Class Changes in Patch 12.1
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Class Changes in Patch 12.1 "Curse of Ula'tek" (PTR)
Death Knight
Blood
Permafrost grants a shield equal to 50% of the damage dealt (was: 40%).
Voracious grants 15% Leech (was: 12%).- Healing from
Relish in Blood increased by 25%.
Rapid Decomposition increases healing from
Blood Plague by 85% (was: 50%).
Sanguinary Burst heals you for 18% of the damage dealt (was: 15%).
Umbilicus Eternus absorbs damage equal to 6 times the damage dealt by
Blood Plague (was: 5 times).
Frost
Permafrost grants a shield equal to 35% of the damage dealt (was: 30%).
Unholy
Developers' Notes
In "Curse of Ula'tek" we aim to smooth out the damage difference between periods with active and inactive cooldown abilities. In addition, we are revisiting the current pet density of the Death Knight (Unholy). During the Midnight rework, the Unholy specialization was reimagined as a Scourge summoner, and we are very happy with the result. However, combined with the summoning abilities from the Rider of the Apocalypse hero talent tree, the number of summons exceeded a level we were comfortable with. It is extremely important to us to provide players with a clear gameplay space, and we felt we had no room left for new summoning abilities without violating this core principle.
Zombify has been renamed Lord of the Dead, and its secondary effect has been reworked — when you have 3
Magus of the Dead under your control, you sacrifice them to summon Lord of the Dead for 15 sec., which fires
Frostbolt that bounces between 2 enemies. Magi with more remaining duration grant increased power.- Apex talent:
Forbidden Knowledge (rank 3) updated —
Magus of the Dead no longer grants stacking damage to
Necrotic Coil and
Graveyard. The effectiveness of
Putrefy, activated by
Dread Plague, increased to 100% (was: 60%).
Soul Reaper updated — no longer consumes charges of
Putrefy. Now consumes up to 3 charges of
Lesser Ghoul to summon them instantly.
Unholy Aura updated —
Magus of the Dead now grants a Haste effect when it appears for 15 sec.
Army of the Dead updated — summons or empowers
Lesser Ghoul, forming an unholy army of 8 creatures for 30 sec. While the army is active, you command it through
Scourge Strike, issuing orders based on nearby enemies instead of summoning
Lesser Ghoul.
- Death Order —
Lesser Ghoul strikes alongside you, dealing shadow damage to the target. - Plague Order —
Lesser Ghoul explodes with viscera, dealing shadow damage to nearby enemies. Damage is reduced when striking more than 5 targets.
Menacing Magus gains an additional effect — the
Frostbolt of your Lord of the Dead now bounces to 3 additional enemies.- Damage of
Lesser Ghoul increased by 10%. - Damage of
Lesser Ghoul from
Army of the Dead reduced by 20%. - Damage of
Necrotic Coil increased by 20%. - Damage of
Graveyard increased by 20%.
Commander of the Dead now allows
Dark Transformation to increase the damage of your summoned creatures by 10%/20% for 30 sec. (was: 15%/30%).
Ruptured Viscera now deals reduced damage when striking more than 5 targets.- Players other than the death knight themselves now see no more than 3
Lesser Ghoul at once.
Permafrost grants a shield equal to 35% of the damage dealt (was: 30%).
Demon Hunter
- Demon hunters can now use daggers.
Developers' Notes
This will allow the Demon Hunter (Devourer) to receive and use daggers with Intellect.
Devourer
Developers' Notes
We are lowering the mastery scaling of the Devourer,
Mastery: Monster Within, so that other stats can compete with it, and compensating for this with an overall increase to ability damage. Because of this and several targeted changes, we expect damage during
Void Metamorphosis to be slightly reduced, while damage outside of
Void Metamorphosis will increase significantly.
- Mastery:
Mastery: Monster Within updated — the damage bonus during
Void Metamorphosis reduced by 66%. - Damage of all abilities increased by 20%.
Void Metamorphosis now increases the damage of
Void Ray by 40% (was: 67%).
Impending Apocalypse now allows each
Collapsing Star to grant a 20% increase to the damage of the next one (was: 30%).- Damage of
Consume increased by 60% (does not affect
Devour).
Havoc
Demon Blades,
Blade Dance, and
Chaos Strike now require equipped paired blades, axes, swords, and fist weapons.- New talent: Never Surrender — damage increased by 3% while your health is above 50%. Leech increased by 5% while your health is below 50%.
Dash of Chaos has been removed.
Vengeance
Fracture and
Soul Cleave now require equipped paired blades, axes, swords, and fist weapons.
Charred Warblades heals you for 5% of the fire damage you deal (was: 4%).- Healing from
Soul Cleave increased by 25%. - Healing from
Fel Devastation increased by 25%.
Frailty allows you to heal for 10% of the damage dealt to affected targets (was: 8%).- Healing from
Feast of Souls increased by 25%.
Revel in Pain allows 6% of your fire damage to grant you a shield (was: 5%).
Druid
- Absorb from
Matted Fur increased by 25%. - Healing from
Wild Growth, empowered by Heart of the Wild, increased by 25%.
Balance
Developers' Notes
Our goal for Balance in "Curse of Ula'tek" is to emphasize its core gameplay: generating, spending, and banking Astral Power. In Midnight, Balance had high Astral Power generation and many free procs of its spending abilities, which left little GCD time available after using them. In "Curse of Ula'tek" we have lowered Astral Power generation and the number of free spending abilities, but increased the damage of each of them. The idea is to give more time to react to Astral Power gains and to make banking Astral Power outside of Eclipse to spend inside it more meaningful. We have also adjusted the power of some talents to increase build diversity.
- New passive ability, learned at level 42: Astral Insurance — if
Moonfire and
Sunfire are dispelled from a target,
Stellar Flare is applied to it. Generates 12 Astral Power. - Umbral Intensity updated — now always increases the damage of
Wrath and
Starfire by 10%. - Apex talent:
Ascendant Eclipses (rank 2) — the damage of
Astral Smolder reduced to 10%/20% of the critical strike damage (was: 12%/24%), and its duration increased to 8 sec. (was: 6 sec.). - All damage dealt increased by 4%.
- Damage of
Starsurge increased by 10%. - Damage of
Starfall increased by 10%. - Healing from
Rejuvenation increased by 25%. - Healing from
Wild Growth increased by 25%. - Healing from
Regrowth increased by 25%.
Celestial Fire increases the damage of
Moonfire,
Sunfire, and
Shooting Stars by 10% (was: 8%).- The effectiveness of
Orbit Breaker reduced to 50% (was: 60%). - The proc chance of
Touch the Cosmos from
Wrath reduced to 12% (was: 15%), and from
Starfire — to 15% (was: 20%). - The proc chance of
Total Eclipse increased to 15%/30% (was: 10%/20%).
Sculpt the Stars and
Astral Communion have swapped places in the talent tree.
Sculpt the Stars reduces the cooldown of Eclipse by 3 sec. (was: 2 sec.).- Added a counter aura for
Orbit Breaker, showing your progress toward casting
Full Moon. This aura can be tracked in the Cooldown Manager and manually canceled to reset
Orbit Breaker progress. - Elune's Chosen
Lunar Calling increases the damage of
Starfire on your primary target by 100% (was: 120%).- Keeper of the Grove
Bounteous Bloom now extends the duration of an ancient
Force of Nature by 4 sec. instead of adding a fourth treant.- The Haste bonus from
Cenarius' Might reduced to 6% (was: 8%). - The Haste bonus from
Potent Enchantments reduced to 6% (was: 10%).
Feral
Developers' Notes
The Feral changes in "Curse of Ula'tek" are aimed at talent diversity. We want
Chomp to be stronger for those who enjoy it, and we are adjusting some other talents to bring their power closer together and open up more build options.
- The damage bonus from
Saber Jaws increased to 60% per point (was: 50%). - The damage bonus from
Focused Frenzy reduced to 15% (was: 20%). - The damage bonus from
Rip and Tear increased to 20% (was: 15%). - Damage of
Chomp increased by 30%. - The base proc chance of
Apex Predator's Craving reduced to 4% (was: 5%). - Healing from
Rejuvenation increased by 25%. - Healing from
Wild Growth increased by 25%. - Healing from
Regrowth increased by 25%.
Restoration
Developers' Notes
In this update we are making a number of quality-of-life improvements for the Druid (Restoration) to address usability problems with
Tranquility,
Nature's Swiftness, and
Incarnation: Tree of Life. We are also making several changes to
Swiftmend to restore some of its power as a strong single-target heal. Finally, we want to address the problems with
Abundance by reworking it with a clear threshold for when to use
Regrowth.
- New talent:
Overgrowth —
Nature's Swiftness allows your next
Regrowth to apply the periodic healing effect of
Lifebloom,
Rejuvenation, and
Wild Growth to an ally. - New talent:
Flash of Clarity —
Omen of Clarity increases the healing of
Regrowth by 40%. Now available where
Cultivation previously was.
Cultivation is now available under
Flash of Clarity in the talent tree.
Innervate reworked — now restores 25% of the target's maximum mana over 8 sec. instead of making spells free for 8 sec.
Abundance reworked — while you have at least 5
Rejuvenation effects active, the critical strike chance of
Regrowth is increased by 50%, and its mana cost is reduced by 50%.
Tranquility updated — protective roots now sprout at your feet, absorbing damage equal to 60% of your health and preventing knockback.
Incarnation: Tree of Life updated — now, upon the initial transformation, it applies
Regrowth to 3 nearby injured allies.
Swiftmend updated — healing increased by 40% of the absorbed periodic healing effect.
Everbloom (rank 3) updated — its healing effect now triggers when
Swiftmend is used (was: Soul of the Forest).
Verdant Infusion updated — no longer extends periodic healing effects.
Germination updated — no longer increases the duration of
Rejuvenation by 2 sec.
Ysera's Gift updated — if its healing exceeds the druid's maximum health, the excess healing is instead transferred to a nearby ally.- All healing from spells and abilities increased by 6%.
- Healing from
Wild Growth increased by 20%. - Mana cost of
Wild Growth increased by 15%. - Healing from
Verdancy increased by 40%. - Mana cost of
Rejuvenation reduced by 10%. - Mana cost of
Regrowth reduced by 10%. - Mana cost of
Lifebloom reduced by 20%.
Passing Seasons reduces the cooldown of
Nature's Swiftness by 15 sec. (was: 12 sec.).- Symbiotic Relationship now highlights on the action bar while it is not active.
Germination and
Verdancy have swapped places in the talent tree.- Nature's Splendor has been removed.
Guardian
Developers' Notes
Our goals with these Druid (Guardian) changes are mainly about addressing problems with the specialization's damage composition and ability breakdown. In particular, we are reworking
Lunation to remove the awkward rotational pressure it creates, and our adjustments to
Gory Fur and
Wild Guardian are meant to encourage greater balance between Rage-spending abilities, as well as to spread the apex talent's effect over a longer duration and a wider portion of the kit.
Gory Fur reworked —
Ironfur grants a chance to make your next
Maul,
Raze, or
Ravage free.
Maul,
Raze, or
Ravage grant a chance to make your next
Ironfur free.- Apex talent:
Wild Guardian reworked (not yet implemented) —
- Rank 1: spending Rage grants a chance to awaken a Guardian Spirit for 8 sec., which attacks the nearest enemy and generates 3 Rage when you cast
Thrash or
Mangle. - Rank 2:
Mangle and
Thrash deal 20%/40% more nature damage over 12 sec. Your mastery is increased by 3%/6%. - Rank 3: when the spirit awakens, the cooldowns of
Thrash and
Mangle are reset. After casting
Berserk or
Incarnation: Guardian of Ursoc, you gain 2 charges of
Wild Guardian.
Wild Guardian: your next cast of
Maul is guaranteed to awaken the spirit.
- Absorb from
Brambles increased by 25%. - Healing from
After the Wildfire increased by 25%.
Ursoc's Fury grants an absorb equal to 35% of the damage from
Thrash and
Maul (was: 30%).
Elune's Favored heals you for 18% of the arcane damage dealt (was: 15%).- Healing from
Lunar Beam increased by 25%.
Lunation reduces the cooldown of
Lunar Beam by 20 sec. (was: 3 sec. for each arcane ability).- Elune's Chosen
Boundless Moonlight —
Lunar Beam now allows you to leech 12% of the damage dealt to affected enemies (was: 10%).
Evoker
Augmentation
Developers' Notes
- Apex talent:
Duplicate — the
Upheaval applied by your
Duplicate no longer knocks enemies into the air. - Healing from
Living Flame increased by 25%. - Healing from
Verdant Embrace increased by 25%. - Healing from
Emerald Blossom increased by 25%. - Chronowarden
Double-time updated — the additional stats granted on a critical strike of
Ebon Might now last 15 sec. (taking into account mastery:
Mastery: Timewalker). The interaction of
Double-time with
Prescience is unchanged.
Developers' Notes
The behavior where the stat bonus from a critical strike of
Ebon Might lasted for the entire duration of
Ebon Might shifted too much emphasis onto tracking the critical state of
Ebon Might and created an unintuitive decision space around whether to refresh
Ebon Might.
Devastation
Developers' Notes
The Devastation apex talent, for all its power, influenced gameplay less than we had hoped. We reworked the rank 3 effect so that, after
Dragonrage ends, it replaces it with a limited number of uses of a powerful new spell — Unbound Flame. Additionally,
Rising Fury and
Risen Fury are merged into one effect. Try Unbound Flame on the PTR and tell us how this new spell feels!
Rising Fury (rank 3) reworked — when
Dragonrage ends,
Rising Fury persists for 4 sec. per charge, and
Dragonrage becomes Unbound Flame. Unbound Flame can be cast 4 times before
Dragonrage finishes its cooldown.
- Unbound Flame — you exhale destructive flame, dealing critical fire damage to the target and nearby enemies. Damage is reduced when striking more than 5 targets. Generates 1
Essence Burst. Instant cast, 25 yd range.
Tyranny updated — now interacts with Unbound Flame, allowing it to always gain the maximum benefit from mastery:
Mastery: Giantkiller regardless of the targets' health.- Healing from
Living Flame increased by 25%. - Healing from
Verdant Embrace increased by 25%. - Healing from
Emerald Blossom increased by 25%.
Risen Fury has been removed.
Preservation
Developers' Notes
The goal of this change is to make
Dream Breath a flexible heal that can once again serve as a strong periodic heal or as burst healing when empowered. This also distinguishes it more strongly from spells like
Verdant Embrace and
Merithra's Blessing, which performed a similar role of on-demand burst healing.
Merithra's Blessing updated — now increases all healing from
Dream Breath by 60% (was: 250%, and applied only to its instant healing).
Font of Magic updated — now also reduces the empower time of
Dream Breath and
Fire Breath by 20%.- Instant healing from
Dream Breath reduced by 50%. - Periodic healing from
Dream Breath increased by 118%. - Absorb from
Temporal Barrier increased by 30%.
Hunter
- Damage of ranged auto shot increased by 600%.
Hunter's Mark can now be applied to 5 targets (was: 1).
Developers' Notes
This change should let hunters more reliably apply the
Hunter's Mark effect in raid or dungeon boss fights where there are multiple bosses, without needing to bring multiple hunters.
- Dark Ranger
- Damage of
Bleak Arrows increased by 300%. - Damage of
Black Arrow from
Withering Fire reduced by 40%.
Beast Mastery
Developers' Notes
The Hunter (Beast Mastery) felt a bit weak outside of the
Bestial Wrath damage windows, so we are increasing their steady damage by empowering
Kill Command,
Cobra Shot, and
Barbed Shot. We are increasing the duration of
Beast Cleave to 10 sec., so you will be able to maintain 100% uptime in AoE situations while using
Wild Thrash when it is available.
- Heart of the Pack has been renamed
Razor Sharp and reworked — it increases the damage of your pet's Bite, Claw, and Smack by 100%.
Piercing Fangs reworked — the critical damage of
Kill Command increased by 15%.
Bloody Frenzy updated — now reduces the periodic damage rate increase of
Barbed Shot by 33% (was: 50%).
Kill Cleave updated —
Kill Command now ricochets for only 20% of its damage during
Beast Cleave (was: 40%).- Damage of
Barbed Shot increased by 25%. - Damage of
Kill Command increased by 20%. - Damage of
Cobra Shot increased by 20%. - Duration of
Beast Cleave increased to 10 sec. (was: 8 sec.). - Summons of
Dire Beast can now be tracked in the Cooldown Manager. - Wild Instincts has been removed.
- Dark Ranger
- Summons of the Dark Hound can now be tracked in the Cooldown Manager.
Marksmanship
Developers' Notes
The last round of Hunter (Marksmanship) changes brought back
Explosive Shot as a button players could choose, but it did not fit well with how the specialization plays. In Midnight Season 2, we are redesigning
Explosive Shot and some of its supporting talents. The
Headshot talent was also a source of frustration, so we are removing it and adjusting how
Deathblow works to make it clearer when to follow up an
Aimed Shot with a
Kill Shot or
Black Arrow. Finally, we are adjusting the Marksmanship apex talent nodes so that
Aimed Shot is no longer a guaranteed critical strike, reducing the emphasis on
Aimed Shot modifiers.
- New talent: Unstable Trigger —
Explosive Shot can be used a second time if you do so within 3 sec.
Explosive Shot includes all remaining damage from previous
Explosive Shot on your target.
Explosive Shot reworked — fires an explosive projectile at the target. Every 1 sec. for 3 sec., the target explodes, dealing fire damage to all enemies within 8 yd. Damage is reduced when striking more than 5 targets. Recasting
Explosive Shot includes all remaining damage from previous
Explosive Shot on your target.
Developers' Notes
We are changing the design of
Explosive Shot quite a bit, trying to find a more distinct identity for it. The changes to
Explosive Shot itself and its related talents should give it a special feel in-game compared to other core abilities.
- The visual effect of
Explosive Shot has been updated. - The tooltip of
Explosive Shot has been updated and now includes contextual notes when Unstable Trigger is chosen. - Precise Detonation reworked —
Explosive Shot lasts 1 sec. longer.
Unstable Trigger has been renamed
Accuracy By Volume and reworked — the cooldown of
Explosive Shot reduced by 10 sec.
Accuracy By Volume and Unstable Trigger are now a choice node.- Apex talent:
Take Aim (rank 2) reworked — your critical damage increased by 5%/10%. Your ranged abilities deal 3%/6% more damage. - Apex talent:
Take Aim (rank 3) updated —
Spotter's Mark now increases the damage of your next
Aimed Shot and
Rapid Fire on the target (was: only
Aimed Shot).
Developers' Notes
The previous version of the Marksmanship apex talents put too much emphasis on
Aimed Shot and its critical damage modifiers. This new version should interact better with a larger number of the specialization's abilities.
Bulletstorm reworked —
Rapid Fire now increases the damage of your next
Aimed Shot by 20%.
Accuracy By Volume reworked —
Bulletstorm now affects your next 2
Aimed Shot.
Deathblow updated —
Aimed Shot now grants a chance for your next
Aimed Shot to grant the
Deathblow effect.
Developers' Notes
Our goal with the
Deathblow changes for the Hunter (Marksmanship) is to make it clear when to follow up an
Aimed Shot with a
Kill Shot or
Black Arrow, instead of leaving it uncertain which button to press. The 100% chance to gain the
Deathblow effect from
Rapid Fire is unchanged — you should always be able to follow up
Rapid Fire with
Kill Shot or
Black Arrow.
Aspect of the Hydra updated —
Arcane Shot no longer ricochets.- Damage of
Aimed Shot increased by 20%. - Damage of
Rapid Fire increased by 20%. - Damage of
Arcane Shot increased by 20%. - Damage of
Multi-Shot increased by 20%. - Damage of
Kill Shot increased by 20%.
Eagle's Accuracy is now a 1-point talent, increasing the damage of
Aimed Shot by 5% (was: 10%) and
Rapid Fire by 10% (was: 20%).
Focused Aim now reduces the cooldown of
Aimed Shot by 1 sec. (was: 2 sec.).- Fixed an issue where
Deathblow did not trigger at the expected rate when
Aimed Shot was cast.
Aimed Shot has a new icon.- Some talents have changed positions in the second gate of the talent tree to make
Explosive Shot easier to obtain. - The Grit/Cunning talent node has been moved and is no longer required to reach
Trueshot.
Small Game Hunter is now a 2-point talent. Values are unchanged.- The following talents have been removed:
- Dark Ranger
Through the Eyes reworked — increases the damage of
Kill Shot and
Black Arrow by 10%.
Black Arrow is no longer highlighted when it can be cast on the target.- Direct damage of
Black Arrow reduced by 40%.
Ebon Bowstring now allows
Black Arrow to grant a chance for your next
Aimed Shot to grant the
Deathblow effect.- Summons of the Dark Minion can now be tracked in the Cooldown Manager.
- Sentinel
Moon's Blessing now reduces the cooldown of
Aimed Shot by only 1 sec. (was: 2 sec.).
Survival
- New talent: Razor's Edge —
Raptor Strike,
Raptor Swipe, and
Kill Command gain 10% to their critical strike chance and 10% to their critical damage dealt. - Primal Tide has been moved higher, to a more accessible spot in the talent tree.
Developers' Notes
We hope that simplifying access to this talent will open up more diversity in talent builds.
- Bloody Deluge has been removed.
- Sentinel
Lethal Barbs updated — auto attacks now have a very high chance to generate 3 Focus instead of granting 1 Focus per auto attack.
Developers' Notes
The previous version of the
Lethal Barbs talent favored using two weapons with the highest attack speed. We are changing it to a very high chance to generate 3 Focus, which should normalize Focus gains and allow the use of preferred weapon types.
Scout's Vigil no longer increases the stealth detection radius while using
Camouflage.
Mage
Developers' Notes
We are making a number of adjustments to mages' defensive abilities with the goal of improving the mage's survivability overall and slightly reducing the power of
Glacial Bulwark.
- New talent: Enhanced Defenses — damage taken from area attacks reduced by 4%.
Improved Prismatic Barrier updated — now grants an additional charge of
Prismatic Barrier in addition to its former bonuses.
Temporal Realignment updated — now instantly heals for 20% of your health and additionally heals for 30% over 6 sec.- Spellslinger
- The tooltip of
Spellfrost Teachings has been adjusted for clarity. Functionality is unchanged. - Sunfury
Developers' Notes
We are reworking Rondurmancy, emphasizing improving your 3 orbs rather than granting 5 orbs, to more closely match the sources of inspiration for Sunfury and reduce visual clutter on your character. We are also removing the cap on
Mana Cascade so that it matches other "casts can stack" effects.
- Rondurmancy reworked — your chance to create
Spellfire Spheres increased by 6%/12%.
Spellfire Spheres grant an additional 1% spell damage.
Ashes of Inspiration reworked — each time your Phoenix casts a spell, you gain 1 charge of
Mana Cascade. Exceptional spells grant 1 additional charge.
Memory of Al'ar updated —
Combustion and
Arcane Surge no longer grant the mage twice as many charges of
Mana Cascade.- The orb generation chance of
Spellfire Spheres reduced to 6% for Arcane and 12% for Fire (was: 12% and 25%).
Mana Cascade no longer has a limit on the number of charges.
Mana Cascade now also stacks when the mage casts Arcane Impulse or Prismatic Discharge.- Fixed an issue for Arcane where
Mana Cascade stacked from certain unintended spells.
Arcane
Developers' Notes
We are reworking the Mage (Arcane) apex talent to provide a more exciting visual moment and greater influence over your talent build and rotation. Arcane Impulse is also reworked to strengthen its identity as a meaningful AoE damage event and a way to quickly restore charges in AoE.
- New apex talent: Prismatic Discharge
- Rank 1:
Arcane Barrage has a 1% chance per Arcane Charge spent by
Arcane Salvo to trigger Prismatic Discharge. Prismatic Discharge crushes the target with overwhelming energy, dealing arcane damage to the target and reduced damage to nearby enemies. Damage is reduced when striking more than 5 targets. Generates 4 Arcane Charges. Not affected by talents and effects of
Arcane Blast and does not scale its damage or mana cost with Arcane Charges. - Rank 2: Prismatic Discharge has a 50%/100% chance to grant Clearcasting. Damage of
Arcane Missiles increased by 15%/30%. - Rank 3:
Arcane Salvo grants an additional 1% chance to trigger Prismatic Discharge. Damage of
Arcane Barrage increased by 15%.
- Arcane Impulse reworked — cast time reduced to 2 sec. (was: 2.25 sec.). Radius increased to 8 yd (was: 2 yd). Now has a 15-sec. cooldown, generates 1 Arcane Charge per enemy struck, and costs 10% of base mana. Its cast time, radius, mana cost, and cast speed no longer depend on Arcane Charges.
- Expanded Mind updated — casting Prismatic Discharge now grants 4 charges of
Arcane Salvo. - Impetus no longer affects Arcane Impulse.
- Prodigious Savant no longer affects Arcane Impulse.
Touch of the Archmage has been removed.
Fire
Developers' Notes
Our goal with these changes is to shift the relative value of Fire's steady damage versus its burst damage in the
Combustion window. It is important that time outside of
Combustion remains meaningful and affects your overall effectiveness.
- Damage of
Pyroblast increased by 15%. - Damage of
Flamestrike increased by 15%. - Apex talent: Fevered Incantation (rank 1) now grants 2% to fire damage for 8 sec. (was: 4% for 12 sec.).
- Apex talent: Fevered Incantation (rank 2) now increases fire damage by 5%/10% (was: 3%/6%).
- Apex talent: Fevered Incantation (rank 3) — the proc chance during
Combustion has been slightly reduced.
Frost
Glacial Bulwark updated — no longer grants an additional charge of
Ice Barrier.- All damage dealt increased by 4%.
- Apex talent: Hand of Frost (rank 2) now grants 0.5%/1% to spell damage (was: 1%/2%).
Developers' Notes
Hand of Frost combined with the Frostfire hero talents granted more burst damage than we would like.
Monk
- Transfer the Power now allows
Touch of Death to heal you for 60% of the damage it deals (was: 50%). - Vivacious Vivification increases healing from
Expel Harm by 6% (was: 5%).
Brewmaster
- The
Stagger reduction from
Staggering Strikes increased by 25%. - The chance for Spirit of the Ox to create a healing sphere increased by 20%.
- Absorb from
Celestial Brew and Celestial Infusion increased by 25%. - The maximum absorb value from Awakened Spirit increased by 25%.
- Invigorating Flame heals for 50% of the fire or nature damage dealt (was: 40%).
- The following effects are now tracked in the Cooldown Manager: Fuel the Fire, Hot Potato, Scalded,
Crackling Jade Lightning, and Blessing of the August.
Mistweaver
Developers' Notes
We are making several adjustments to the Monk (Mistweaver) with the goal of making Mastery a more viable secondary stat and shifting some effectiveness from
Spinning Crane Kick into
Ancient Teachings.
- New talent: Vital Expenditure — healing from
Soothing Mist increased by 300%, but mana cost increased by 200%. Choice node with Dancing Mists. - All healing reduced by 3%.
- Mastery: healing from
Mastery: Gust of Mists increased by 50%. - Damage of
Spinning Crane Kick reduced by 15%. - Way of the Crane now transfers 280% of the damage dealt (was: 340%).
- Jade Flame Teachings now increase the amount transferred by
Ancient Teachings by 320% (was: 270%).
Windwalker
Developers' Notes
We are making several adjustments to the Windwalker damage profile to close the gap between their steady damage and their high burst.
- Damage of melee auto attack increased by 30%.
- Damage of Zenith Stomp reduced by 30%.
- Damage of
Blackout Kick increased by 50%. - Damage of
Tiger Palm increased by 200%. - Damage of
Dual Threat increased by 30%. - Wind Weapon now increases damage during Zenith by 5% (was: 10%).
- Tiger's Eye Brew now increases critical damage by 5%/10% (was: 10%/20%).
- Healing from
Vivify increased by 25%. - Conduit of the Celestials
- Damage of
Celestial Conduit reduced by 25%. - Temple Training increases the damage of
Fists of Fury and
Spinning Crane Kick by 30% (was: 10%).
Paladin
- Healing from Golden Path increased by 25%.
- Healing from Blessing of the Enlightened increased by 25%.
- Healing from Drawn to the Light increased by 25%.
- Lightsmith
- Healing from
Rite of Adjuration increased by 25%.
Protection
Developers' Notes
With these changes we intend to lower the cost of choosing
Sentinel and broaden the set of defensive talents. We are also shifting some power out of strong cooldown ability windows into baseline effectiveness, to reduce threat problems and improve the feel of combat outside of active-ability periods.
- New talent: Blessed Word —
Word of Glory can no longer critically strike, but its healing is increased by your critical strike chance, and 80% of its overhealing directed at you instead wraps you in Light, granting an absorb shield.
Improved Ardent Defender reworked — now increases maximum health by 20% while active, and no longer ends its remaining duration when you take fatal damage.
Seal of Reprisal reworked —
Blessed Hammer reduces the damage an enemy deals to you by 10% for 8 sec.- Masterwork updated — after casting Holy Armaments, your next 3 casts of
Hammer of the Righteous/
Blessed Hammer/
Crusader Strike grant a Lesser Armament of the same type to a nearby ally. - Damage of
Judgment increased by 100%. - Damage of
Consecration increased by 100%. - Damage of
Shield of the Righteous increased by 150%. - Base damage of
Hammer of the Righteous increased by 50%.
Avenging Wrath increases damage dealt and healing by 10% and critical strike chance by 10%.- Damage of
Avenger's Shield increased by 30%. - Damage of Lesser Armament increased by 50%.
- Damage of
Hammer of Light reduced by 33%. - Damage of
Empyrean Hammer reduced by 33%. - The effectiveness of
Divine Toll from Divine Reckoning reduced to 80% (was: 150%). - Duration of
Sentinel increased to 20 sec. - Undying Embers heal you for 125% of the damage dealt by Purifying Fire (was: 100%).
- Absorb from
Bulwark of Order increased to 75% of the damage of
Avenger's Shield (was: 60%). - Solace allows
Consecration to heal you for 375% of the damage it deals (was: 300%). - Holy Armaments and
Holy Bulwark extend their duration when reapplied by the same caster. - Vanguard's Glory now deals damage as a percentage of the initial damage of
Avenger's Shield.
Sentinel has been moved and now inherits the critical strike bonus from
Avenging Wrath.
Sanctified Wrath has been removed.
Retribution
Developers' Notes
In addition to addressing the effectiveness spikes in ability windows, in "Curse of Ula'tek" we aim to smooth out the rotation by reducing the pressure to spend
Art of War/
Righteous Cause effects. Along with these changes, we are also removing some interactions with the Empyrean Fury effect that heavily influence the rotation and Holy Power economy. We believe this is a healthier direction for the Paladin (Retribution) that will give the player more choice and agency.
- Apex talent: Light Within (rank 1) gains an additional effect —
Art of War and
Righteous Cause can now stack one time higher each.
Art of War updated — now increases the damage of
Blade of Justice by 80% (was: 150%).- Damage of
Blade of Justice increased by 40%. - Damage of
Final Verdict increased by 15%. - Damage of
Divine Storm increased by 15%.
Avenging Wrath now increases damage dealt and critical strike chance by 15% (was: 20%).- Damage of
Templar Strike increased by 50%. - Damage of
Templar Slash increased by 50%. - Damage of
Judgment increased by 50%. - Damage of
Hammer of Wrath increased by 50%.
Judgment from
Divine Toll now deals 50% more damage (was: 100%).- Apex talent: Light Within (rank 3) — damage reduced by 25%.
- Healing from
Flash of Light increased by 25%. - Healing from
Word of Glory increased by 25%. - Healing from
Eternal Flame increased by 25%.
Art of War is no longer triggered by the additional attacks of Empyrean Fury.- The additional attacks of Empyrean Fury no longer generate Holy Power when
Crusading Strikes is chosen.
Crusading Strikes now increase auto attack speed by 15% (was: reduced it by 20%).
Execution Sentence — the area-of-effect radius increased to 10 yd and now includes the target's model radius (was: 8 yd).- Templar
- Damage of
Hammer of Light reduced by 30%. Does not affect PvP.
Hammer of Light now costs 3 Holy Power (was: 5).
Priest
Discipline
Developers' Notes
For Discipline in "Curse of Ula'tek", our changes are aimed at reducing the specialization's reliance on procs for effective healing, improving its sources of steady damage, and improving the balance of the hero talents. We felt the specialization relied too heavily on procs of
Shadow Mend and Void Shield for effective healing, so we are making
Shadow Mend a passive improvement to
Flash Heal and adding a deterministic way to access Void Shield. In addition,
Smite contributes little to damage despite being cast frequently, so we are increasing its damage and updating the talent tree for easier access to
Greater Smite.
- New talent: Grim Deliverance —
Shadow Mend heals for 30% more and applies
Atonement for an additional 4 sec., but its cast time is increased by 0.5 sec. - The proc chance of
Shadow Mend no longer depends on the damage of
Shadow Word: Pain and has been reworked into a passive improvement —
Flash Heal is upgraded to
Shadow Mend, a stronger heal with a higher mana cost. - Apex talent: Master of Darkness (rank 3) updated —
Mind Blast now upgrades your next
Power Word: Shield to Void Shield. The proc chance of Void Shield from
Penance reduced to 25% (was: 33%). - Apex talent: Master of Darkness (rank 3) updated — Void Shield now reflects 15% of the damage taken (was: 25%).
- Apex talent: Master of Darkness can now stack up to 2 charges.
- Healing from
Flash Heal increased by 25%. - Damage of
Smite increased by 40%. - Damage of
Inescapable Torment reduced by 30%.
Penance no longer applies
Atonement when cast on an ally.
Developers' Notes
Greater Smite is now a 1-point talent.- Oracle
Unfolding Vision reworked — when
Power Word: Shield or Void Shield expires with remaining absorb, it jumps to the nearest injured ally. Can happen only once per shield.- Voidweaver
- Damage of
Void Blast increased by 25%. - Damage of
Voidwraith increased by 30%.
Void Infusion now increases the
Atonement healing from
Void Blast and
Penance by 75% while
Entropic Rift is active (was: 50%).
Holy
- Archon
Resonant Energy slightly reworked — creating
Halo increases healing by 2% for 10 sec., stacking up to 4 times.
Divine Hymn updated — now additionally grants
Guardian Spirit while channeling.
Developers' Notes
We are adding a benefit to channeling
Divine Hymn to make it easier to use. If you already have
Guardian Spirit active on yourself,
Divine Hymn will add 5 sec. to its duration. If the channel of
Divine Hymn is interrupted early, as much time will be removed from the added duration as is left remaining.
Shadow
Developers' Notes
For Shadow in "Curse of Ula'tek", we intend to improve the gameplay of
Voidform and add an additional source of multi-target damage to reduce the specialization's reliance on
Psychic Link in AoE situations. For
Voidform, we are updating
Void Volley, making it an ability with a limited number of uses per
Voidform, which leaves more room in the rotation and gives the option to use it at the most appropriate moment. We have also updated the talents that support
Voidform so that their effects are more noticeable.
- New talent: Burst of Darkness — the
Shadowy Apparitions floating toward your primary target explodes, dealing shadow damage to all enemies within 8 yd. Damage is reduced when striking more than 5 targets.
Improved Voidform reworked —
Voidform increases the damage of your spells by an additional 5% and grants 2 additional uses of
Void Volley.
Ancient Madness reworked —
Shadow Word: Madness increases your Haste during
Voidform by 2% and its duration by 1.5 sec., stacking up to 5 times. When
Voidform ends, the Haste persists and fades over 10 sec.
Voidform now grants 3 uses of
Void Volley instead of
Void Volley having a cooldown during
Voidform.- Absorb from
Power Word: Shield increased by 25%. - Phantasmal Threat has been removed.
- Archon
Focused Outburst reworked —
Void Volley deals 15% more damage, and casting
Shadow Word: Madness during
Voidform releases a
Void Volley at your target.
Resonant Energy slightly reworked — creating
Halo increases the damage of your spells by 2% for 10 sec., stacking up to 4 times.
Rogue
Class
Thistle Tea is now a choice talent — players can choose between the existing version, which is applied automatically at low Energy and can additionally be used actively, and a new version that must be used actively.
Atrophic Poison now reduces damage dealt by 4% (was: 3%).- Duration of
Atrophic Poison increased to 60 sec. (was: 10 sec.). In PvP the duration is unchanged. - Fatebound
Deal Fate now has a 60% chance to grant an extra combo point when
Seal Fate triggers (was: 100%).
Assassination
Developers' Notes
We are making a number of changes to the Assassination Energy economy in "Curse of Ula'tek". We are not satisfied with how the rank 1 apex talent Inevitability plays — it is unintuitive to intentionally let
Envenom fall off for optimal play. We are updating its design so that refreshing
Envenom later is consistently the best way to play, and we are giving it steady Energy-restoration value. We are also making some changes aimed at increasing talent build options.
- New talent: Unstable Toxin — the damage of
Envenom increased by 18%, but its duration reduced by 2 sec. - Apex talent: Inevitability (rank 1) updated — the damage of
Envenom increased by 10%.
Envenom now restores 2 Energy per combo point spent. - Internal Bleeding updated — now triggers from casting
Kidney Shot and
Rupture, rather than also being applied when
Rupture is copied by Blood Storm. Damage increased by 10%.
Iron Wire updated —
Garrote cast from stealth or during the
Improved Garrote window now silences the target for 5 sec. The damage reduction behavior is unchanged.
Dashing Scoundrel updated — the
Envenom effect now also increases the critical strike chance of your weapon poisons by 10% (was: 5%). Your Energy generation is increased by 4% per lethal poison on your weapons.- All damage dealt increased by 3%.
Deathmark increases the damage of your
Rupture,
Garrote, and lethal poisons by 75% (was: 100%).- Damage of
Kingsbane reduced by 15%.
Shrouded Suffocation increases the damage of
Garrote by 30% (was: 20%).- Rejection increases the damage of
Rupture by 25% (was: 20%). - Driven Assassin — Energy increased to 30% (was: 20%).
- Quick Injection — the damage bonus increased to 20%/40% (was: 15%/30%).
Venomous Wounds generate more Energy when multiple targets are affected by your bleeds.- The proc chance of
Blindside reduced to 10% (was: 15%) and to 20% when the target is at low health (was: 30%). - The visual effect of
Poison Bomb has been adjusted so that other important visual effects on top of it are easier to distinguish. - Several talents have changed positions in the talent tree.
- Deadly Momentum has been removed.
Outlaw
Developers' Notes
The Outlaw changes in "Curse of Ula'tek" are meant to improve the diversity and flexibility of talent builds. We have boosted the power of some ineffective talents and weakened those that could feel "mandatory". The damage of
Killing Spree has been significantly increased, because the damage it dealt was not sufficiently higher than using other abilities during its channel. This talent should now increase your overall damage roughly the same as other comparable talents.
- Improved Between the Eyes updated — critical strikes of
Between the Eyes now deal 2.5 times normal damage (was: 3 times). - Quick Draw updated — now reduces the cooldown of
Between the Eyes by 8 sec. (was: 5 sec.) and increases the damage bonus from each charge of
Between the Eyes by 1%. - Damage of
Killing Spree increased by 60%. - Heavy Hitter increases the damage of attacks that generate combo points by 15%/30% (was: 10%/20%).
- The value of Precision per charge reduced to 2% (was: 3%).
Developers' Notes
We do not want players to feel obligated to use daggers in the off-hand to maximize the value of this talent. Precision now has a 30% chance to fail to trigger when triggered from a weapon with a speed of 1.8, giving it the same proc rate when attacking with daggers and other one-handed weapons.
- The chance for
Hidden Opportunity to have
Ambush grant
Opportunity increased to 100% (was: 80%) of the chance for
Sinister Strike to grant
Opportunity. - Added new connectors between
Ruthlessness and Find Weakness, as well as between the Flickering Steel choice node and
Grand Melee.
Subtlety
Relentless Strikes now generate 4 Energy per combo point spent on finishing moves (was: 5 Energy).- Shadow Mastery no longer stores 1 additional combo point. The proc rate bonus from auto attacks increased to 75% (was: 40%).
Developers' Notes
Energy and combo point generation during ability windows was often excessive. These reductions are meant to reduce instances of resource overflow while still preserving strong relative generation in these windows.
Lingering Shadow now also applies to
Shuriken Storm.- The tooltip of
Shadow Dance has been updated to include its threat-reduction effect. - Apex talent: Ancient Arts now accounts for the total damage of
Secret Technique when creating a shadow clone, rather than only its initial strike. - Fixed an issue where the damage from the secondary strikes of
Secret Technique was attributed to summoned pets instead of the attacking rogue.
Shaman
Ascendance has a new icon for all three specializations.- Farseer
Developers' Notes
In a previous tuning hotfix for the Shaman (Elemental), the Farseer spirits received a small change to scale with the
Elemental Fury talent. We are changing several more places where they did not scale the same way as the shaman's abilities.
Chain Lightning now strikes up to 5 targets (was: 3).
Lava Burst now also increases damage by a percentage equal to your critical strike chance.
Elemental
Developers' Notes
The Shaman (Elemental) burst damage during the
Ascendance window is higher than we would like with the Midnight changes. We do not want
Ascendance to stop being a noticeable damage amplifier, but the combination of effects amplifying the damage of your Elemental Awakening from both
Ascendance and the apex talents stacked on top of one another. We are distributing much more damage across your spells to consistently deal higher damage, while still preserving a satisfying burst during
Ascendance.
Power of the Maelstrom reworked —
Lightning Bolt and
Chain Lightning have a 15% chance to allow your next
Lava Burst to deal 20% more damage, stacking up to 2 times.
Lava Burst consumes one charge at a time.
Developers' Notes
Stormkeeper reworked — your next 2
Lightning Bolt become instant and deal 150% more damage, or your next 2
Chain Lightning become instant and trigger Elemental Awakening on all targets struck.- Damage of
Lava Burst increased by 30%. Does not affect PvP. - Damage of
Lightning Bolt increased by 30%. Does not affect PvP. - Damage of
Chain Lightning increased by 60%. - Damage of
Flame Shock increased by 60%. - Direct damage of
Tempest reduced by 20%. - Healing from
Healing Surge increased by 25%. - Healing from
Earth Shield increased by 25%. - Healing from
Healing Stream Totem increased by 25%.
Ascendance now increases the damage of Elemental Awakening by 30% (was: 75%).- The bonus
Lava Burst triggered when
Ascendance activates now grant 50% of the normal value (was: 100%). - Molten Fury now increases the damage of
Lava Burst by 10% (was: 15%). - Apex talent: Feedback Loop (rank 1) now increases the damage of Elemental Awakening by 10% (was: 35%) and also increases nature damage dealt by 10%.
- Apex talent: Feedback Loop (rank 2) now grants 15%/30% to critical damage (was: 25%/50%).
- Casts of
Elemental Blast from
Fusion of Elements now grant only 40% of the normal duration of the stat bonuses from
Elemental Blast (was: 100%). - Fixed an issue where
Voltaic Blaze did not receive the proper effect from the critical damage bonus of
Elemental Fury. - Fixed an issue where Elemental Resonance did not affect periodic nature damage.
- Fixed an issue where the apex talent Feedback Loop (rank 2) did not properly increase the critical damage of several Shaman (Elemental) spells.
- Stormcaller
Supercharge reworked — the overloads of
Lightning Bolt,
Chain Lightning, and
Tempest deal 10% more damage.
Enhancement
- Healing from
Healing Surge increased by 25%. - Healing from
Earth Shield increased by 25%. - Healing from
Healing Stream Totem increased by 25%.
Restoration
Healing Rain now has a 12-sec. cooldown and an 18-sec. duration. Recasting
Healing Rain while one is already active will dispel the previous one. This cooldown change does not affect the
Healing Rain from
Surging Totem of the Totemic hero talents.
Developers' Notes
This change should give the player more flexibility in moving
Healing Rain when desired.
Warlock
Demonic Gateway is now a utility spell by default in the Cooldown Manager.- Hellcaller
Developers' Notes
We are updating
Blackened Soul to give the Hellcaller a better tool for focusing damage on a priority target, increasing the overall flexibility of the hero talent tree, rather than having it shine only in multi-target situations. At the same time, we are keeping the functionality of
Malevolence unchanged, so it remains a cool and meaningful tool in the Hellcaller's kit.
Blackened Soul reworked — if a target is affected by your
Wither, your
Chaos Bolt and
Shadowburn increase its number of stacks by 1. Each time
Wither gains a stack, it has a chance to collapse, consuming one stack every 1 sec. to deal shadowflame damage to its bearer until 1 stack remains.
Mark of Peroth'arn reworked — critical strikes dealt by
Wither deal 215% damage instead of the normal 200%. Critical strikes dealt by
Blackened Soul deal 225% damage instead of the normal 200%.
Destruction
Conflagration of Chaos reworked — Incinerate and
Shadowburn have a 100% chance to critically strike, and their damage is increased by your critical strike chance.
Conflagration of Chaos has been removed from the Cooldown Manager.- Apex talent: Cinders of Nihilam (rank 1) — the tooltip has been updated to show players the percentage chance that Incinerate will trigger Echo of Sargeras.
Warrior
Developers' Notes
- The
Rend ability is now exclusive to Arms, has returned to single-target effect, and its Rage cost has been reduced to 10.
Cleave will apply
Rend to all targets if the warrior knows
Rend. - New talent (Fury): Blood Storm —
Whirlwind applies
Rend to all targets.
Crashing Thunder allows Blood Storm to also apply to
Thunder Clap for Mountain Thane. - New talent (Protection):
Blood and Thunder —
Thunder Clap applies
Rend to all targets.
Thunder Clap no longer applies
Rend on its own if it is learned.- Spearman has a new icon.
Arms
Ravager updated:
Developers' Notes
- Damage of
Ravager increased by 50%.
Ravager no longer increases the damage of
Cleave and
Whirlwind while active.
Ravager now causes all enemies it strikes to take 25% more damage from your bleeds for 12 sec.- The duration of
Ravager is no longer reduced by Haste.
Bloodletting updated — your abilities have a 5% greater chance to critically strike targets affected by
Rend. If you know
Rend,
Mortal Strike applies
Rend to targets with health below 35%.
Deep Wounds last 33% longer.- Sweeping Strikes updated —
Colossus Smash now grants 6 charges of
Sweeping Strikes when used.
- Charges of
Sweeping Strikes from the
Sweeping Strikes ability and from Sweeping Strikes stack normally, regardless of the order in which they are used.
Sweeping Strikes now displays the number of active charges of
Sweeping Strikes.- Improved Cleave has been removed.
- Mass Execution and Overwhelming Finale are now on a choice node with each other.
Battlelord and Tactician have swapped places in the tree.- Colossus
Developers' Notes
The variable cooldown of
Demolish proved to be more annoying than interesting, so we are changing it to align closely with
Colossus Smash, allowing the Warrior (Arms, Colossus) to coordinate their use for maximum devastation.
- Tide of Battle increases the damage of
Overpower and
Execute (was: only
Overpower). - Cooldown of
Demolish reduced to 30 sec. (was: 45 sec.). - Dominance of the Colossus no longer reduces the cooldown of
Demolish.
Fury
Whirlwind updated:
Developers' Notes
Whirlwind now generates 3 Rage on its own.
Improved Whirlwind updated — no longer causes
Whirlwind to generate 3 Rage on its own, but still increases the Rage generation from
Whirlwind by 1 per target struck, up to 8 Rage total.- New talent: Slicing Blades —
Whirlwind deals 50% more damage when it strikes only one target. Talent on a choice node with
Meat Cleaver.
- Devastating Devastation reworked — while
Improved Whirlwind is active, the final blow of
Rampage crashes down to the ground, dealing physical damage to all enemies within 8 yd of your target. Damage is reduced when striking more than 5 targets.
Developers' Notes
Devastating Devastation is meant to help loosen the target cap on Fury's AoE rotational abilities. The current design proved very difficult to understand regarding when it is best to use Devastating Devastation; the new design should make this choice much more intuitive.
Hack and Slash updated —
Rampage now has a 75% chance to return a charge of
Raging Blow and increases the damage of your next
Raging Blow by 20%.
Developers' Notes
We believe Fury plays best when there is a degree of uncertainty about which ability you use after the current one. Previous iterations of
Hack and Slash provided extremely regular and consistent resets of
Raging Blow, which made
Raging Blow available almost always. We believe this change will help preserve the variability of Fury rotations and allow more difference in feel between builds that emphasize
Raging Blow and those that do not.
- Mountain Thane
Developers' Notes
The base damage of
Thunder Clap grew significantly in Midnight, which caused the overall damage of
Thunder Clap for Mountain Thane to rise sharply, which in turn devalued
Thunder Blast. We are shifting the damage bonus from
Crashing Thunder into
Thunder Blast itself to preserve the feeling of specialness and power of
Thunder Blast.
- Damage of
Thunder Blast increased by 40%.
Crashing Thunder increases the damage of
Thunder Clap by 10% (was: 30%).
Protection
- Devastator updated — now increases the damage of
Revenge and
Execute on the target (was: only
Revenge).
Bloodborne updated — now increases the damage of all bleeds (was: only
Rend and
Deep Wounds).
Fueled by Violence heals you for 125% of the damage from bleeds (was: 110%).- The absorb value of
Ignore Pain increased by 25%.
Brutal Vitality adds 10% of the damage dealt to
Ignore Pain (was: 8%).
Ravager updated:
Developers' Notes
- Damage of
Ravager increased by 50%.
Ravager no longer increases the damage of
Revenge and
Thunder Clap while active.
Ravager now causes all enemies it strikes to take 25% more damage from your bleeds for 12 sec. The duration is reduced to 4 sec. with Storm of Steel.- The duration of
Ravager is no longer reduced by Haste.
- Colossus
Developers' Notes
- Cooldown of
Demolish reduced to 30 sec. (was: 45 sec.). - Dominance of the Colossus no longer reduces the cooldown of
Demolish. - Tide of Battle increases the damage of
Revenge and
Execute (was: only
Revenge). - Mountain Thane
Developers' Notes
The base damage of
Thunder Clap grew significantly in Midnight, which caused the overall damage of
Thunder Clap for Mountain Thane to rise sharply, which in turn devalued
Thunder Blast. We are shifting the damage bonus from
Crashing Thunder into
Thunder Blast itself to preserve the feeling of specialness and power of
Thunder Blast.
- Damage of
Thunder Blast increased by 40%.
Crashing Thunder increases the damage of
Thunder Clap by 10% (was: 30%).
Author
Fouren
Fouren has been playing World of Warcraft for over 15 years. He is an active player with 12 Cutting Edge achievements under his belt, and has reached the top 1% and 0.1% multiple times on various classes. His main classes are healers, particularly Holy Paladin.



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