases the chance of receiving a Demonic Core from an Imp Gang Boss by 10% when killed by Implosion.
      • New Talent: Demonic Knowledge – Hand of Gul’dan has a 8%/15% chance to generate a charge of Demonic Core.
      • New Talent: Hellbent Commander – Increases the number of Wild Imps you can control by 3 and their Haste by 5%.
      • New Talent: Antoran Armaments – Your Demonic Tyrant is equipped with armor forged within Antorus, increasing their armor by 10%. While summoned, your Demonic Tyrant now assaults enemies with powerful melee attacks.
      • New Talent: Explosive Core – Demonbolt explodes on impact when it consumes a Demonic Core, dealing 30% of damage done to all enemies within 8 yards. Damage is reduced beyond 8 targets.
      • New Talent: Ancient Imps – Summons 3 Ancient Imps every 15 seconds. Ancient Imps benefit from all Wild Imp bonuses. You can only have 3 Ancient Imps active at a time.
      • New Talent: Summon Doomguard – Implosion has a 10% chance to summon a Doomguard that hurls Doombolt Volleys at 3 nearby enemies for 10 seconds. The chance to summon a Doomguard is increased by 10% per Wild Imp sacrificed.
      • New Talent: Fel Armaments – The cooldown of your Felguard’s Felstorm is reduced by 10 seconds and damage dealt to your primary demon is reduced by 10%.
      • New Talent: Doomguard Bracers – Increases the damage dealt by your primary demon by 5% and Axe Toss now removes 1 harmful magical effect from you.
      • New Talent: Infernal Rapidity – When your Wild Imps cast Fel Firebolt, they have a 10% chance to instantly cast another Fel Firebolt at 200% effectiveness.
      • New Talent: Evil Eye – Eye of Gul’dan has a 10% chance to survive its initial blast, dealing Fire damage to its target over 8 seconds.
      • Hand of Gul’dan has been redesigned – Calls down a demonic meteor that deals Shadowflame damage on impact to all enemies within 8 yards of the target and summons 3 Wild Imps that last 40 seconds. Hand of Gul’dan becomes Eye of Gul’dan when you control 3 Wild Imps, dealing Shadowflame damage to a single target.
      • Imp Gang Boss has been redesigned – Hand of Gul’dan now empowers 1 of the Wild Imps it summons, increasing its damage dealt by 100%.
      • Rune of Shadows has been redesigned – Reduces the cast time of Shadow Bolt by 10%/20% and increases its damage by 15%/30%.
      • Summon Vilefiend has been redesigned – Call Dreadstalkers also summons a Vilefiend that assists you in combat for 15 seconds.
      • Improved Demonic Tactics has been updated – Increases the critical strike chance of your primary demon by 50% of your critical strike chance.
      • Master of Summoner is now a 2-point talent – Increases Mastery by 3%/6% and reduces the cast time of your Call Dreadstalkers and Summon Demonic Tyrant by 15/30%.
      • Sacrificed Souls is now a 2-point talent – Shadow Bolt and Demonbolt deals 2%/4% additional damage by demon you have summoned.
      • Hand of Gul’dan now replaces Corruption and has moved to the talent tree (was learned automatically when specializing in Demonology).
      • Summon Felguard has moved to the talent tree (was learned automatically when specializing in Demonology).
      • The following talents have been removed:
        • Bilescourge Bombers
        • Blood Invocation
        • Demonic Strength
        • Doom
        • Doom Eternal
        • Dread Calling
        • Fel Invocation
        • Fel Sunder
        • Fiendish Oblation
        • Foul Mouth
        • Grimoire: Felguard
        • Immutable Hatred
        • Impending Doom
        • Inner Demons
        • Shadow Invocation
        • Shadowtouched
        • Soul Strike
        • Spiteful Reconstitution
        • The Expendables
        • The Houndmaster’s Gambit
        • Umbral Blaze
        • Wicked Maw
    • Destruction
      • Developers’ notes: Overall, we’re fairly happy with the current state of Destruction. That said, we did want to make some changes going into Midnight to streamline its gameplay and reduce the amount of conditional power Destruction relies on, such as temporary damage windows or maintenance buffs. As a Destruction Warlock, we want your Chaos Bolt and Rain of Fire spells to feel impactful and to accomplish that we need to cut a lot of the temporary increases so we can move that power into those spells baseline. Now that a lot of those effects have been trimmed, we can make tuning adjustments based on data provided through testing and feedback.
      • Apex Talents: Embers of Nihilam
        • Casting Incinerate has a chance to evoke an echo of the Dark Titan’s power.
          • Echo of Sargeras: Hurl an ember torn from Nihilam at the target, dealing Shadowflame damage and additional Shadowflame damage to all enemies within 10 yards. Damage reduced beyond 8 targets.
        • Memories of the Titans’ destruction flash in your mind when you evoke the Dark Titan’s power, increasing critical strike by 4%/8% and Haste by 4%/8% for 6 seconds.
        • Casting Chaos Bolt or Rain of Fire evokes an echo of the Dark Titan’s power at 50% and 60% effectiveness, respectively. If no target is found, a random target suffering from your Immolate will be selected.
      • New Talent: Xorothian Research – Increases Intellect by 2%.
      • New Talent: Practiced Chaos – Increases Mastery by 2%.
      • New Talent: Improved Havoc – Increases the duration of Havoc by 5 seconds and increases the damage Havoc victims are dealt by an additional 10%.
      • New Talent: Lake of Fire – Cataclysm now leaves behind a lake of fire that deals Fire damage to enemies within it over 8 seconds. Immolate/Wither deals 20% increased damage to enemies within the lake of fire.
      • New Talent: Man’ari Erudition – Increases Incinerate damage by 10% and Immolate/Wither damage by 20%.
      • New Talent: Chaotic Inferno – Increases Chaos Bolt damage by 5% and Chaos Bolt now has a 25% chance to make your next Incinerate instant.
      • New Talent: Destructive Rapidity – Increases how quickly Rain of Fire deals damage by 25%/50% and how quickly your Infernal’s Immolation deals damage by 10%/20%.
      • New Talent: Alythess’s Ire – Rain of Fire has a 20% chance to reduce the cost of your next Rain of Fire within 8 seconds by 100%.
      • New Talent: Mark of Ruvaraad – Your primary demon’s critical strikes deal 20% additional damage as Shadowflame. Mastery: Chaotic Energies increases damage dealt by this effect.
      • Roaring Blaze has been redesigned – Increases Conflagrate damage by 10%. Conflagrate now erupts the target’s Immolate, spreading it up to 3 nearby enemies.
      • Shadowburn has been redesigned – Blasts a target for Shadowflame damage. Only usable on enemies that have less than 20% health. Restores 1 Soul Shard if the target dies within 5 seconds. Costs 1 Soul Shard. No cooldown. Instant.
      • Blistering Atrophy has been redesigned – Increases the critical strike chance of Shadowburn by 100%.
      • Fiendish Cruelty has been redesigned – Critical strikes dealt by Chaos Bolt, Conflagrate, or Incinerate have a 10% chance to make your next cast of Shadowburn within 30 seconds cost no Soul Shards and usable on any target regardless of health.
      • Avatar of Destruction has been redesigned – Opening a Chaos Tear or casting Soul Fire summons an Overfiend for 8 seconds.
      • Backlash is now a 2-point talent – Increases your critical strike chance by 2%/4%. Physical attacks against you have a 20%/40% chance to make your next Incinerate Instant cast. This effect can only occur once every 6 seconds.
      • Ashen Remains is now a 2-point talent – Chaos Bolt, Shadowburn, and Incinerate deal 3%/6% increased damage to target afflicted by Immolate/Wither.
      • Ruin is now a 2-point talent – Increases the critical strike chance of your Destruction spells by 2%/4% and the critical strike damage of your Destruction spells by 2%/4%.
      • Conflagration of Chaos is now a 2-point talent – Conflagrate and Shadowburn have a 50%/100% chance to guarantee your next cast of the ability to critically strike and increase its damage by your critical strike chance.
      • Many talents have changed positions in the talent tree.
      • The following talents have been removed:
        • Burn to Ashes
        • Decimation
        • Devastation
        • Dimension Ripper
        • Indiscriminate Flames
        • Master Ritualist
        • Power Overwhelming
        • Pyrogenics
        • Raging Demonfire
        • Ritual of Ruin
        • Rolling Havoc
  • WARRIOR
    • Hero Talents
      • Colossus
        • Demolish now makes the Warrior immune to movement forces during the channel.
        • Arms
          • Practiced Strikes now affects Slam.
        • Protection
          • One Against Many no longer affects Whirlwind.
      • Mountain Thane
        • Thunder Blast damage increased by 100%.
      • Slayer
        • Opportunist’s effect now stacks up to 2 times.
        • Overwhelming Blades’ Overwhelmed debuff now stacks 5 times (was 10).
        • Unrelenting Onslaught now applies 1 stack of Overwhelmed (was 2) per stack of Marked for Execution consumed.
        • Slayer’s Malice now affects Execute in addition to Overpower and Raging Blow, but the damage increase is reduced to 20% (was 30%).
    • Class
      • Developers’ notes: Since Dragonflight, all three Warrior specs have been overloaded with cooldowns most of which come from the Class tree. The Warrior class tree is also focused far more on damage-dealing and survival than offering interesting choices and new utility Warriors can bring to groups. We’re taking a fresh look at the Warrior class tree in Midnight and looking to make the tree more interesting with more unique effects that Warriors can bring to content.
      • New Talent: Resonant Voice – The duration of your shouts is increased by 20%.
      • New Talent: Blood and Thunder – Thunder Clap affects 5 nearby targets with Rend, causing them to Bleed over 15 seconds.
      • New Talent: Deft Strikes – Mastery increased by 1%/2% and auto-attack damage increased by 50%/100%.
      • New Talent: Retaliation – When you take any damage from an enemy within melee range, you have a chance to strike that enemy for Physical damage.
      • New Talent: Battlefield Commander – Your Shout abilities have additional effects.
        • Battle Shout: Grants you an additional 3% attack power.
        • Rallying Cry: Grants 5% Leech and 30% movement speed to allies.
        • Piercing Howl: Radius increased by 100% (was 50%).
        • Berserker Shout: Radius increased by 8 yards.
        • Intimidating Shout: Cooldown reduced by 15 seconds.
      • New Talent: Anger Management – Every 20 Rage you spend reduces the remaining cooldown on Colossus Smash, Recklessness, or Avatar by 1 second.
      • New Talent: Last Stand – When your health is brought below 20%, you marshal your inner strength to increase your maximum health by 30% for 15 seconds and instantly heal yourself for that amount. This effect may only occur every 4 minutes.
      • New Arms and Fury Talent: Interpose – Run at high speed toward a target location near your allies, taking 30% of all damage dealt to allies within 3 yards for 8 seconds or until you take at least 20% of your max health in damage from this effect.
      • New Arms and Fury Talent: Rend – Lash out with your weapon, striking all targets within 8 yards for Physical damage and wounding them for an additional Bleed damage over 15 seconds.
      • Honed Reflexes now reduces cooldowns by 10% (was 5%).
      • Piercing Howl now also spurs all allies within 12 yards, increasing their movement speed by 30% for 4 seconds.
      • Menace no longer causes Intimidating Shout to knock back enemies.
      • Barbaric Training now increases damage dealt by 20% and critical damage by 10% for Slam, Whirlwind, and Thunder Clap for Arms and Fury, and Revenge for Protection.
      • Champion’s Spear now pulls affected targets toward the spear until they are within 8 yards of it. The first time an enemy runs away from the spear while chained, they will be pulled towards the spear again.
      • Intimidating Shout now causes all in range to cower in fear. Menace causes all enemies other than your target to flee. Target cap removed from all versions.
      • Shattering Throw and Wrecking Throw range reduced to 25 yards (was 30 yards).
      • Thunder Clap damage increased by 100%.
      • Crushing Force is now a 1-point talent.
      • The talent tree layout has been updated and many talents have changed positions.
      • The following talents have been removed:
        • Avatar (moved to Fury and Protection talent trees)
        • Berserker’s Torment
        • Blademaster’s Torment
        • Challenger’s Might
        • Immovable Object
        • Piercing Challenge
        • Seismic Reverberation
        • Thunderous Roar
        • Thunderous Words
        • Titan’s Torment
        • Unstoppable Force
        • Uproar
        • Warlord’s Torment
    • Arms
      • Developers’ notes: Much of Arms’ damage has from aligning damage increase and high damage cooldowns together, and the loss of damage from not doing this correctly every time can be very high. We’re keeping focus on Colossus Smash as Arms’ most important damage cooldown, and adding some new talents to customize it for different fights. We’ve also removed some of Arms’ modifiers to the next use of an ability, such as Martial Prowess, to make it less complex to determine the best rotational ability to use. Finally, we’re improving Sweeping Strikes to keep Arms’ solidly in place as a champion of two-target cleave damage.
      • Apex Talents will be available for testing in a future build.
      • New Talent: Initiative – Charge causes your auto-attacks to generate 50% more Rage for 5 seconds.
      • New Talent: Brute Force – If Slam does not trigger Tactician, the critical strike chance of your next Slam is increased by 100%.
      • New Talent: Efficiency – Rage spent on Slam counts as double for Tactician.
      • New Talent: Just Warming Up – Colossus Smash generates 15 Rage.
      • New Talent: Broad Strokes – Colossus Smash grants 6 charges of Sweeping Strikes.
      • New Talent: Powerful Momentum – Damage dealt to nearby targets by Sweeping Strikes is increased by 25%.
      • New Talent: Press the Advantage – Colossus Smash causes your next 3 Mortal Strikes to be guaranteed to trigger Tactician.
      • New Talent: Crushing Combo – Colossus Smash reduces the cooldown of Cleave by 33% for 6 seconds.
      • New Talent: Master Tactician – When Overpower has its cooldown reset by Tactician, your abilities deal 10% additional damage for 4 seconds.
      • New Talent: Deep Wounds – Execute inflicts Deep Wounds on the target, causing high damage over 6 seconds.
      • New Talent: Soften Them Up – Slam increases the damage of your next Mortal Strike by 10%, stacking up to 3 times.
      • New Talent: Mortal Wounds – You inflict Deep Wounds on targets that you critically strike with Mortal Strike or Cleave.
      • New Talent: Fatality – Mortal Strike has a high chance to apply a Fatal Mark to your target, stacking up to 5 times. Your next Execute on a target with a Fatal Mark causes the Fatal Mark to deal additional Physical damage per stack.
      • Mastery: Master of Arms has been redesigned – While wielding a two-handed weapon, you deal Mastery% additional damage.
      • Sweeping Strikes has been redesigned – Your next 12 damaging single-target abilities within 30 seconds hit 1 additional target within 8 yards for 75% damage. 30 second cooldown.
      • Improved Sweeping Strikes has been redesigned – Sweeping Strikes affects 6 additional damaging single-target abilities.
      • Blunt Instruments has been redesigned – Colossus Smash’s damage bonus is increased by 20%, but its duration is reduced by 20%.
      • Collateral Damage has been redesigned – When an ability used during Sweeping Strikes damages a second target, your next Cleave or Whirlwind deals 25% increased damage, stacking up to 3 times.
      • Fueled By Violence now heals for Bleed damage from Rend and Deep Wounds.
      • Fervor of Battle now requires 3 targets to trigger Slam and Slam’s damage is increased by 50%.
      • Tactician now has a 2% chance per Rage spent to reset the cooldown of Overpower (was 1%).
      • Colossus Smash now affects all enemies within 10 yards and functions as Warbreaker did.
      • Sharpened Blades is now a 2-point talent. Each point grants 5% additional critical strike damage to Mortal Strike, Cleave, and Execute.
      • Strength of Arms is now a 2-point talent. Each point grants 5% damage, critical strike chance, and critical strike damage to Overpower and Slam.
      • Executioner’s Precision now buffs the Warrior’s next Mortal Strike, rather than applying a debuff to the target.
      • Bloodletting now increases the duration of Rend and Deep Wounds Bleeds by 33%, and Mortal Strike applies Rend if the target is below 35% and the Warrior knows Rend or has Blood and Thunder.
      • Critical Thinking now increases Execute critical strike chance by 5% and refunds 10% of Rage spent on Execute per point.
      • Bladestorm now extends the duration of Colossus Smash on targets the first time it deals damage to them.
      • Ignore Pain cooldown reduced to 6 seconds and absorb amount increased by 100%.
      • Warbreaker has been removed and its effects added to Colossus Smash.
      • The talent tree layout has been updated and many talents have changed positions.
      • The following talents have been removed:
        • Anger Management (moved to the class talent tree)
        • In for the Kill
        • Juggernaut
        • Martial Prowess
        • Ravager
        • Rend (moved to the class talent tree)
        • Skullsplitter
        • Storm Wall
        • Test of Might
        • Warbreaker
    • Fury
      • Developers’ notes: In Midnight our goal is to refine Fury’s core builder/spender gameplay and resolve some pain points. We’ve added some powerful Execute talents to make conditions about when to use Sudden Death less complex for players who enjoy it. We’ve added some bonuses to make Critical Strike a more appealing stats for Fury Warriors and added some new AOE talent options. We’re also reinforcing Bloodthirst to make it a reliably satisfying button to press and create a rhythm to Fury’s rotation. Lastly, we’re simplifying some of the rotation conditions involving Enrage and major cooldowns like Bladestorm.
      • Apex Talents will be available for testing in a future build.
      • New Talent: Deep Wounds – Execute inflicts Deep Wounds on the target, causing high damage over 6 seconds.
      • New Talent: Scent of Blood – Rampage increases the damage of your next Bloodthirst by 10%, stacking up to 2 times.
      • New Talent: Unslaked Thirst – Bloodthirst Critical Strikes increase the damage of Raging Blow by 10% for 4 seconds.
      • New Talent: Ragedrinker – Bloodthirst critical strikes restore twice as much health and Enrage you for 2 seconds.
      • New Talent: Executioner’s Wrath – Execute generates 5 additional Rage and increases the damage of Rampage by 10% for 4 seconds.
      • New Talent: Surge of Adrenaline – When Raging Blow resets its own cooldown, your auto-attack damage and speed is increased by 30% for 6 seconds.
      • New Talent: Kill or Be Killed – When you would sustain fatal damage, you fly into an unstoppable rage, becoming unkillable and immune to movement-impairing effects for 8 seconds as you seek revenge on your would-be killer. If you kill your killer in this time, you emerge triumphant from your rage with at least 20% of your max health intact. If you are not victorious, you die. This effect can only occur every 5 minutes.
      • Powerful Enrage modified – Enrage increases your Mastery by 15% and your Leech by 3%.
      • Improved Whirlwind – Causes your next 4 single-target attacks (was 2) to strike 4 additional targets.
      • Meat Cleaver has been redesigned – Whirlwind deals 100% additional damage when it hits 3 or more targets and you have no stacks of Improved Whirlwind.
      • Bloodborne has been redesigned – Targets critically struck by Bloodthirst take 20% additional damage from your Bleed effects for 12 seconds.
      • Deft Experience has been redesigned – Bloodthirst’s chance to Enrage you increased by 10%/20% and if you are Enraged, Bloodthirst extends your Enrage by 0.5 seconds/1 second.
      • Frenzy has been redesigned – Rampage increases your Haste by 1%/2% for 12 seconds. Multiple stacks of this effect may overlap.
      • Critical Thinking has been redesigned – Raging Blow’s critical strike chance increased by 5%/10% and critical strike damage increased by 5%/10%.
      • Rampage now replaces Slam.
      • Improved Bloodthirst is now a 2-point talent and each point increases Bloodthirst’s damage by 5% and critical damage by 5%.
      • Cruelty is now a 2-point talent and each point increases Raging Blow’s damage by 10% while Enraged.
      • Bloodcraze now increases the critical strike damage of your next Bloodthirst (was critical strike chance).
      • Recklessness increases all Rage generated by 50% (was 100%).
      • Odyn’s Fury now Enrages you and generates 20 Rage (was 15).
      • Bladestorm now Enrages you and generates 5 Rage per strike (was 10).
      • The talent tree layout has been updated and many talents have changed positions.
      • The following talents have been removed:
        • Ashen Juggernaut
        • Dancing Blade
        • Depths of Insanity
        • Onslaught
        • Ravager
        • Single-Minded Fury
        • Slaughtering Strikes
        • Storm of Steel
        • Tenderize
        • Titanic Rage
        • Unhinged
    • Protection
      • Developers’ notes: We’re pleased that the major spec work Protection received in Ghosts of K’aresh has been successful, so we’re comfortable letting things settle a bit more. Most of the changes Protection has received are due to several talents moving to the Warrior class tree work. In Midnight, we’re positioning Thunder Clap to be the primary AOE threat tool, and focusing Revenge towards dealing additional damage with your excess Rage. To that end, Revenge has been changed to allow the Warrior to choose which version best suits their needs and content, and to allow us to better tune it for different content types.
      • Apex Talents will be available for testing in a future build.
      • New Talent: Sweeping Revenge – Revenge deals damage to all targets in front of you. Damage reduced beyond 5 targets.
      • New Talent: I Can Do This All Day – 6% of damage you block adds to your active Ignore Pain or the next Ignore Pain you activate. Your next Ignore Pain can be increased by up to 30% of max health.
      • New Talent: Avatar – Transform into a colossus for 20 seconds, causing you to deal 20% increased damage and removing all roots and snares. 1.5 minute cooldown. Generates 10 Rage. Moved from the class talent tree.
      • Deep Wounds is now a talent and has been redesigned – Execute inflicts Deep Wounds on the target, causing high damage over 6 seconds.
      • Revenge now deals damage to your target and 90% damage to 2 other targets within 8 yards. Revenge now replaces Slam.
      • Violent Outburst now only buffs your next Shield Slam (was Shield Slam and Thunder Clap).
      • Red Right Hand has been replaced with Deep Wounds – Execute inflicts Deep Wounds on the target, causing high damage over 6 seconds.
      • Bloodsurge has a chance to generate 5 Rage every time Rend deals damage (was Deep Wounds).
      • Fueled By Violence now heals for Bleed damage from Rend and Deep Wounds.
      • Several talents has changed locations in the talent tree.
      • The following talents have moved to the class talent tree:
        • Anger Management
        • Last Stand
        • Rend

ITEMS

  • Fully collecting a class set’s appearances now unlocks all lower difficulty variants. For example, collecting all Mythic appearances will automatically unlock the Heroic, Normal, and Raid Finder variants while unlocking Heroic would only unlock Normal and Raid Finder, etc. Eligible sets will be marked as such in the set collection UI. This change is retroactive to all legacy content. Items will no longer change their appearance when upgraded.
    • Developers’ notes: While we feel the Catalyst has been largely successful in expanding access to powerful seasonal set bonuses, it has also generated friction in its dual use as the primary source of class set appearances for many players. This friction has been further exacerbated by loot roll restrictions in situations such as participating in LFR raiding. In conjunction with this change, we want to better preserve the value and identity of item art from difficult content.
  • Acquiring a class set 4-piece bonus now unlocks a character-specific Feat of Strength that will enable Catalyst charges to drop from raid bosses, Mythic+, Bountiful Delves, and Rated PvP on that character for the remainder of the season.
    • Developers’ notes: The decision to spend Catalyst charges can be difficult early in a season as players anticipate looting more powerful armor in the same slot in the near future. For example, catalyzing a Veteran or Champion helm may feel like a mistake knowing that a Hero helm could be around the corner in your next Mythic+ dungeon. If a player decides to spend that charge and then receives that Hero helm, it may have to sit in their bags for up to two weeks before it can effectively be equipped. This change should empower players to chase their seasonal class set bonuses early on without reservation with the knowledge that additional Catalyst charges will likely be farmable for them just several weeks into the season. In addition, armor pieces with desirable secondary stats in non-set slots such as belts and boots should feel like more viable options earlier in the season.

PLAYER VERSUS PLAYER

  • Elite Rank is now attained at 2300 personal rating (was 2400). Additionally, this also means that correlated ranks and titles such as Legend, Strategist, and Gladiator will have their game win requirements to be at or above 2300.
    • Developers’ notes: We’ve seen feedback around the top end PvP rewards being extremely difficult to achieve in the more recent seasons. Our goal with this adjustment is to slightly ease the requirement while still maintaining the prestige that comes with attaining these rewards and titles.
  • BATTLEGROUND BLITZ
    • Eye of the Storm
      • Developers’ notes: We’ve reverted the Eye of the Storm map mechanic changes and made some adjustments to Swift Pursuit on the map for better traversing. Our initial goal with these map changes was to have a better gameplay experience with smaller team sizes on our larger maps. We saw that the changes on the map led to stalemate gameplay which we want to avoid.
      • The map mechanics in Eye of the Storm for Battleground Blitz have been reverted to align with how the map typically functions. This means that all four bases will be active at all times, rather than its prior functionality in Battleground Blitz where only two bases alternated based on flag captures.
      • The following adjustments have been made to Swift Pursuit for better map traversal:
        • Swift Pursuit now grants 100% mount speed (aligned with other large maps, Arathi Basin and Deepwind Gorge)
        • 30 seconds after the match starts, Swift Pursuit is increased by an additional 50% while on the map’s bridges (150% mount speed total).
  • DEATH KNIGHT
    • Unholy
      • Doomburst has been updated – Sudden Doom also causes your next Death Coil to deal damage of your plagues an additional time at 25% effectiveness and reduce the target’s movement speed by 45% for 3 seconds.
      • Life and Death has been updated – When the target afflicted with your Dread Plague is healed, you are also healed for 10% of the amount. Additionally, Dread Plague deals 200% of its remaining damage to the target when dispelled.
      • Necromancer’s Bargain has been updated – Festering Strike no longer causes Scourge Strike to summon a Lesser Ghoul but instead causes it to deal Shadow damage and heal you for 100% of that amount.
      • Necrotic Wounds has been updated – Putrefy has 1 additional charge and applies a Necrotic Wound to the enemy when it deals damage, absorbing 8% of all healing received for 15 seconds. Max 3 stacks. Adding a stack does not refresh the duration.
      • Reanimation renamed to Zombify.
  • MAGE
    • Master of Escape moved to the Class talent tree.
  • MONK
    • Windwalker
      • Tigereye Brew has been removed.
  • PALADIN
    • Holy
      • New PvP Talent: Barrier of Faith – Imbue a friendly target with a Barrier of Faith, absorbing damage for 12 seconds. For the next 24 seconds, Barrier of Faith accumulates 20% of effective healing from your Flash of Light, Holy Light, or Holy Shock spells. Every 6 seconds, the accumulated healing becomes an absorb shield. Replaces Holy Prism.
      • Searing Glare now overrides Blinding Light.
  • PRIEST
    • New PvP Talent: Psychic Shroud – When your Psychic Scream affects 1 or more players, the next crowd control effect against you is prevented. Lasts 15 seconds.
    • The following PvP talents have been removed:
      • Catharsis
      • Mindgames
      • Thoughtsteal
    • Discipline
      • Trinity now increases cast speed by 15% (was 30%) and Atonement duration by 15 seconds (was 10 seconds).
      • Inner Light and Shadow moved to Discipline talent tree.
    • Holy
      • The following PvP talents have been removed:
        • Divine Ascension
        • Holy Ward
        • Ray of Hope
  • SHAMAN
    • New PvP Talent: Lightning Lasso – Grips the target in lightning, stunning and dealing Nature damage over 5 seconds while the target is lassoed. Can move while channeling.
    • Enhancement
      • Stormweaver has been removed and its effect is now combined with Raging Maelstrom.
    • Restoration
      • New PvP Talent: Master of the Elements – Casting Lava Burst increases the healing of your next Healing Wave by 30%, stacking up to 2 times. Healing Wave applies Flame Shock to a nearby enemy when empowered by Master of the Elements.

PROFESSIONS

  • All profession recipes and gathering nodes are available.
  • Lowered the number of qualities for stackable reagents and consumables to 2 (was 3).
    • Developers’ notes: One goal of having qualities is so that players who invest time and effort into their professions can produce more valuable goods. We believe that, as far as reagents and consumables are concerned, this goal is better accomplished by having 2 qualities, normal quality and high quality, with the added benefit of simplifying the system a little.
  • Fractured Sparks no longer need to be combined into whole Sparks before they can be used in crafting. Whole Sparks drop instead of Fractured Sparks and Spark costs have doubled.

USER INTERFACE AND ACCESSIBILITY

  • NEW INTERFACE: JOURNEYS
    • A new tab called Journeys has been added to the Adventure Guide. This tab will help players track their Renown, Delves, Prey, and Great Vault reward progress.
      • Developers’ notes: Only previous expansion Renown and Midnight Delves will be available in Public Alpha 1. Artwork is still work in progress.
    • Delves tab has been removed from the Group Finder panel. Players can now configure the Delve companion through the Delves section of Journeys.
  • NEW INTERFACE: BOSS WARNINGS
    • A timeline of spell casts will now appear when engaging bosses in dungeons and raids.
      • Developers’ notes: Artwork on the timeline is still a work in progress.
    • This timeline can be moved and adjusted through HUD Edit Mode.
    • Alerts are categorized into Critical, Medium, and Minor which can also be customized through Edit Mode for additional settings.
      • Developers’ notes: This feature is not completely implemented nor functional for bosses for Public Alpha 1.
  • UPDATED NAMEPLATES
    • Nameplates now have a new visual style.
    • Nameplates has its own Options Menu section under Gameplay.
    • Added options:
      • Preview of the Nameplate as options are being changed
      • Nameplate style
      • Display certain Nameplate Information like rarity icon, health %, health values.
      • Highlight important casts
      • Cast bar information
      • Types of buffs and debuffs to display
      • Size of the buff/debuff icons
      • Debuff padding
      • Aggro display
      • Nameplate sizing
      • Show offscreen Nameplates
      • Simplify Nameplates
    • Developers’ notes: Behavior of stacking nameplates is still a work in progress.
  • COOLDOWN MANAGER
    • Added support to save multiple layouts.
    • Right-clicking a cooldown in the Cooldown Settings window will now give players the option to assign a sound and event type. Up to 3 alerts can be assigned to a cooldown.
  • Personal Resource Display has been added to HUD Edit Mode with the following options:
    • Show Friendly Buffs
    • Show Special Resources on Targets
    • Hide Health and Power Bars
    • Only Show While in Combat
  • On login, existing players may be prompted with a choice to adjust movement keys to use strafe or keep them to turn the character camera.
  • Catch Up Experience
    • If a player hasn’t logged in for a long period of time, in character select, returning characters may be given the option to go straight to the Catch Up Experience.
    • New Tutorials tab has been added to the Adventure Guide for players to teleport to a Catch Up Experience.
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