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MMO Champion
  • Warlords of Draenor Beta - Patch 6.0.2: Build 18764, New Login Screen
    Warlords of Draenor Beta - Build 18764
    Patch 6.0.2 has arrived on the beta realms.

    New Login Screen





    Broken Dark Portal



    Alliance and Horde Choppers




    Leeroy Jenkins



    Tauren Female Character Model




    Troll Male Character Model



    Troll Female Character Model




    Night Elf Male Character Model




    Human Male Character Model




    New Spacegoat




    Molten Corgi




    New Orc Character Selection Screen



    New Icons



    Tier 17 Items
    New Tier 17 items were added. Click through to the items page to see other versions of the set item.

    Level Type Slot Name Model Viewer
    665ClothHead Arcanoshatter Hood
    Modelviewer
    665ClothHead Soul Priest's Hood
    Modelviewer
    665ClothHead Shadow Council's Hood
    Modelviewer
    665ClothShoulders Shadow Council's Mantle
    Modelviewer
    665ClothShoulders Soul Priest's Shoulderguards
    Modelviewer
    665ClothShoulders Arcanoshatter Mantle
    Modelviewer
    665ClothChest Soul Priest's Raiment
    Modelviewer
    665ClothChest Arcanoshatter Robes
    Modelviewer
    665ClothChest Shadow Council's Robes
    Modelviewer
    665ClothLegs Shadow Council's Leggings
    Modelviewer
    665ClothLegs Soul Priest's Leggings
    Modelviewer
    665ClothLegs Arcanoshatter Leggings
    Modelviewer
    665ClothHands Arcanoshatter Gloves
    Modelviewer
    665ClothHands Soul Priest's Gloves
    Modelviewer
    665ClothHands Shadow Council's Gloves
    Modelviewer
    665LeatherHead Poisoner's Helmet
    Modelviewer
    665LeatherHead Helm of the Somber Gaze
    Modelviewer
    665LeatherHead Living Wood Headpiece
    Modelviewer
    665LeatherShoulders Living Wood Spaulders
    Modelviewer
    665LeatherShoulders Mantle of the Somber Gaze
    Modelviewer
    665LeatherShoulders Poisoner's Spaulders
    Modelviewer
    665LeatherChest Vest of the Somber Gaze
    Modelviewer
    665LeatherChest Poisoner's Tunic
    Modelviewer
    665LeatherChest Living Wood Raiment
    Modelviewer
    665LeatherLegs Living Wood Legguards
    Modelviewer
    665LeatherLegs Legwraps of the Somber Gaze
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    665LeatherLegs Poisoner's Legguards
    Modelviewer
    665LeatherHands Poisoner's Gloves
    Modelviewer
    665LeatherHands Living Wood Grips
    Modelviewer
    665LeatherHands Handwraps of the Somber Gaze
    Modelviewer
    665MailHead Rylakstalker's Headguard
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    665MailHead Windspeaker's Faceguard
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    665MailShoulders Windspeaker's Mantle
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    665MailShoulders Rylakstalker's Spaulders
    Modelviewer
    665MailChest Rylakstalker's Tunic
    Modelviewer
    665MailChest Windspeaker's Tunic
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    665MailLegs Windspeaker's Legwraps
    Modelviewer
    665MailLegs Rylakstalker's Legguards
    Modelviewer
    665MailHands Rylakstalker's Gloves
    Modelviewer
    665MailHands Windspeaker's Handwraps
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    665PlateHead Blackhand's Faceguard
    Modelviewer
    665PlateHead Ogreskull Boneplate Greathelm
    Modelviewer
    665PlateHead Helmet of Guiding Light
    Modelviewer
    665PlateShoulders Pauldrons of Guiding Light
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    665PlateShoulders Ogreskull Boneplate Pauldrons
    Modelviewer
    665PlateShoulders Blackhand's Shoulderguards
    Modelviewer
    665PlateChest Blackhand's Chestguard
    Modelviewer
    665PlateChest Ogreskull Boneplate Breastplate
    Modelviewer
    665PlateChest Battleplate of Guiding Light
    Modelviewer
    665PlateLegs Legplates of Guiding Light
    Modelviewer
    665PlateLegs Ogreskull Boneplate Greaves
    Modelviewer
    665PlateLegs Blackhand's Legguards
    Modelviewer
    665PlateHands Blackhand's Handguards
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    665PlateHands Ogreskull Boneplate Gauntlets
    Modelviewer
    665PlateHands Gauntlets of Guiding Light
    Modelviewer



    New Items
    This build had hundreds of new items, so check out the full list on the WoWDB Beta site.

    Level Type Slot Name Model Viewer
    100Other Irrefutable Challenge
    100Junk Automated Critter Defense Cannon
    1Companion Pets Servant of Demidos
    1Companion Pets Albino Chimaeraling
    1Companion Pets Ikky
    1Companion Pets Puddle Terror
    1Companion Pets Sunfire Kaliri
    1Companion Pets Soul of the Forge
    1Companion Pets Veilwatcher Hatchling
    1Companion Pets Kaliri Hatchling
    100Other Super Sticky Glitter Bomb
    100Other Sha'tari Defender's Medallion
    600CosmeticHands Gauntlets of the Sha'tari Defense
    Modelviewer
    1CosmeticTwo Hand Gas-Powered Stick
    Modelviewer
    1Consumable Path of Flame
    100Consumable Botani Camouflage
    1Consumable Path of the Void
    1Consumable Robo-Rooster
    100Food & Drink Savage Remedy
    665NeckNeck Choker of Bloody Flame
    655BackBack Eye-Blinder Greatcloak
    Modelviewer
    655BackBack Milenah's Intricate Cloak
    Modelviewer
    655BackBack Gill's Glorious Windcloak
    Modelviewer
    655BackBack Magic-Breaker Cape
    Modelviewer
    655ClothWaist Cord of Winsome Sorrows
    Modelviewer
    665ClothFeet Furnace Stoker's Footwraps
    Modelviewer
    665ClothWrists Bracers of Darkened Skies
    Modelviewer
    655BackBack Kyu-Sy's Tarflame Doomcloak
    Modelviewer
    665BackBack Runescribed Gronncloak
    Modelviewer
    655LeatherWaist Eyeripper Girdle
    Modelviewer
    665LeatherFeet Iron-Flecked Sandals
    Modelviewer
    665LeatherWrists Bracers of Shattered Limbs
    Modelviewer
    655MailWaist Belt of Inebriated Sorrows
    Modelviewer
    665MailFeet Treads of the Veteran Smith
    Modelviewer
    665MailWrists Bracers of Callous Disregard
    Modelviewer
    655PlateWaist Ripswallow Plate Belt
    Modelviewer
    665PlateFeet Doomslag Greatboots
    Modelviewer
    665PlateWrists Bracers of Visceral Force
    Modelviewer
    665StaffTwo Hand Head-Lopper Skullscythe
    Modelviewer


    Misc Changes
    Originally Posted by MMO-Champion
    New Strings
    • GARRISON_BUILDING_LEVEL_TOOLTIP_TEXT - Level %d
    • GARRISON_MISSION_ENVIRONMENT_TOOLTIP - Followers with traits good against this mission type increase your chance at getting the mission rewards chest.
    • LFG_LIST_APP_DECLINED_MESSAGE - Your application to "%s" has been declined.
    • LFG_LIST_APP_TIMED_OUT_MESSAGE - Your application to "%s" expired.
    • LFG_LIST_TOOLTIP_CLASS_ROLE - %s (%s)
    • LFG_LIST_TOOLTIP_MEMBERS_SIMPLE - Members: |cffffffff%d|r
    • LFG_LIST_TUTORIAL_ALERT - The Premade Groups tab is a directory of groups who are looking for more people.\n\nYou can browse the list of groups or list your own group for others to see.
    • NPE_BINDPOINTER - |cFF00FFFFLeft-Click|r here to make this your home location.
    • NPE_BINDPROMPT - Speak to the Innkeeper to make this Inn your new home.
    • NPE_DRAENEIGIFTOFTHENARARU - Use {$59542} on the Draenei Survivors.
    • NPE_MAPCALLOUTAREA - Go to the |cff2982fcblue|r area to find your quest objectives.
    • NPE_MAPCALLOUTBASE - |TInterface\WorldMap\WorldMapArrow:28:28|t marks your location.\n\n
    • NPE_MAPCALLOUTPOINT - Go to the {Atlas|NPE_TurnIn} to find your quest objective.
    • NPE_QUESTOBJECT - |cFF00FFFFRight-Click|r on quest objects to interact with them.
    • REWARD_FOLLOWER - You will gain this follower:

    Game Text
    • Game Text #86983 - Look at Garrosh. His hands are bound. But he's alone. When did he and Kairoz part ways?

    GameTip
    • GameTip #634 - |cffffd100Tip:|r Your Garrison serves as your base of operations in Draenor. Upgrade it and recruit an army of followers to crush your enemies and earn rewards!
    • GameTip #635 - |cffffd100Tip:|r Right-Click on your portrait while in a group to view your party leader's Garrison.

    Scenario
    • Scenario #745 - Against The Void

    Taxi
    • Taxi #1572 - Rilzit's Holdfast, Nagrand
    • Taxi #1573 - Nivek's Overlook, Nagrand
    • Taxi #1574 - Joz's Rylaks, Nagrand
    • Taxi #1580 - Everbloom Overlook, Gorgrond



    Achievement Changes
    Originally Posted by MMO-Champion
    10th Anniversary Battleground
    Player vs. Player
    • Victory in Hillsbrad Name Changed from Victory in Hillsbrad to Victory in Hillsbrad. Win a battle in the limited availability battleground, Southshore vs. Tarren Mill 10 points. Pet Reward: Hogs. 10 points.

    Ashran
    Player vs. Player

    Buildings
    Garrisons
    • Advanced Husbandry Defeat all mount-in-training targets in Nagrand while carrying the Black Claw of Sethe. 10 points.Account Wide.
    • Advanced Husbandry (New) Defeat all mount-in-training targets in Nagrand while carrying the Black Claw of Sethe. 10 points. Account Wide.
    • Nemesis: Manslayer Complete the quest Nemesis: Manslayer at the Gladiator's Sanctum. Title Reward: Gnomebane. 10 points. Manslayer. 10 points.
    • Stay Awhile and Listen (New) Complete all of the Inn quests listed below. Reward: Unlocks Inn/Tavern, Level 3 Blueprint. 5 points. Account Wide.
    • Terrific Technology Name Changed from Workshop Temp Achievement to Terrific Technology. Do something awesome at the Workshop Use all of the inventions available at the Workshop specified below. Reward: Unlocks Gnomish Gearworks/Goblin Workshop, Level 3 Blueprint. 5 points. Account Wide.
    • The Stable Master (New) Defeat all mount-in-training targets in Nagrand while carrying the Garn-Tooth Necklace. Title Reward: Stable Master. 10 points. Account Wide.
    • The Stable Master Defeat all mount-in-training targets in Nagrand while carrying the Garn-Tooth Necklace. Title Reward: Stablemaster. 10 points. Stable Master. 10 points. Account Wide.

    Collect
    Pet Battles
    • Draenor Safari (New) Catch every battle pet in Draenor. 5 points. Account Wide.
    • So. Many. Pets. Collect 600 unique pets. Reward: Venus. 10 points. Account Wide. Stormwing. 10 points. Account Wide.

    Draenor
    Exploration

    Quests

    Draenor Dungeon
    Dungeons & Raids
    • Bridge Over Troubled Fire Kill 20 Ragefire Whelps in 10 seconds Ragewing Whelps in 10 seconds while fighting Ragewing the Untamed in Upper Blackrock Spire on Heroic difficulty. 10 points.
    • Dragonmaw? More Like Dragonfall! Kill 5 Emberscale Ironflight before killing defeating Warlord Zaela in Upper Blackrock Spire on Heroic difficulty. 10 points.
    • Heroic: Bloodmaul Slag Mines Guild Run Defeat Gug'rokk in the the Bloodmaul Slag Mines on Heroic difficulty while in a guild party. 10 points.
    • Magnets, How Do They Work? Defeat Orebender Gor'ashan without allowing him to cast Thundering Cacophony 5 4 times in Upper Blackrock Spire on Heroic difficulty. 10 points.
    • Militaristic, Expansionist Defeat Fleshrender Nok'gar in Iron Docks on Heroic difficulty, while Siegemaster Olugar, Pitwarden Gwarnok, and Lieutenant-Commander Champion Druna remain alive and in the fight. 10 points.
    • Monomania Defeat High Sage Viryx in Skyreach on Heroic difficulty without killing any of the Shield Constructs. 10 points. in Skyreach on Heroic difficulty. 10 points.
    • Ready for Raiding IV Defeat Ranjit in Skyreach without taking damage from any of the following abilities in Skyreach on Heroic difficulty: 10 points.
    • Souls of the Lost Defeat Ner'zhul after slaying 2 Ritual of Bones skeletons within 5 seconds of each other, in Shadowmoon Burial Grounds on Heroic difficulty. 10 points.
    • They Burn, Burn, Burn Successfully jump over 5 of Archmage Sol's Firebloom explosion rings within 5 seconds during the Archmage Sol Encounter in The Everbloom on Heroic Difficulty. 10 points.

    Draenor Raid
    Dungeons & Raids
    • More Like Wrecked-us Defeat all Defeat Tectus in Highmaul by destroying all eight Motes of Tectus within 10 seconds of each other. 10 points. on Normal difficulty or higher. 10 points.

    Dungeon Challenges
    Dungeons & Raids

    Dungeons & Raids
    Guild

    Feats of Strength

    Followers
    Garrisons
    • Commander Recruit 40 followers. Reward: Unlocks Inn/Tavern, Level 3 Blueprint. 5 points. 5 points.

    Garrisons
    • More Plots Upgrade your garrison to tier 2. Reward: Small & Medium Blueprints, Level 1. 5 points. 5 points.
    • More Plots Upgrade your garrison to tier 2. Reward: Small & Medium Blueprints, Level 1. 5 points. 5 points.

    General

    Legacy

    Monuments
    Garrisons
    • Master of Apexis Collect 25,000 Collect 100,000 Apexis Crystals. Reward: Garrison Monument. 10 points.

    Mounts
    Collections

    Pet Battles

    Toy Box
    Collections



    Spell Changes
    Originally Posted by MMO-Champion
    Companions

    Item Set Bonuses

    Unknown Class
    Major Glyphs
    • Glyph of Mind Harvest The first time you damage an enemy with Mind Blast, you gain 2 additional Orbs, but the cooldown on Mind Blast is increased by 0 sec. Major Glyph. 6 sec. Major Glyph.

    Death Knight (Forums, Talent Calculator)
    • Death and Decay Corrupts the ground targeted by the Death Knight, causing [ 69.3% of AP AP;] Shadow damage over 10 sec to targets within the area. 1 Unholy. 30 yd range. Instant. 30 sec cooldown.

    Perks

    Talents
    • Breath of Sindragosa Continuously deals [ 1 + 39.96% of AP ] Shadowfrost damage every 1 sec to enemies in a cone in front of you within 12 yards, and affects them with Mark of Sindragosa for 6 sec. You will continue breathing until cancelled or Runic Power is exhausted. Mark of Sindragosa causes you to be healed for 5% of spell damage dealt by afflicted enemies. Death Knight - LvL 0 Talent. 15 Runic Power, plus 15 per sec. Instant. 60 sec cooldown. 2 min cooldown.
    • Defile Defiles the ground targeted by the Death Knight. Every 1 sec, if there are any enemies standing in the Defile, it deals [ 1 + 17.32% 27.5% of AP ] Shadowfrost damage to them, and grows in radius and damage by 2.5%. Enemies standing in your Defile deal 10% less damage to you. Replaces Death and Decay. Death Knight - LvL 0 Talent. 1 Unholy. 30 yd range. Instant. 30 sec cooldown.
    • Necrotic Plague A powerful disease that deals [ 1 + 1.8% 2.25% of AP ] Shadowfrost damage per stack every 2 sec for 30 sec. Each time it deals damage, it gains 1 stack, and infects another nearby enemy within 8 yards if possible. You gain 2 Runic Power whenever a target infected with Necrotic Plague attempts to attack you. Replaces Blood Plague and Frost Fever, and is applied by any ability which applied either. This effect cannot be refreshed; it gains 1 stack instead. Death Knight - LvL 0 Talent.

    Blood
    • Improved Blood Presence Blood Presence now increases all damage dealt by 20% 15%, and also reduces the chance that you will be critically hit by melee attacks by 6%. Death Knight - Blood Spec.
    • Veteran of the Third War Increases your Stamina, critical strike chance, multistrike chance, and haste by 10%. While in combat, you generate 1 Runic Power per second. Increases your chance to dodge by 2%, and reduces your chance to be parried by 3%. Increases the damage of Death Strike by 100%. Death Knight - Blood Spec.

    Frost
    • Icy Talons Your attack speed is increased by 35% 20%, your Haste is increased by 10%, and you gain 5% more of the Haste stat from all sources. Death Knight - Frost Spec.
    • Killing Machine Your autoattacks have a chance to increase the critical strike chance of your next Obliterate or Frost Strike by 100%. Death Knight - Frost Spec. 100,000%. Death Knight - Frost Spec.
    • Might of the Frozen Wastes Wielding a two-handed weapon increases Obliterate damage by 50%, and all melee attacks by 30% 35%. Dual-wielding increases Frost Strike damage by 50% and causes your weapon damage strikes to also strike with your off-hand. Requires Two-Handed Axes, Two-Handed Maces, Polearms, Two-Handed Swords. Death Knight - Frost Spec.
    • Pillar of Frost The power of Frost increases the Death Knight's Strength by 20% 15%, and grants immunity to external movement effects such as knockbacks. Lasts 20 sec. Death Knight - Frost Spec. 1 Frost. Instant. 60 sec cooldown.

    Unholy
    • Necrosis You gain 5% more of the Multistrike stat from all sources. Your Scourge Strike, Festering Strike, Plague Strike, Soul Reaper, and Pestilence multistrikes deal an additional [ 1 + 3% 12% of AP ] Shadow damage. Death Knight - Unholy Spec.

    Runeforging
    • Rune of Razorice Affixes your weapon with a rune that causes 4% extra weapon damage as Frost damage and increases enemies' vulnerability to your Frost attacks by 4% 2%, stacking up to 5 times. Modifying your rune weapon requires a Rune Forge in Ebon Hold. 5 sec cast.

    Druid (Forums, Talent Calculator)
    • Healing Touch (Balance) Heals a friendly target for [ 398.3% of Spell Power ]. [ 360% of Spell Power ].
    • Healing Touch (Feral, Guardian, Restoration) Heals a friendly target for [ 398.3% of Spell Power ]. [ 360% of Spell Power ].
    • Lifebloom Heals the target for [ 36.7% [ 15 + 36.73% of Spell Power ] over 15 sec. When Lifebloom expires or is dispelled, the target is instantly healed for [ 603.3% of Spell Power + 225.6% of Nature [ 201.1% of Spell Power ]. Duration refreshed by casting Regrowth or Healing Touch on the target. Lifebloom can be active only on one target at a time Can't be cast in Moonkin Form. 40 yd range. Instant. 40 yd range. Instant.
    • Typhoon Summon a violent Typhoon that strikes targets in front of the caster within 30 15 yards, knocking them back and dazing them for 6 sec. 30 yd range. Instant. 15 yd range. Instant.

    Talents
    • Guardian of Elune Savage Defense now lasts 3 sec, and increases your chance to dodge by 100%. Additionally, the recharge time on Savage Defense is now reduced by your base dodge chance %. Druid - LvL 0 Talent. percentage. Druid - LvL 0 Talent.
    • Heart of the Wild When activated, increases all healing done by 25% 35% and dramatically improves the Druid's ability to tank, deal melee damage, and cast spells. Can't be cast in Travel Form, Aquatic Form, Flight Form. Druid - LvL 90 Talent. Instant. 6 min cooldown.
    • Incarnation: Tree of Life Shapeshift into the Tree of Life, increasing healing done by 15%, increasing armor by 120%, and granting immunity to Polymorph. Functionality of Lifebloom Rejuvenation, Wild Growth, Regrowth, and Entangling Roots is enhanced. You may freely shapeshift in and out of this form for 30 sec, at which point the shapeshift expires. Druid - LvL 60 Talent. Instant. 3 min cooldown.
    • Soul of the Forest When you cast Swiftmend, you gain Soul of the Forest. Soul of the Forest reduces the cast time of your next Healing Touch by 50%, or increases the healing of your next Regrowth, Wild Growth, or Rejuvenation by 100%. Druid - LvL 60 Talent. or Rejuvenation by 100%, or increases the healing of your next Wild Growth by 50%. Druid - LvL 60 Talent.
    • Stellar Flare A powerful spell which benefits from both Lunar and Solar Eclipses, dealing the most damage when they are balanced. Burns the target for [ 1 + 75% 37.5% of Spell Power ] Spellstorm damage, and then an additional [ 10 + 25% 12.5% of Spell Power ] damage over 20 sec. Druid - LvL 0 Talent. 8.4% of Base Mana. 40 yd range. 1.5 sec cast.
    • Typhoon Summons a violent Typhoon that strikes targets in front of the caster within 30 15 yards, knocking them back and dazing them for 6 sec. Usable in all shapeshift forms. Druid - LvL 45 Talent. 30 15 yd range. Instant. 30 sec cooldown.

    Balance, Guardian, Restoration
    • Barkskin The Druid's skin becomes as tough as bark, reducing all damage taken by 20% for 12 sec. While protected, damaging attacks will not cause spellcasting delays. Usable while stunned, frozen, incapacitated, feared, or asleep, and in all forms. Can't be cast in Flight Form. Druid - Balance, Guardian, Restoration Spec. Instant. 30 sec cooldown.

    Restoration
    • Lifebloom Heals the target for [ 36.7% [ 15 + 36.73% of Spell Power ] over 15 sec. When Lifebloom expires or is dispelled, the target is instantly healed for [ 603.3% of Spell Power + 225.6% of Nature [ 201.1% of Spell Power ]. Duration refreshed by casting Regrowth or Healing Touch on the target. Lifebloom can be active only on one target at a time Can be cast in Tree of Life Form. Can't be cast in Moonkin Form. Limited to 1 target. Druid - Restoration Spec. 4.5% of Base Mana. 40 yd range. Instant.
    • Swiftmend Instantly heals a friendly target that has an active Rejuvenation or Regrowth effect for [ 1 + 428.5% of Spell Power ]. Can be cast in Tree of Life Form. Can't be cast in Moonkin Form. Druid - Restoration Spec. 21.78% 13% of Base Mana. 40 yd range. Instant. 15 sec cooldown.
    • Wild Growth Heals up to 5 injured party or raid members within 30 yards of the target for [ 7 + 47.4% 40% of Spell Power ] over 7 sec. Healing amount starts high and declines over the duration. Can be cast in Spirit of Redemption. Can't be cast in Shadowform. Druid - Restoration Spec. 44.55% 37.75% of Base Mana. 40 yd range. 1.5 sec cast. 8 sec cooldown.

    Major Glyphs
    • Glyph of Nature's Cure Nature's Cure now has a maximum of 2 charges, but its cooldown is increased by 0 sec. Major Glyph. 4 sec. Major Glyph.

    Hunter (Forums, Talent Calculator)
    • Arcane Shot An instant shot that causes (114% 100% of weapon damage) Arcane damage. Requires Ranged Weapon. 30 Focus. 40 yd range.

    Perks
    • Enhanced Basic Attacks Your pet's basic attacks have a 20% 15% chance to reset the basic attack cooldown and make the next basic attack free.

    Beast Mastery
    • Cobra Strikes Your successful Arcane Shots have a 15% chance to grant you 2 charges 20% chance to grant you a charge of Cobra Strikes. Each charge causes 1 of your pet's Basic Attacks to critically hit. Max 6 charges. Hunter - Beast Mastery Spec.

    Marksmanship
    • Aimed Shot A powerful aimed shot that deals (385% of weapon damage) Physical damage 350% of weapon damage) Physical damage. Castable while moving. Requires Ranged Weapon. Hunter - Marksmanship Spec. 50 Focus. 40 yd range. 2.5 sec cast.

    Survival
    • Explosive Shot You fire an explosive charge into the enemy target, dealing [ 49.7% [ 45.4% of AP ] Fire damage initially and every second for 2 sec. Requires Ranged Weapon. Hunter - Survival Spec. 15 Focus. 40 yd range. Instant. 6 sec cooldown.
    • Serpent Sting Targets hit by your Multi-Shot and Arcane Shot are also afflicted by Serpent Sting, dealing [ 45% [ 35% of AP ] Nature damage over 15 sec. Hunter - Survival Spec.

    Mage (Forums, Talent Calculator)
    Talents
    • Alter Time Alters the fabric of time, returning you to your current location and health when cast a second time, or after 15 10 sec. Effect negated by long distance or death. Mage - LvL 30 Talent. 1% of Base Mana. Instant. 1.5 min cooldown.
    • Kindling Your Fireball, Frostfire Bolt, Pyroblast, and Inferno Blast critical strikes reduce the cooldown remaining on Combustion by 1 sec. Mage - LvL 0 Talent.
    • Meteor Calls down a meteor which lands at the target location after 3 sec until cancelled, dealing [ 1 + 375% of Spell Power ] Fire damage, split evenly between all targets within 8 yards. Also burns the ground, dealing an additional [ 30% of Spell Power ] Fire damage every 1 sec for until cancelled to enemies in the area. Mage - LvL 0 Talent. 1% of Base Mana. 40 yd range. Instant. 45 sec cooldown.

    Fire
    • Fireball Hurls a fiery ball that causes [ 150% [ 165% of Spell Power ] Fire damage. Mage - Fire Spec. 4% of Base Mana. 40 yd range. 2.2 sec cast.
    • Inferno Blast Blasts the enemy for [ 101.3% [ 112.5% of Spell Power ] Fire damage and spreads your Fire damage effects on the target to up to 3 enemies within 10 yards. Inferno Blast will always deal a critical strike. Replaces Fire Blast. Mage - Fire Spec. 2% of Base Mana. 40 yd range. Instant.
    • Pyroblast Hurls an immense fiery boulder that causes [ 210% [ 230% of Spell Power ] Fire damage and an additional [ 39% [ 43% of Spell Power ] Fire damage over 18 sec. Getting two single-target non-periodic Fire critical strikes in a row will make your next Pyroblast instant, cost no mana, and deal 25% additional damage. Mage - Fire Spec. 5% of Base Mana. 40 yd range. 3.5 sec cast.

    Minor Glyphs
    • Condensation Your Mirror Images cast Arcane Blast or Fireball instead of Frostbolt depending on your primary talent tree. Minor Glyph. Instant. Minor Glyph. Instant.
    • Unbound Elemental Your Mirror Images cast Arcane Blast or Fireball instead of Frostbolt depending on your primary talent tree. Minor Glyph. Instant. Minor Glyph. Instant.

    Monk (Forums, Talent Calculator)
    • Blackout Kick (Mistweaver) Eminence healing from this ability heals up to 4 targets for 15% of the damage done. 20% of the damage done.
    • Blackout Kick (Mistweaver) Eminence healing from this ability heals up to 4 targets for 15% of the damage done. 20% of the damage done.
    • Blackout Kick (Mistweaver) Eminence healing from this ability heals up to 4 targets for 15% of the damage done. 20% of the damage done.
    • Eminence When the Monk deals damage, he will heal nearby injured target within 20 yards equal to 35% 50% of the damage done. 100 yd range. Instant.
    • Eminence (Statue) When the Monk deals damage, the summoned Jade Serpent Statue will heal the lowest health nearby target within 20 yards for 35% 50% of the damage done. 100 yd range. Instant.
    • Gift of the Serpent You have a 10% chance when you heal to summon a Healing Sphere nearby an injured ally for 30 sec. Allies who walk through the sphere will be healed for [ 59.36% [ 1 + 75% of Spell Power ]. If the Healing Sphere expires before being used, a nearby ally within 12 yards of the sphere will be healed. Unlimited range. Instant.
    • Gift of the Serpent You have a 10% chance when you heal to summon a Healing Sphere nearby an injured ally for 30 sec. Allies who walk through the sphere will be healed for [ 59.36% [ 1 + 75% of Spell Power ]. If the Healing Sphere expires before being used, a nearby ally within 12 yards of the sphere will be healed. Unlimited range. Instant.
    • Jab 2.4% 2.6% of Base Mana / 45 Energy / 40 Energy / 2.4% of Base Mana. 2.6% of Base Mana.
    • Tiger Strikes Your successful autoattacks and their multistrikes have a 8% chance to increase your multistrike chance by 25% for 8 sec.Inactive while in Stance of the Wise Serpent.

    Talents
    • Ascension Increases your maximum Chi by 1, your Energy regeneration by 10% 20%, and your maximum mana by 10%. Monk - LvL 45 Talent. 15%. Monk - LvL 45 Talent.
    • Chi Brew (Mistweaver) Instantly restores 2 Chi, and generates 2 stacks of Mana Tea. 1 stack of Mana Tea.
    • Chi Explosion Consumes up to 4 Chi to cause the target to explode with Chi energy, causing additional effects based on Chi consumed: 1+ Chi: Heals an ally for [ 1 + 135% 121.5% of Spell Power ] plus [ 1 + 135% 121.5% of Spell Power ] per Chi consumed. 2+ Chi: Causes an additional 50% healing over 6 sec. 3+ Chi: This healing is evenly divided among all allies within 8 yards of the target. 4 Chi: Also summons 8 Healing Spheres in an 8 yard radius ring around the target that last 15 sec. Replaces Blackout Kick. Chi Explosion is Instant and provides different effects while in Stance of the Spirited Crane. Monk - LvL 0 Talent. 1 Chi. 40 yd range. 1.5 sec cast.
    • Pool of Mists Your Renewing Mist spell now has 3 charges and its healing is increased by 15%. Your Rising Sun Kick spell now has 3 charges. Monk - LvL 0 Talent. and its damage is increased by 50%. Monk - LvL 0 Talent.
    • Power Strikes Every 20 Every 15 sec, your next Jab, Spinning Crane Kick, Expel Harm, or Crackling Jade Lightning generates 1 additional Chi, or a Chi Sphere if already at maximum Chi. Monk - LvL 45 Talent.

    Mistweaver
    • Crane Style Techniques You become adept in the ways of the Spirited Crane, amplifying several of your abilities. Vital Mists Each Chi that you consume grants you a stack of Vital Mists, reducing the cast time and mana cost of your next Surging Mist by 20%. Stacks up to 5 times. Lasts 30 sec. Blackout Kick Eminence healing from Blackout Kick heals up to 4 targets for 15% 20% of the damage done. Additionally, Blackout Kick also grants you Crane's Zeal, increasing your critical strike chance by 20% for 20 sec. Crackling Jade Lightning Crackling Jade Lightning channels 150% faster and generates 1 Chi each time it deals damage. Requires Crane Stance. Monk - Mistweaver Spec.
    • Mastery: Gift of the Serpent You have a 10% chance when you heal to summon a Healing Sphere nearby an injured ally for 30 sec. Allies who walk through the sphere will be healed for [ 59.36% [ 1 + 75% of Spell Power ]. If the Healing Sphere expires before being used, a nearby ally within 12 yards of the sphere will be healed. Monk - Mistweaver Spec.
    • Stance of the Spirited Crane Improves the functionality of Surging Mist, Blackout Kick, and Crackling Jade Lightning. While in this stance, you will gain Eminence. Eminence 35% 50% of all damage you deal, including multistrikes, will be converted into healing on an injured ally within 20 yards. Monk - Mistweaver Spec. Instant.
    • Summon Jade Serpent Statue Summons a Jade Serpent Statue at the target location for 15 min. The statue has two passive abilities: Eminence When the Monk deals damage, the summoned Jade Serpent Statue will heal the lowest health nearby target within 20 yards for 35% 50% of the damage done. Serpent's Accord When you cast Soothing Mist, the Jade Serpent Statue will also cast Soothing Mist on an injured ally within 40 yards. Only one statue can be active at a time. Monk - Mistweaver Spec. 40 yd range. Instant. 10 sec cooldown.

    Windwalker
    • Storm, Earth, and Fire Summons an elemental spirit to attack the target. The spirit mirrors your damaging abilities when attacking a target different than your own. Max 2 spirits. A single spirit taxes your body, reducing your damage and its damage by 2% 30%. Two spirits reduce damage by 0% 45%. Spirits last until cancelled or their target dies. Monk - Windwalker Spec. 40 yd range. Instant. 1 sec cooldown.

    Major Glyphs
    • Glyph of Detoxing Detox now has a maximum of 2 charges, but its cooldown is increased by 0 sec. Major Glyph. 4 sec. Major Glyph.

    Paladin (Forums, Talent Calculator)
    • Consecration Deals [ 1 + 13.4% 11% of AP ] Holy damage to enemies within 8 yards. Unlimited range. Instant.
    • Crusader Strike (Holy, Protection) An instant strike that causes (120% 100% of weapon damage) Physical damage.
    • Crusader Strike (Retribution) An instant strike that causes (120% 100% of weapon damage) Physical damage and grants 1 Holy Power.
    • Hammer of the Righteous (Holy, Protection) An instant strike that causes (120% 100% of weapon damage) Physical damage.
    • Hammer of the Righteous (Retribution) An instant strike that causes (120% 100% of weapon damage) Physical damage and grants 1 Holy Power.
    • Holy Shock Blasts the target with Holy energy, causing [ 102% [ 140% of Spell Power ] Holy damage to an enemy, or [ 122.16% [ 140% of Spell Power ] healing to an ally, and granting a charge of Holy Power. 100 yd range. Instant.
    • Holy Shock Blasts the target with Holy energy, causing [ 102% [ 140% of Spell Power ] Holy damage to an enemy, or [ 122.16% [ 140% of Spell Power ] healing to an ally, and granting a charge of Holy Power. 100 yd range. Instant.
    • Judgment (Holy) Causes [ 1 + 60.25% of Spell Power + 72.36% of AP ] Holy damage . 48% of Spell Power + 58% of AP ] Holy damage .
    • Judgment (Protection, Retribution) Causes [ 1 + 60.25% of Spell Power + 72.36% 48% of Spell Power + 58% of AP ] Holy damage and generates 1 Holy Power.
    • Seal of Righteousness Fills you with Holy Light, causing melee attacks to deal 5% weapon of weapon damage) Holy damage to all targets within 8 yards. Unlimited range. Instant.
    • Seal of Truth Fills you with Holy Light, causing melee attacks to deal 12% additional weapon damage as Holy of weapon damage) additional Holy damage and apply Censure to the target. 100 yd range. Instant.

    Talents
    • Beacon of Insight Places a beacon of insight on an ally, increasing their healing received from your next direct single-target heal, or Holy Radiance within 60 sec by 30%. When consumed, or when the target reaches full health, it moves to the most injured ally within 40 yards. Limit 1. Paladin - LvL 0 Talent. 1% of Base Mana. 40 yd range. Instant. 15 sec cooldown.
    • Eternal Flame Consumes up to 3 Holy Power to heal an ally for up to [ 1 + 264.59% of Spell Power ] and an additional [ 1 + 16.03% 10% of Spell Power ] every 2 sec for up to 30 sec. Healing over time increased by 50% when cast on self. Replaces Word of Glory. Paladin - LvL 45 Talent. 1 Holy Power. 40 yd range. 1.5 sec cast. 1 sec cooldown.
    • Selfless Healer Your successful Judgments reduce the cast time and mana cost of your next Flash of Light by 35%, and increase its effect on others by 20% 35%. Stacks up to 3 times. Paladin - LvL 45 Talent.

    Holy
    • Holy Light Heals a friendly target for [ 1 + 222.36% 250% of Spell Power ]. Paladin - Holy Spec. 10.35% of Base Mana. 40 yd range. 2.5 sec cast.
    • Holy Shock Deals [ 102% Deals [ 140% of Spell Power ] Holy damage to an enemy, or [ 122.16% [ 140% of Spell Power ] healing to an ally, and grants 1 Holy Power. Holy Shock has double the normal critical strike chance. Paladin - Holy Spec. 6.4% 7.35% of Base Mana. 40 yd range. Instant. 6 sec cooldown.

    Holy, Protection, Retribution
    • Flash of Light Heals a friendly target for [ 222.36% [ 250% of Spell Power ]. Paladin - Holy, Protection, Retribution Spec. 20.7% 20% of Base Mana. 40 yd range. 1.5 sec cast.

    Protection
    • Avenger's Shield Hurls your shield at an enemy target, dealing [ 2 + 237.6% 133.3% of AP ] Holy damage, interrupting and silencing the target for 3 sec, and then jumping to 2 additional nearby enemies. Requires Shields. Paladin - Protection Spec. 7% of Base Mana. 30 yd range. Instant. 15 sec cooldown.
    • Consecration Consecrates the land beneath you, causing [ 9 + 120.6% 99% of AP ] Holy damage over 9 sec to enemies who enter the area. Paladin - Protection Spec. 7% of Base Mana. Instant. 9 sec cooldown.
    • Holy Wrath Sends bolts of power in all directions, causing [ 1 + 300% 160% of Spell Power ] Holy damage divided among all enemies within 10 yards, stunning Demons and Undead for 3 sec. Paladin - Protection Spec. 5% of Base Mana. Instant. 15 sec cooldown.
    • Shield of the Righteous Instantly slam the target with your shield, causing [ 1 + 297% 160% of AP ] Holy damage, reducing the physical damage you take by [ 25 ] [Min 25, Max 80]% for 3 sec, and causing Bastion of Glory. Bastion of Glory Increases the strength of your Word of Glory when used to heal yourself by 10%. Stacks up to 5 times. Requires Shields. Paladin - Protection Spec. 3 Holy Power. Melee range. Instant. 1.5 sec cooldown.

    Retribution
    • Seal of Justice Fills you with Holy Light, causing melee attacks to deal 10% of weapon damage additional Holy damage and reduce the target's movement speed by 50% for 8 sec. Paladin - Retribution Spec. Instant.
    • Sword of Light Increases the damage you deal with two-handed melee weapons by 25%. Paladin - Retribution Spec. 15%. Paladin - Retribution Spec.

    Priest (Forums, Talent Calculator)
    • Devouring Plague Consumes 3 Shadow Orbs to deal [ 1 + 337.5% 300% of Spell Power ] Shadow damage and then an additional 100% of the initial damage over 6 sec. Heals the caster for 100% of damage done. Instant.
    • Mind Sear Causes an explosion of shadow magic around the target, dealing [ 5 [ 46,250 + 112.5% of Spell Power ] Shadow damage over 5 sec to all enemies within 10 yards around the target. Can be cast in Shadowform. 3% of Base Mana. 40 yd range. 5 sec cast (Channeled).
    • Penance Launches a volley of holy light at the target, causing [ 3 + 302.4% of Spell Power ] Holy damage to an enemy or [ 462.4% [ 600% of Spell Power ] healing to an ally over 2 sec. 40 yd range. Instant.
    • Penance Launches a volley of holy light at the target, causing [ 3 + 302.4% of Spell Power ] Holy damage to an enemy or [ 462.4% [ 600% of Spell Power ] healing to an ally over 2 sec. 40 yd range. Instant.
    • Power Word: Shield (Discipline) Shield a friendly target, absorbing [ 420.1% of Spell Power or 372.4% of Spell Power ] damage. [ 564% of Spell Power + 2 or 500% of Spell Power + 2 ] damage. Also grants you Borrowed Time, reducing the cast time or channel time of your next Priest spell within 6 sec by 15%. causing you to gain 40% more of the Haste stat from all sources for 6 sec.
    • Power Word: Shield (Holy, Shadow) Shield a friendly target, absorbing [ 372.4% of Spell Power ] damage. [ 500% of Spell Power + 2 ] damage.
    • Shadow Word: Pain A word of darkness that causes [ 5 + 52.83% 47.5% of Spell Power ] Shadow damage and an additional 25 Shadow damage over 18 sec. Can be cast in Shadowform. 1% of Base Mana. 40 yd range. Instant.

    Talents
    • Clarity of Purpose Heals an ally for 1, increased by up to 100%, based on how injured the target is. Also heals up to 5 injured allies within 10 yards of the target for the same amount. Replaces Prayer of Healing. Priest - LvL 0 Talent. 4.617% 4.6% of Base Mana. 40 yd range. 2.5 sec cast.
    • Clarity of Will Shields the target with a protective ward, absorbing [ 595.2% [ 600% of Spell Power ] damage within 20 sec. Priest - LvL 0 Talent. 3.15% of Base Mana. 40 yd range. 2.5 sec cast.
    • Surge of Light Your healing spells and Smite have a 10% 8% chance to make your next Flash Heal instant and cost no mana. Can accumulate up to 2 charges. Priest - LvL 45 Talent.
    • Void Entropy Consumes 3 Shadow Orbs to deal [ 20 + 22.5% 37.5% of Spell Power ] Shadow damage over 60 sec. Devouring Plague will refresh this effect to its full 60 sec duration. Priest - LvL 0 Talent. All Shadow Orbs. 40 yd range. 1.5 sec cast.

    Discipline
    • Archangel Consumes your Evangelism, increasing your healing done by 5% for each Evangelism consumed for 18 sec. Priest - Discipline Spec. Instant. 30 sec cooldown.
    • Borrowed Time After casting Power Word: Shield, you gain Borrowed Time, reducing the cast time or channel time of your next Priest spell within 6 sec by 15%. Priest - Discipline Spec. causing you to gain 40% more of the Haste stat from all sources for 6 sec. Priest - Discipline Spec.
    • Enlightenment Name Changed from Critical Strike Attunement to Enlightenment. You Increases the critical effect chance of Prayer of Healing by 10%, and causes you to gain 5% more of the Critical Strike stat from all sources. Priest - Discipline Spec.
    • Penance Launches a volley of holy light at the target, causing [ 3 + 302.4% of Spell Power ] Holy damage to an enemy or [ 462.4% [ 600% of Spell Power ] healing to an ally over 2 sec. Priest - Discipline Spec. 1.2% of Base Mana. 40 yd range. Instant (Channeled). 9 sec cooldown.

    Holy
    • Binding Heal Heals a friendly target and the caster for [ 133% of Spell Power ]. Can be cast in Spirit of Redemption. Can't be cast in Shadowform. Priest - Holy Spec. 1.62% 2.15% of Base Mana. 40 yd range. 1.5 sec cast.
    • Circle of Healing Heals up to 5 injured party or raid members within 30 yards of the target for [ 221.67% [ 1 + 221.67% of Spell Power ]. Can be cast in Spirit of Redemption. Can't be cast in Shadowform. Priest - Holy Spec. 3.564% of Base Mana. 40 yd range. Instant. 12 sec cooldown.
    • Renew (Discipline, Shadow) Heals the target for [ 4 + 253.2% 220% of Spell Power ] over 12 sec.
    • Renew (Holy) Heals the target for [ 1 + 38% 33% of Spell Power ] and then an additional [ 4 + 253.2% 220% of Spell Power ] over 12 sec.
    • Renew 1.53% 1.5% of Base Mana.

    Shadow
    • Devouring Plague Consumes 3 Shadow Orbs to deal [ 1 + 337.5% 300% of Spell Power ] Shadow damage and then an additional 100% of the initial damage over 6 sec. Heals the caster for 100% of damage done. Can be cast in Shadowform. Priest - Shadow Spec. All Shadow Orbs. 40 yd range. Instant.
    • Mind Blast Blasts the target for [ 1 + 207.9% 180% of Spell Power ] Shadow damage and generates 1 Shadow Orbs. Can be cast in Shadowform. Priest - Shadow Spec. 1% of Base Mana. 40 yd range. 1.5 sec cast. 9 sec cooldown.
    • Mind Flay Assault the target's mind with Shadow energy, causing [ 3 + 23.2% 21% of Spell Power ] Shadow damage over 3 sec and slowing their movement speed by 50%. Can be cast in Shadowform. Priest - Shadow Spec. 1% of Base Mana. 40 yd range. 3 sec cast (Channeled).
    • Mind Spike Blasts the target for [ 1 + 92.5% 82.5% of Spell Power ] Shadowfrost damage, but extinguishes your damage over time effects on the target. Can be cast in Shadowform. Priest - Shadow Spec. 0.5% of Base Mana. 40 yd range. 1.5 sec cast.
    • Vampiric Touch Causes [ 5 + 65.25% 58.5% of Spell Power ] Shadow damage over 15 sec. If Vampiric Touch is dispelled, the dispeller flees in Horror for 3 sec. Priest - Shadow Spec. 1.5% of Base Mana. 40 yd range. 1.5 sec cast.

    Rogue (Forums, Talent Calculator)
    • Garrote (Assassination, Combat) Garrote the enemy, silencing them for 3 sec and causing [ 6 + 134.5% [ 9 + 6% of AP ] damage over 18 sec.
    • Garrote (Subtlety) Garrote the enemy, silencing them for 3 sec and causing [ 6 + 134.5% [ 9 + 6% of AP ] damage over 18 sec.
    • Hemorrhage An instant strike that deals (78% of weapon damage) Physical damage (increased 40% if a dagger is equipped), and causes the target to bleed for an additional 100% of the initial [ 3.5% of AP damage over 24 sec. Awards 1 combo points. Replaces Sinister Strike. 30 yd range. Instant.
    • Main Gauche A vicious attack that deals 225% weapon of weapon damage) Physical damage with your off-hand. 30 yd range. Instant.
    • Mutilate Instantly attacks with both weapons for 200% weapon for (200% of weapon damage) Physical damage. Awards 2 combo points. Requires Daggers. Melee range. Instant.
    • Mutilate Off-Hand Instantly attacks with both weapons for 200% weapon for (200% of weapon damage) Physical damage. Awards 2 combo points. Requires Daggers. Melee range. Instant.

    Combat
    • Vitality Increases your Energy regeneration rate by 20% and your Attack Power by 40%. Rogue - Combat Spec. 30%. Rogue - Combat Spec.

    Subtlety
    • Hemorrhage An instant strike that deals (78% of weapon damage) Physical damage (increased 40% if a dagger is equipped), and causes the target to bleed for an additional 100% of the initial [ 3.5% of AP damage over 24 sec. Awards 1 combo points. Replaces Sinister Strike. Requires Melee Weapon. Rogue - Subtlety Spec. 30 Energy. Melee range. Instant.
    • Sinister Calling Increases your total Agility by 15% and you gain 5% more of the Multistrike stat from all sources. When you multistrike with Backstab or Ambush, you also twist the blade, causing all of your Bleed effects to instantly tick an additional time. Rogue - Subtlety Spec. advance by 2 sec, triggering an instant tick. Rogue - Subtlety Spec.

    Major Glyphs
    • Hemorraghing Veins Increases the duration of Sap against non-player targets by 80 sec. Major Glyph. Instant. Major Glyph. Instant.

    Shaman (Forums, Talent Calculator)
    • Ancestral Guidance When the Shaman deals direct damage or healing, 20% of that amount is copied as healing to up to 3 injured allies within 0 yards. Instant. 40 yards. Instant.
    • Earth Shield Protects the target with an earthen shield, increasing the effectiveness of Shaman healing spells on that target by 20%, and causing attacks to heal the shielded target for [ 42% [ 63% of Spell Power ]. 9 charges. Lasts 10 min. This effect can only occur once every few seconds. Earth Shield can only be placed on one target at a time, and only one of your Elemental Shields can be active on you at once. 300 yd range. Instant.
    • Lightning Bolt Elemental, Enhancement: Fires a bolt of lightning at the target, dealing [ 1 + 114.4% of Spell Power ] Nature damage. Restoration: Fires a bolt of lightning at the target, dealing [ 1 + 114.4% of Spell Power ] Nature damage, and restoring 1.25% of maximum mana 1 Nature damage 7.1% of Base Mana. 30 yd range. 2.5 sec cast.
    • Primal Strike An instant weapon strike that causes 100% weapon of weapon damage) Physical damage. Requires Melee Weapon. 9.4% of Base Mana. Melee range. Instant. 8 sec cooldown.
    • Windlash A massive gust of air that deals 100% weapon of weapon damage) Physical damage. 30 yd range. Instant.
    • Windlash Off-Hand A massive gust of air that deals 100% off-hand weapon of weapon damage) Physical damage. 30 yd range. Instant.

    Talents
    • High Tide Your Chain Heal also bounces to up to 3 2 additional targets affected by your Riptide, and no longer diminishes in power with each bounce. Shaman - LvL 0 Talent.

    Elemental
    • Thunderstorm Calls down a bolt of lightning, dealing [ 2 + 34.83% of Spell Power ] Nature damage to all enemies within 10 yards, reducing their movement speed by 0% 40% for 5 sec, and knocking them back from the Shaman. This spell is usable while stunned. Shaman - Elemental Spec. Instant. 45 sec cooldown.

    Enhancement
    • Lava Lash You charge your off-hand weapon with lava, instantly dealing 312% of that weapon's weapon damage) Fire damage to an enemy target and spreading your Flame Shock from the target to up to 6 enemies within 12 yards. Requires Melee Weapon. Shaman - Enhancement Spec. 1% of Base Mana. Melee range. Instant. 10.5 sec cooldown.

    Restoration
    • Chain Heal Heals the friendly target for [ 1 + 81.3% 162.5% of Spell Power ], then jumps to heal the most injured nearby targets. Healing is reduced by 15% 10% after each jump. Heals 4 total targets. Shaman - Restoration Spec. 14.175% 28% of Base Mana. 40 yd range. 2.5 sec cast.
    • Earth Shield Protects the target with an earthen shield, increasing the effectiveness of Shaman healing spells on that target by 20%, and causing attacks to heal the shielded target for [ 42% [ 63% of Spell Power ]. 9 charges. Lasts 10 min. This effect can only occur once every few seconds. Earth Shield can only be placed on one target at a time, and only one of your Elemental Shields can be active on you at once. Shaman - Restoration Spec. 12.6% of Base Mana. 40 yd range. Instant.

    Minor Glyphs
    • Glyph of Elemental Familiars Summons a random Fire, Water, or Nature Earth familiar. Familiars of different types have a tendency to fight each other. Minor Glyph.

    Warlock (Forums, Talent Calculator)
    • Create Healthstone Creates a Healthstone that can be consumed to restore 15% of your maximum 256 health. 5% of Base Mana. 3 sec cast.
    • Unstable Affliction Causes [ 7 + 26.1% 25% of Spell Power ] damage over 14 sec. If dispelled, the dispeller suffers [ 8 + 208.8% 200% of Spell Power ] instant Shadow damage and is silenced for 4 sec. This damage is always a critical strike. 100 yd range. 1.5 sec cast.

    Talents
    • Searing Flames Ember Tap causes 50% more healing, and costs 50% fewer Burning Embers refunds 50% of its Burning Ember cost. Warlock - LvL 15 Talent. 40 yd range.

    Affliction
    • Unstable Affliction Causes [ 7 + 26.1% 25% of Spell Power ] damage over 14 sec. If dispelled, the dispeller suffers [ 8 + 208.8% 200% of Spell Power ] instant Shadow damage and is silenced for 4 sec. This damage is always a critical strike. Warlock - Affliction Spec. 1.5% of Base Mana. 40 yd range. 1.5 sec cast.

    Demonology
    • Mastery: Master Demonologist Increases all damage done by you and your demon servants by 8% 6%. Further increases the damage of your Touch of Chaos, Chaos Wave, Doom, Immolation Aura, and Soul Fire while in Metamorphosis by 16%. Warlock - Demonology Spec. 12%. Warlock - Demonology Spec.
    • Soul Fire (Affliction, Destruction) Burn the enemy's soul, causing [ 1 + 58.13% 42.5% of Spell Power ] Fire damage.
    • Soul Fire (Demonology) Burn the enemy's soul, causing [ 1 + 58.13% 42.5% of Spell Power ] Fire damage and generating 30 Demonic Fury.

    Warrior (Forums, Talent Calculator)
    • Bladestorm Arms: You become a whirling storm of destructive force, striking all nearby targets with your main hand weapon for 90% weapon damage. Fury, Protection: You become a whirling storm of destructive force, striking all nearby targets with your main hand weapon for 60% weapon damage. Instant. of weapon damage) Physical damage. Instant.
    • Bladestorm Off-Hand You become a whirling storm of destructive force, striking all nearby targets with your off-hand weapon for 60% weapon of weapon damage) Physical damage. Requires Melee Weapon. Instant.
    • Opportunity Strike Deals 100% main hand weapon of weapon damage) Physical damage. 10 yd range. Instant.
    • Raging Blow A mighty blow that deals 138% weapon damage from both melee weapons of weapon damage) Physical damage. Requires Melee Weapon. 100 yd range. Instant.
    • Raging Blow Off-Hand A mighty blow that deals 138% weapon damage from both melee weapons of weapon damage) Physical damage. Requires Melee Weapon. 100 yd range. Instant.

    Talents
    • Heavy Repercussions Shield Slam deals 50% additional damage while Shield Block or Shield Charge is active. Warrior - LvL 45 Talent.
    • Slam Slam an opponent, causing (150% 100% of weapon damage) Physical damage. Each consecutive use of Slam increases the damage dealt by 50% and the Rage cost by 100%, stacking up to 2 times for 2 sec. Requires Melee Weapon. Warrior - LvL 45 Talent. 10 Rage. Melee range. Instant.

    Arms
    • Colossus Smash Smashes a target for (400% 140% of weapon damage) Physical damage and causes your attacks to bypass all of their armor for 6 sec. Bypasses less armor on players. Using this ability in Defensive Stance activates Battle Stance. Requires Melee Weapon. Requires Battle Stance. Warrior - Arms Spec. 10 Rage. Melee range. Instant. 20 sec cooldown.
    • Execute Attempt to finish off a foe, causing (100% 150% of weapon damage) Physical damage to the target, and consuming up to 30 additional Rage to deal up to (300% of weapon damage) additional damage. Only usable on enemies that have less than 20% health. Requires Melee Weapon. Warrior - Arms Spec. 10 Rage. Melee range. Instant.
    • Seasoned Soldier While wielding a two-handed melee weapon, all damage dealt is increased by 15% 10%. Requires Two-Handed Axes, Two-Handed Maces, Polearms, Two-Handed Swords. Warrior - Arms Spec.

    Fury
    • Crazed Berserker You are a master of dual-wield combat, able to equip one-handed and two-handed weapons in both hands. You deal 20% 30% additional damage when wielding only one-handed weapons. Your off-hand weapon damage is increased by 25% with two-handed weapons and by 50% with one-handed weapons. Warrior - Fury Spec.
    • Single-Minded Fury When you dual-wield one-handed weapons, all damage is increased by 20% 30%, and your off-hand weapon will deal an additional 20% damage. Increases the damage of Execute by 15%. Requires One-Handed Melee Weapon. Warrior - Fury Spec.

    Fury & Protection
    • Enrage (Arms, Protection) Shield Slam and Devastate critical strikes, critical blocks, and activating Berserker Rage will Enrage you, generating 10 Rage and increasing damage done by 10% for 6 sec. 8 sec.
    • Enrage (Fury) Bloodthirst and Colossus Smash critical strikes, and activating Berserker Rage will Enrage you, generating 10 Rage and increasing damage done by 10% for 6 sec. 8 sec.
    • Execute (Arms, Protection) Attempt to finish off a wounded foe, causing (150% 300% of weapon damage) Physical damage.
    • Execute (Fury) Attempt to finish off a wounded foe, causing (150% 300% of weapon damage) Physical damage with your main-hand and (150% of weapon damage) Physical damage with your off-hand.

    Protection
    • Shield Slam Slam the target with your shield, causing [ AP * (gte(Level, 85) * (2.33) + (gte(Level, 80)) * (0.4) + 0.35 * (1.2)) + 1 0.36 + (gte(Level, 80)) * (0.42) + (gte(Level, 85)) * (2.4)) ;] damage and generating 20 Rage. Critical strikes with Shield Slam cause your next Heroic Strike to cost no Rage and be a critical strike. Requires Shields. Warrior - Protection Spec. Melee range. Instant. 6 sec cooldown.

    Professions
    Alchemy
    • Alchemical Catalyst Produces 10. May also yield Sorcerous Fire and/or Sorcerous Water. Can be performed up to three times in a row, but it takes 24 hours to recover 1 use. May also generate Sorcerous Fire and/or Sorcerous Water. Alchemy. 2 sec cast. Reagents: Frostweed (20), Blackrock Ore (10).
    • Alchemical Catalyst Cooldown resets daily. May also generate Produces 4, plus additional based on Alchemy skill. May also yield Sorcerous Fire and/or Sorcerous Water. Cooldown resets daily. Alchemy. 2 sec cast. 1 sec cooldown. Reagents: Frostweed (20), Blackrock Ore (10).
    • Draenic Agility Flask Alchemy. 1.5 sec cast. Reagents: Alchemical Catalyst, Sorcerous Water, Fireweed (5). 5), Fireweed (5).
    • Draenic Intellect Flask Alchemy. 1.5 sec cast. Reagents: Alchemical Catalyst, Sorcerous Water, Starflower (5). 5), Starflower (5).
    • Draenic Philosopher's Stone Alchemy. 1.5 sec cast. Reagents: Alchemical Catalyst, True Iron Ore. 5), True Iron Ore.
    • Draenic Stamina Flask Alchemy. 1.5 sec cast. Reagents: Alchemical Catalyst, Sorcerous Water, Talador Orchid (5). 5), Talador Orchid (5).
    • Draenic Strength Flask Alchemy. 1.5 sec cast. Reagents: Alchemical Catalyst, Sorcerous Water, Nagrand Arrowbloom (5). 5), Nagrand Arrowbloom (5).
    • Greater Draenic Agility Flask Alchemy. 1.5 sec cast. Reagents: Alchemical Catalyst, Sorcerous Fire, Draenic Agility Flask, Boiling Blood. 5), Sorcerous Water, Draenic Agility Flask (5).
    • Greater Draenic Intellect Flask Alchemy. 1.5 sec cast. Reagents: Alchemical Catalyst, Sorcerous Fire, Draenic Intellect Flask, Brightwater Lily. 5), Sorcerous Fire, Draenic Intellect Flask (5).
    • Greater Draenic Stamina Flask Alchemy. 1.5 sec cast. Reagents: Alchemical Catalyst, Sorcerous Fire, Draenic Stamina Flask, Permafrost Shard. 5), Sorcerous Water, Draenic Stamina Flask (5).
    • Greater Draenic Strength Flask Alchemy. 1.5 sec cast. Reagents: Alchemical Catalyst, Sorcerous Fire, Draenic Strength Flask, Twin-Yolked Egg. 5), Sorcerous Fire, Draenic Strength Flask (5).
    • Transmorphic Tincture Alchemy. 1.5 sec cast. Reagents: Sorcerous Fire, Crescent Oil, Ancient Arrakoa Feather. Crescent Oil, Frostweed (5).

    Blacksmithing
    • Greater Steelforged Essence Blacksmithing. 2 sec cast. Reagents: Truesteel Ingot (10), Sorcerous Fire (10), Savage Blood (10). Tools: Blacksmith Hammer. 200), Sorcerous Fire (40), Savage Blood (15). Tools: Blacksmith Hammer.
    • Greater Truesteel Essence Blacksmithing. 2 sec cast. Reagents: Truesteel Ingot (10), Sorcerous Fire (10), Savage Blood (10). Tools: Blacksmith Hammer. 200), Sorcerous Fire (40), Savage Blood (15). Tools: Blacksmith Hammer.
    • Smoldering Breastplate Blacksmithing. 2 sec cast. Reagents: Truesteel Ingot (5, True Iron Ore (20), Blackrock Ore (20). Tools: Blacksmith Hammer.
    • Smoldering Greaves Blacksmithing. 2 sec cast. Reagents: Truesteel Ingot (5, True Iron Ore (25), Blackrock Ore (25). Tools: Blacksmith Hammer.
    • Smoldering Helm Blacksmithing. 2 sec cast. Reagents: Truesteel Ingot (5, True Iron Ore (10), Blackrock Ore (10). Tools: Blacksmith Hammer.
    • Soul of the Forge (New) Blacksmithing. 2 sec cast. Reagents: Truesteel Ingot (50), Sorcerous Fire (10). Tools: Blacksmith Hammer.
    • Steelforged Dagger Blacksmithing. 2 sec cast. Reagents: Truesteel Ingot (10 100), True Iron Ore (20), Blackrock Ore (20). Tools: Blacksmith Hammer.
    • Steelforged Essence Blacksmithing. 2 sec cast. Reagents: Truesteel Ingot (10), Sorcerous Earth (10), Savage Blood (10). Tools: Blacksmith Hammer. 150), Sorcerous Earth (30), Savage Blood (15). Tools: Blacksmith Hammer.
    • Steelforged Greataxe Blacksmithing. 2 sec cast. Reagents: Truesteel Ingot (10 100), True Iron Ore (20), Blackrock Ore (20). Tools: Blacksmith Hammer.
    • Steelforged Hammer Blacksmithing. 2 sec cast. Reagents: Truesteel Ingot (10 100), True Iron Ore (20), Blackrock Ore (20). Tools: Blacksmith Hammer.
    • Steelforged Saber Blacksmithing. 2 sec cast. Reagents: Truesteel Ingot (10 100), True Iron Ore (20), Blackrock Ore (20). Tools: Blacksmith Hammer.
    • Steelforged Shield Blacksmithing. 2 sec cast. Reagents: Truesteel Ingot (10 100), True Iron Ore (20), Blackrock Ore (20). Tools: Blacksmith Hammer.
    • Truesteel Armguards Blacksmithing. 2 sec cast. Reagents: Truesteel Ingot (10 100), Raw Beast Hide. Tools: Blacksmith Hammer.
    • Truesteel Boots Blacksmithing. 2 sec cast. Reagents: Truesteel Ingot (10 100), Sumptuous Fur (2). Tools: Blacksmith Hammer.
    • Truesteel Breastplate Blacksmithing. 2 sec cast. Reagents: Truesteel Ingot (10 100), Raw Beast Hide (10). Tools: Blacksmith Hammer.
    • Truesteel Essence Blacksmithing. 2 sec cast. Reagents: Truesteel Ingot (10), Sorcerous Earth (10), Savage Blood (10). Tools: Blacksmith Hammer. 150), Sorcerous Earth (30), Savage Blood (15). Tools: Blacksmith Hammer.
    • Truesteel Gauntlets Blacksmithing. 2 sec cast. Reagents: Truesteel Ingot (10 100), Sumptuous Fur (2). Tools: Blacksmith Hammer.
    • Truesteel Greaves Blacksmithing. 2 sec cast. Reagents: Truesteel Ingot (10 100), Sumptuous Fur (4). Tools: Blacksmith Hammer.
    • Truesteel Grinder Blacksmithing. 2 sec cast. Reagents: Truesteel Ingot (10), Ancient Moonwillow Leaf. Tools: Blacksmith Hammer. 100). Tools: Blacksmith Hammer.
    • Truesteel Helm Blacksmithing. 2 sec cast. Reagents: Truesteel Ingot (10 100), True Iron Ore (5). Tools: Blacksmith Hammer.
    • Truesteel Ingot Cooldown resets daily. May also generate Produces 4, plus additional based on Blacksmithing skill. May also yield Sorcerous Fire and/or Sorcerous Earth. Cooldown resets daily. Blacksmithing. 2 sec cast. 1 sec cooldown. Reagents: True Iron Ore (20), Blackrock Ore (10). Tools: Blacksmith Hammer.
    • Truesteel Ingot Produces 10. May also yield Sorcerous Fire and/or Sorcerous Earth. Can be performed up to three times in a row, but it takes 24 hours to recover 1 use. May also generate Sorcerous Fire and/or Sorcerous Earth. Blacksmithing. 2 sec cast. Reagents: True Iron Ore (20), Blackrock Ore (10). Tools: Blacksmith Hammer.
    • Truesteel Pauldrons Blacksmithing. 2 sec cast. Reagents: Truesteel Ingot (10 100), True Iron Ore (10). Tools: Blacksmith Hammer.
    • Truesteel Reshaper Blacksmithing. 2 sec cast. Reagents: Truesteel Ingot (10), Ancient Moonwillow Leaf. Tools: Blacksmith Hammer. 100). Tools: Blacksmith Hammer.
    • Truesteel Waistguard Blacksmithing. 2 sec cast. Reagents: Truesteel Ingot (10 100), Sumptuous Fur (3). Tools: Blacksmith Hammer.

    Cooking
    • Cooking Fire Builds a campfire that increases the spirits of those nearby by 4 and allows cooking. Cooking. 3 yd range. 2 sec cast. 5 min cooldown.

    Enchanting
    • Illusion: Agility Makes a Makes your weapon appear as if it were enchanted with Agility. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
    • Illusion: Battlemaster Makes a Makes your weapon appear as if it were enchanted with Battlemaster. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
    • Illusion: Berserking Makes a Makes your weapon appear as if it were enchanted with Berserking. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
    • Illusion: Butterflies Makes a Makes your weapon appear as if it were enchanted with Butterflies. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
    • Illusion: Crusader Makes a Makes your weapon appear as if it were enchanted with Crusader. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
    • Illusion: Earthliving Makes a Makes your weapon appear as if it were enchanted with Earthliving Weapon. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
    • Illusion: Elemental Force Makes a Makes your weapon appear as if it were enchanted with Elemental Force. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
    • Illusion: Executioner Makes a Makes your weapon appear as if it were enchanted with Executioner. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
    • Illusion: Fiery Weapon Makes a Makes your weapon appear as if it were enchanted with Fiery Weapon. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
    • Illusion: Flametongue Makes a Shaman's soulbound Makes your weapon appear as if it were enchanted with Flametongue Weapon. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
    • Illusion: Frostbrand Makes a Makes your weapon appear as if it were enchanted with Frostbrand Weapon. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
    • Illusion: Hidden Makes a Makes your weapon appear as if it were not enchanted. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
    • Illusion: Jade Spirit Makes a Makes your weapon appear as if it were enchanted with Jade Spirit. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
    • Illusion: Landslide Makes a Makes your weapon appear as if it were enchanted with Landslide. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
    • Illusion: Lifestealing Makes a Makes your weapon appear as if it were enchanted with Lifestealing. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
    • Illusion: Mending Makes a Makes your weapon appear as if it were enchanted with Mending. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
    • Illusion: Mongoose Makes a Makes your weapon appear as if it were enchanted with Mongoose. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
    • Illusion: Poisoned Makes a Makes your weapon appear as if it were dripping with Poison. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
    • Illusion: Power Torrent Makes a Makes your weapon appear as if it were enchanted with Power Torrent. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
    • Illusion: River's Song Makes a Makes your weapon appear as if it were enchanted with River's Song. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
    • Illusion: Rockbiter Makes a Makes your weapon appear as if it were enchanted with Rockbiter Weapon. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
    • Illusion: Spellsurge Makes a Makes your weapon appear as if it were enchanted with Spellsurge. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
    • Illusion: Striking Makes a Makes your weapon appear as if it were enchanted with Striking. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
    • Illusion: Unholy Makes a Makes your weapon appear as if it were enchanted with Unholy. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
    • Illusion: Windfury Makes a Makes your weapon appear as if it were enchanted with Windfury Weapon. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. Enchanting. 3 sec cast. Reagents: Draenic Dust (5).
    • Mark of Shadowmoon Permanently enchants a melee weapon to sometimes increase Spirit by 500 for 15 sec. Effect can only occur when you are below 50% mana. Enchanting. 1.5 sec cast. Reagents: Draenic Dust (5). Tools: Runed Copper Rod.
    • Remove Illusion (New) Removes any enchantment illusions from your weapon. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Wands. Enchanting. 3 sec cast.
    • Secret of Draenor Enchanting (New) Enchanting. 1.5 sec cast. Reagents: Temporal Crystal.

    Engineering

    Inscription
    • Draenor Merchant Order Name Changed from Forged Documents to Draenor Merchant Order. Makes two forged bills of sale. Combine two identical bills to create a valuable Merchant Order. 3.5 sec cast. Reagents: Warbinder's Ink (3). Merchant Orders can be used to trick vendors into giving you gold. Inscription. 3.5 sec cast. Reagents: Light Parchment (2), Warbinder's Ink (2).
    • Secret of Draenor Inscription (New) Inscription. 5 sec cast. Reagents: Light Parchment (40), War Paints (22). Tools: Virtuoso Inking Set.

    Jewelcrafting
    • Critical Strike Taladite Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal, Sorcerous Earth, Fireweed (5). Tools: Jeweler's Kit.
    • Glowing Blackrock Band Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal, 5), Blackrock Ore (5). Tools: Jeweler's Kit.
    • Glowing Iron Band Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal, 5), True Iron Ore (5). Tools: Jeweler's Kit.
    • Glowing Iron Choker Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal, 5), True Iron Ore (10). Tools: Jeweler's Kit.
    • Glowing Taladite Pendant Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal (10 100), Blackrock Ore (10), True Iron Ore (10). Tools: Jeweler's Kit.
    • Glowing Taladite Ring Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal (10 100), Blackrock Ore (10), True Iron Ore (10). Tools: Jeweler's Kit.
    • Greater Critical Strike Taladite Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal (10 50), Sorcerous Air (10), Fireweed (5), Boiling Blood. Tools: Jeweler's Kit. Tools: Jeweler's Kit.
    • Greater Haste Taladite Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal (10 50), Sorcerous Air (10), Frostweed (5), Shadow Dew. Tools: Jeweler's Kit. Tools: Jeweler's Kit.
    • Greater Mastery Taladite Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal (10 50), Sorcerous Air (10), Starflower (5), Brightwater Lily. Tools: Jeweler's Kit. Tools: Jeweler's Kit.
    • Greater Multistrike Taladite Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal (10 50), Sorcerous Air (10), Nagrand Arrowbloom (5), Twin-Yolked Egg. Tools: Jeweler's Kit. Tools: Jeweler's Kit.
    • Greater Stamina Taladite Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal (10 50), Sorcerous Air (10), Talador Orchid (5), Permafrost Shard. Tools: Jeweler's Kit. Tools: Jeweler's Kit.
    • Greater Taladite Amplifier Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal (10), Sorcerous Earth (10), Giant Rylak Claw. Tools: Jeweler's Kit. 200), Sorcerous Earth (40). Tools: Jeweler's Kit.
    • Greater Versatility Taladite Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal (10 50), Sorcerous Air (10), Gorgrond Flytrap (5), Starspeckle Mushroom. Tools: Jeweler's Kit. Tools: Jeweler's Kit.
    • Haste Taladite Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal, Sorcerous Earth, Frostweed (5). Tools: Jeweler's Kit.
    • Mastery Taladite Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal, Sorcerous Earth, Starflower (5). Tools: Jeweler's Kit.
    • Multistrike Taladite Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal, Sorcerous Earth, Nagrand Arrowbloom (5). Tools: Jeweler's Kit.
    • Prismatic Focusing Lens Jewelcrafting. 1.5 sec cast. Reagents: Sorcerous Earth (10). Tools: Jeweler's Kit. Tools: Jeweler's Kit.
    • Reflecting Prism Jewelcrafting. 1.5 sec cast. Reagents: Sorcerous Fire (10). Tools: Jeweler's Kit. Tools: Jeweler's Kit.
    • Shifting Blackrock Band Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal, 5), Blackrock Ore (5). Tools: Jeweler's Kit.
    • Shifting Iron Band Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal, 5), True Iron Ore (5). Tools: Jeweler's Kit.
    • Shifting Iron Choker Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal, 5), True Iron Ore (10). Tools: Jeweler's Kit.
    • Shifting Taladite Pendant Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal (10 100), Blackrock Ore (10), True Iron Ore (10). Tools: Jeweler's Kit.
    • Shifting Taladite Ring Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal (10 100), Blackrock Ore (10), True Iron Ore (10). Tools: Jeweler's Kit.
    • Stamina Taladite Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal, Sorcerous Earth, Talador Orchid (5). Tools: Jeweler's Kit.
    • Taladite Amplifier Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal (10), Sorcerous Earth (10), Black Saberon Fang. Tools: Jeweler's Kit. 150), Sorcerous Earth (30). Tools: Jeweler's Kit.
    • Taladite Crystal Cooldown resets daily. May also generate Produces 4, plus additional based on Jewelcrafting skill. May also yield Sorcerous Earth and/or Sorcerous Air. Cooldown resets daily. Jewelcrafting. 1.5 sec cast. 1 sec cooldown. Reagents: Blackrock Ore (20), True Iron Ore (10). Tools: Jeweler's Kit.
    • Taladite Crystal Produces 10. May also yield Sorcerous Earth and/or Sorcerous Air. Can be performed up to three times in a row, but it takes 24 hours to recover 1 use. May also generate Sorcerous Earth and/or Sorcerous Air. Jewelcrafting. 1.5 sec cast. Reagents: Blackrock Ore (20), True Iron Ore (10). Tools: Jeweler's Kit.
    • Taladite Recrystalizer Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal (3), True Iron Ore (10), Permafrost Shard. Tools: Jeweler's Kit. Tools: Jeweler's Kit.
    • Versatility Taladite Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal, Sorcerous Earth, Gorgrond Flytrap (5). Tools: Jeweler's Kit.
    • Whispering Blackrock Band Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal, 5), Blackrock Ore (5). Tools: Jeweler's Kit.
    • Whispering Iron Band Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal, 5), True Iron Ore (5). Tools: Jeweler's Kit.
    • Whispering Iron Choker Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal, 5), True Iron Ore (10). Tools: Jeweler's Kit.
    • Whispering Taladite Pendant Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal (10 100), Blackrock Ore (10), True Iron Ore (10). Tools: Jeweler's Kit.
    • Whispering Taladite Ring Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal (10 100), Blackrock Ore (10), True Iron Ore (10). Tools: Jeweler's Kit.

    Leatherworking
    • Brilliant Burnished Cloak Leatherworking. 2 sec cast. Reagents: Burnished Leather (10), Draenic Intellect Potion. 100), Draenic Intellect Potion.
    • Burnished Essence Leatherworking. 2 sec cast. Reagents: Burnished Leather (10), Sorcerous Water (10), Savage Blood (10), Shadow Dew. 150), Sorcerous Water (30), Savage Blood (15).
    • Burnished Inscription Bag Leatherworking. 2 sec cast. Reagents: Burnished Leather (10), Sorcerous Air (5). 50), Sorcerous Air (10).
    • Burnished Leather Produces 10. May also yield Sorcerous Earth and/or Sorcerous Water. Can be performed up to three times in a row, but it takes 24 hours to recover 1 use. May also generate Sorcerous Earth and/or Sorcerous Water. Leatherworking. 1.5 sec cast. Reagents: Raw Beast Hide (20).Gorgrond Flytrap (10).
    • Burnished Leather Cooldown resets daily. May also generate Produces 4, plus additional based on Leatherworking skill. May also yield Sorcerous Earth and/or Sorcerous Water. Cooldown resets daily. Leatherworking. 1.5 sec cast. 1 sec cooldown. Reagents: Raw Beast Hide (20).Gorgrond Flytrap (10).
    • Burnished Leather Bag Leatherworking. 2 sec cast. Reagents: Burnished Leather (10), Sorcerous Earth (5). 50), Sorcerous Earth (10).
    • Burnished Mining Bag Leatherworking. 2 sec cast. Reagents: Burnished Leather (10), Sorcerous Earth (5). 50), Sorcerous Earth (10).
    • Greater Burnished Essence Leatherworking. 2 sec cast. Reagents: Burnished Leather (10), Sorcerous Water (10), Savage Blood (10), Ancient Moonwillow Leaf. 200), Sorcerous Water (40), Savage Blood (15).
    • Journeying Helm Leatherworking. 2 sec cast. Reagents: Burnished Leather, Raw Beast Hide (10). 5), Raw Beast Hide (10).
    • Journeying Robes Leatherworking. 2 sec cast. Reagents: Burnished Leather, Raw Beast Hide (20). 5), Raw Beast Hide (20).
    • Journeying Slacks Leatherworking. 2 sec cast. Reagents: Burnished Leather, Raw Beast Hide (25). 5), Raw Beast Hide (25).
    • Leather Refurbishing Kit Leatherworking. 2 sec cast. Reagents: Burnished Leather (3), Raw Beast Hide (10), Ancient Arrakoa Feather. 5), Raw Beast Hide (10).
    • Nimble Burnished Cloak Leatherworking. 2 sec cast. Reagents: Burnished Leather (10), Draenic Agility Potion. 100), Draenic Agility Potion.
    • Powerful Burnished Cloak Leatherworking. 2 sec cast. Reagents: Burnished Leather (10), Draenic Strength Potion. 100), Draenic Strength Potion.
    • Riding Harness Leatherworking. 2 sec cast. Reagents: Burnished Leather (15), Sorcerous Air (10). 100), Sorcerous Air (20).
    • Supple Boots Leatherworking. 2 sec cast. Reagents: Burnished Leather (10), Sumptuous Fur (2). 100), Sumptuous Fur (2).
    • Supple Bracers Leatherworking. 2 sec cast. Reagents: Burnished Leather (10), Raw Beast Hide. 100), Raw Beast Hide.
    • Supple Gloves Leatherworking. 2 sec cast. Reagents: Burnished Leather (10), Sumptuous Fur (2). 100), Sumptuous Fur (2).
    • Supple Helm Leatherworking. 2 sec cast. Reagents: Burnished Leather (10), True Iron Ore (5). 100), True Iron Ore (5).
    • Supple Leggings Leatherworking. 2 sec cast. Reagents: Burnished Leather (10), Sumptuous Fur (4). 100), Sumptuous Fur (4).
    • Supple Shoulderguards Leatherworking. 2 sec cast. Reagents: Burnished Leather (10), True Iron Ore (10). 100), True Iron Ore (10).
    • Supple Vest Leatherworking. 2 sec cast. Reagents: Burnished Leather (10), Raw Beast Hide (10). 100), Raw Beast Hide (10).
    • Supple Waistguard Leatherworking. 2 sec cast. Reagents: Burnished Leather (10), Sumptuous Fur (3). 100), Sumptuous Fur (3).
    • Traveling Helm Leatherworking. 2 sec cast. Reagents: Burnished Leather, Raw Beast Hide (10). 5), Raw Beast Hide (10).
    • Traveling Leggings Leatherworking. 2 sec cast. Reagents: Burnished Leather, Raw Beast Hide (25). 5), Raw Beast Hide (25).
    • Traveling Tunic Leatherworking. 2 sec cast. Reagents: Burnished Leather, Raw Beast Hide (20). 5), Raw Beast Hide (20).
    • Wayfaring Belt Leatherworking. 2 sec cast. Reagents: Burnished Leather (10), Sumptuous Fur (3). 100), Sumptuous Fur (3).
    • Wayfaring Boots Leatherworking. 2 sec cast. Reagents: Burnished Leather (10), Sumptuous Fur (2). 100), Sumptuous Fur (2).
    • Wayfaring Bracers Leatherworking. 2 sec cast. Reagents: Burnished Leather (10), Raw Beast Hide. 100), Raw Beast Hide.
    • Wayfaring Gloves Leatherworking. 2 sec cast. Reagents: Burnished Leather (10), Sumptuous Fur (2). 100), Sumptuous Fur (2).
    • Wayfaring Helm Leatherworking. 2 sec cast. Reagents: Burnished Leather (10), True Iron Ore (5). 100), True Iron Ore (5).
    • Wayfaring Leggings Leatherworking. 2 sec cast. Reagents: Burnished Leather (10), Sumptuous Fur (4). 100), Sumptuous Fur (4).
    • Wayfaring Shoulderguards Leatherworking. 2 sec cast. Reagents: Burnished Leather (10), True Iron Ore (10). 100), True Iron Ore (10).
    • Wayfaring Tunic Leatherworking. 2 sec cast. Reagents: Burnished Leather (10), Raw Beast Hide (10). 100), Raw Beast Hide (10).

    Tailoring
    • Brilliant Hexweave Cloak Tailoring. 2 sec cast. Reagents: Hexweave Cloth (10), Draenic Intellect Potion. 100), Draenic Intellect Potion.
    • Creeping Carpet Tailoring. 2 sec cast. Reagents: Hexweave Cloth (30), Sorcerous Air (20). 100), Sorcerous Air (20).
    • Elekk Plushie Tailoring. 2 sec cast. Reagents: Hexweave Cloth (15), Sorcerous Earth (10). 50), Sorcerous Earth (10).
    • Greater Hexweave Essence Tailoring. 2 sec cast. Reagents: Hexweave Cloth (10), Sorcerous Water (10), Savage Blood (10), Ancient Moonwillow Leaf. 200), Sorcerous Water (40), Savage Blood (15).
    • Hexweave Bag Tailoring. 2 sec cast. Reagents: Hexweave Cloth (10), Sorcerous Earth (5). 50), Sorcerous Earth (10).
    • Hexweave Belt Tailoring. 2 sec cast. Reagents: Hexweave Cloth (10), Raw Beast Hide (3). 100), Raw Beast Hide (3).
    • Hexweave Bracers Tailoring. 2 sec cast. Reagents: Hexweave Cloth (10), Sumptuous Fur. 100), Sumptuous Fur.
    • Hexweave Cloth Produces 10. May also yield Sorcerous Water and/or Sorcerous Air. Can be performed up to three times in a row, but it takes 24 hours to recover 1 use. May also generate Sorcerous Fire and/or Sorcerous Air. Tailoring. 2 sec cast. Reagents: Sumptuous Fur (20), Gorgrond Flytrap (10).
    • Hexweave Cloth Cooldown resets daily. May also generate Sorcerous Fire and/or Sorcerous Air Produces 4, plus additional based on Tailoring skill. May also yield Sorcerous Water and/or Sorcerous Air. Cooldown resets daily. Tailoring. 2 sec cast. 1 sec cooldown. Reagents: Sumptuous Fur (20), Gorgrond Flytrap (10).
    • Hexweave Cowl Tailoring. 2 sec cast. Reagents: Hexweave Cloth (10), True Iron Ore (5). 100), True Iron Ore (5).
    • Hexweave Embroidery Tailoring. 2 sec cast. Reagents: Hexweave Cloth (3), Sumptuous Fur (10), Ancient Arrakoa Feather. 5), Sumptuous Fur (10).
    • Hexweave Essence Tailoring. 2 sec cast. Reagents: Hexweave Cloth (10), Sorcerous Water (10), Savage Blood (10), Shadow Dew. 150), Sorcerous Water (30), Savage Blood (15).
    • Hexweave Gloves Tailoring. 2 sec cast. Reagents: Hexweave Cloth (10), Raw Beast Hide (2). 100), Raw Beast Hide (2).
    • Hexweave Leggings Tailoring. 2 sec cast. Reagents: Hexweave Cloth (10), Raw Beast Hide (4). 100), Raw Beast Hide (4).
    • Hexweave Mantle Tailoring. 2 sec cast. Reagents: Hexweave Cloth (10), True Iron Ore (10). 100), True Iron Ore (10).
    • Hexweave Robe Tailoring. 2 sec cast. Reagents: Hexweave Cloth (10), Sumptuous Fur (10). 100), Sumptuous Fur (10).
    • Hexweave Slippers Tailoring. 2 sec cast. Reagents: Hexweave Cloth (10), Raw Beast Hide (2). 100), Raw Beast Hide (2).
    • Nimble Hexweave Cloak Tailoring. 2 sec cast. Reagents: Hexweave Cloth (10), Draenic Agility Potion. 100), Draenic Agility Potion.
    • Powerful Hexweave Cloak Tailoring. 2 sec cast. Reagents: Hexweave Cloth (10), Draenic Strength Potion. 100), Draenic Strength Potion.
    • Sumptuous Cowl Tailoring. 2 sec cast. Reagents: Hexweave Cloth, Sumptuous Fur (10). 5), Sumptuous Fur (10).
    • Sumptuous Leggings Tailoring. 2 sec cast. Reagents: Hexweave Cloth, Sumptuous Fur (25). 5), Sumptuous Fur (25).
    • Sumptuous Robes Tailoring. 2 sec cast. Reagents: Hexweave Cloth, Sumptuous Fur (20). 5), Sumptuous Fur (20).



    New Character Models
    Originally Posted by Blizzard (Blue Tracker / Official Forums)
    I just wanted to confirm that this build will have 5 new Player Character Models. Troll Male and Female, Human Male, Tauren Female, and Night Elf Male.

    We've mentioned this before when models are first shown to you folks in beta, but I wanted to stress this point again: These models are a Work-In Progress. Things will not be perfect, and our QA testing of these models (and the subsequent bug fixes) are not yet complete.

    I do hope you enjoy the models and give constructive feedback as appropriate, but please keep this is mind when looking at the models today.


  • Dev Interviews, Upcoming Beta Build and Tech Blog, Drake Collector, Blue Tweets, DLC
    Patch 2.1 Philosophy, Dev Stream Tomorrow, Trial Rift Changes, Josh Mosqueira's UEE, Crazy Nemesis

    Frostwyrm Lair Deck Guides, Desk Spotlight: Legendeath Rogue, Naxxramas T-Shirt Giveaway, Card Clarification Blues

    Hero Rotation For August 19, Failed Shop Purchases Stealing Gold

    Warlords of Draenor - Developer Interviews
    MamyTwink had the opportunity to talk to Tom Chilton at Gamescom and we have summarized the more important parts of the interview below.


    Warlords Content
    • There is a level 100 content area in every zone. It is similar to Timeless Isle, but also includes "chapter quests" that provide an ongoing story over several weeks.
    • Reputations in Warlords won't reward as many epic items as before, but you can still earn reputation with various factions for some rewards. It won't be anything like the Mists of Pandaria reputation grinds.
    • The Iron Horde will be the main enemy throughout the expansion, but they change somewhat throughout the expansion.
    • There will be an increased Legion presence by the end of the expansion.

    Future Plans
    • Tanaan Jungle will be in a content patch. It contains the Grommash Hellscream raid, as well as some outdoor world content.
    • At some point the team would like to add new character customization options, but right now they are working on making the new models similar to the old ones as closely as possible.
    • Cosmetic class items are still on track, but won't be released with Warlords launch. They will most likely be released a few at a time throughout the expansion and beyond.

    Timelines
    • The alternative timeline is mostly being used to allow players to experience a setting they wouldn't normally be able to see in WoW.
    • At some point in the future in another expansion they could explore the Ogre continent from Draenor.
    • We won't see an alternative timeline version of Azeroth.


    Warlords of Draenor - Drake Collector Achievement
    Jonathan LeCraft shared another upcoming achievement recently, along with the reward: the Emerald Drake. He also noted that soloing Deathwing for the Blazing Drake will be possible. Several of these mounts are fairly rare drops, with some as low as a 1% drop rate.

    Also of note, the Sandstone Drake requirement has been replaced by the Purple Netherwing Drake.



    Upcoming Beta Build
    Originally Posted by Blizzard (Blue Tracker / Official Forums)
    Greetings All!

    The Beta realms will be coming down for maintenance tomorrow morning (Thursday, 8/21) in order to deploy a new build. I'll be updating this thread with information and time estimates as I receive them. We hope to finish realm maintenance on all realms before our "Play with the Blues" event at 3:00 pm PDT (except for the Level 100 PvE Beta Realm which will stay down a bit longer),

    Starting this thread pretty early to give you folks a heads up

    I'll be leaving this thread open for general discussion as long as people remain civil and follow forum rules.

    Upcoming Tech Blog
    Players with beta access may have noticed that the old MSAA option is now gone. In its place is FXAA and CMAA options. These offer reduced jaggniess at less of a performance cost than MSAA, but tend to result in somewhat blurrier images. From the tweets so far, it seems like this may have been a necessary change





    Play With the Blues - Thursday Aug 21
    Originally Posted by Blizzard (Blue Tracker / Official Forums)
    It’s time to play with Blues on the Beta realms! Help us put the Premade Groups feature through its paces by creating and joining lots of Dungeon and 3v3 Arena groups. During the playtest, you’ll have a chance to encounter members of the Warcraft Development Team like Watcher, Celestalon, and Holinka, in addition to QA, CS, and CM team members as we join you for a Dungeon run or Arena match.

    What: Create Premade Groups, run Dungeons, and 3v3 Arena groups with Blizzard employees!
    When: Thursday, August 21, 2014 from 03:00 PM to 05:00 PM PDT.
    Where: Level 100 PvE and Level 100 PvP Beta realms
    How you’ll know they’re a Blue: Blizzard employees will be in a guild called Blizzard Alliance or Blizzard Horde respectively for the duration of the event.

    How to create a Premade Group:
    • For Dungeons, access the Group Finder pane (bound to I key by default.)
    • Select Premade Groups --> Dungeons --> Find a Group or Start a GroupOr
    • For Arenas, access the Player vs. Player pane (bound to H key by default.)
    • Select Premade Groups --> Arenas --> Find a Group or Start a Group (3v3)

    If you want to learn more about improvements to Group Finder in Warlords of Draenor; check out Premade Groups: Looking for Adventure.

    For information on how to create a level-100 template character, submitting a bug report, or suggestion; check out Welcome to the Beta Test: PLEASE READ!

    Good, wholesome fun for the whole family! We look forward to grouping with you.

    After the Playtest
    We want to hear from you! Give us your feedback on the relevant Beta forums after the playtest event.

    • Feedback on DungeonsBeta Dungeons & Raids forum with a separate thread available for each dungeon and difficulty mode (Normal/Heroic).
    • Feedback on PvP (3v3 Arenas) – Beta PvP forum
    • Feedback on Premade Groups – We'll create a thread to collect feedback on the Premade Group tool.

    Blue Tweets
    Originally Posted by Blizzard Entertainment
    Racials
    Why keep racials? Why not just give us a pool of racials to choose from so we can play the race we want over obligatory min/max?
    Because at its heart, WoW is a fantasy roleplaying game. Min/Maxing becomes a lot less "obligatory" with trivial differences. (Celestalon)

    Classes
    Question: Since absorbs cause problems for healers (Disc priests), why not change absorbs to % incoming damage reduction?
    That's an extremely different thing, would be cause way more problems. Regardless, absorbs don't cause problems like that in WoD (Celestalon)
    It's just not the snipe-heavy world where absorbs were king, anymore. (Celestalon)

    What is the design goal of glyphs in WoD? Seeing a lot of glyphs with small dps benefits.
    Small *situational* DPS gains are fine. Sometimes that situation may be rather broad, such as "When there's cleave" though. (Celestalon)

    Celestalon, do you understand what RNG stands for? It stands for RANDOM, when is RANDOM reliable? What drugs are you on?
    When it's extremely common and there are tons of chances. That's when. (Celestalon)

    Druid (Forums / Skills / WoD Talent Calculator)
    Whoever came up with glyph of flap needs a raise. Moonkin form only?
    Yes. (Celestalon)

    Any hope for a female Claws of Shervallah model in the future or will the gals be stuck with a male body builders physique?
    It's something we're considering for the future, but weren't able to get in for 6.0. (Celestalon)

    Hunter (Forums / Skills / WoD Talent Calculator)
    Any chance of ever seeing Mountable Hunter Pets / Tameable Mounts? Seeing lots of good looking models usable for both.
    Super cool idea, requires a lot of tech to get it working right, maybe sometime! (Muffinus)

    Shaman (Forums / Skills / WoD Talent Calculator)
    Please, tell something about Stormstrike with 2-handed weapons, i'm worried about it very much.
    We have no current plans to bring back 2H Enhancement. Sorry. (Celestalon)
    But why did you change requirements for Stormstrike? We have been able to cast it with 2-hand at least 6 years, why it over?
    To reduce confusion. It was a trap. (Celestalon)

    Warrior (Forums / Skills / WoD Talent Calculator)
    Really, what is the point of forced CD from Defensive Stance? Can we get just a bit of feedback?
    The point is so that defensive abilities (Devastate/Revenge) don't become filler abilities during empty GCDs while DPSing. (Celestalon)
    If just you make Dev/Rev do shit damage but really high threat nobody would bother swapping stances to use them for DPS. Win-Win
    That's not true. "shit" damage is better than zero damage. (Celestalon)

    well D stance is now uselss... so what is a DK's down side to Blood prez?
    A big DPS loss and in the case of Unholy movement speed. The other presences do have benefits. (holinka)
    since Dks existed sitting in blood prez doesn't really effect them as much as you think.
    It's a DPS loss and a movement speed loss. (holinka)
    and frost dks don't lose much either... Not trying to be rude but have you actually pvped in the 2k+ bracket?
    Do you even 2k bro? (holinka)
    lol a dev with some humor, the sad part is I'm being serious... Dk can sit in BP and still pit out offensive pressure
    they can still put out pressure, but it's less pressure. Arguably this is even more the case for Frost. (holinka)

    Character / Items
    Will there be any time soon more vanity xmog ítems such as Jewel of the Firelord and friends? That'd be cool
    Some, but we're a bit concerned about overloading bagspace before a better system is implemented (Muffinus)

    Warlords of Draenor Stats
    Do u mean they're back to just agi/str/int increases again?
    Flasks are back to primary stats. All of the others are still secondary stats. (Celestalon)

    If its that easy, then askmrrobot will change from "enchant/gem/forge this to that" to "eat/enchant/gem" Still same
    Perhaps... Except the directions will amount to "Get Haste" instead of two dozen specific reforge/gem lines. (Celestalon)

    How? I'm not saying removing reforging is good/bad, I just want to know how you can stack a specific stat MORE w/o.
    Two cases to consider: Typical, and Ideal.Typical: 40% of secondaries in BestStat, 25% / 15% / 15% / 5% in other secondaries. (Celestalon)
    In Mists, you'd reforge that to 44% / 35% / 9% / 9% / 3%.In Warlords, you'd enchant/food/gem to 50% / 21% / 13% / 13% / 4%. (Celestalon)
    And Ideal is super simple. In that case, every item has your best stat, so reforging did nothing. Enchants are pure upgrade. (Celestalon)
    what if i want a stat than is not my attunemented stat? lets say... mastery for a resto druid?
    Then great, stack that. This doesn't limit that in any way. (Celestalon)

    Versatility can you honestly say this it plays a part? You will never prio it with its bad ratio, reign that in pls instead.
    I don't understand what you're asking, but yes, Versatility will be valuable. (Celestalon)
    How will it be valuable? Would prioritize it or do you force us to. Wont beat your attuned stats nor will it be with #2 stat
    It will be valuable where its hybridity is useful, especially the damage reduction. (Celestalon)
    So a secondary stat built around situational hybridity? I'm sorry this stat needs rethinking, This will never stick in mythic.
    Actually, I suspect that there are many cases where Mythic guilds will sacrifice 2% damage for 5% *passive* damage reduction. (Celestalon)

    you said several hundred from gems. while that could be as low as 2 gems, it implies several, or "tons" of gems
    I'm not giving out exact chances of sockets, but 2+ on your character will not be unusual. (Celestalon)

    Can we just have 1 Flask which changes with your spec (similar to gear)? Choosing between int/agi as a MW is going to be hard.
    If secondary stat flasks were "too strong" why not nerf them rather than removing them? Less choice = bad, surely?
    It's all part of a combined package, not just individual parts. Enchants (Armor and Weapon), Food, and Gems, still remain. (Celestalon)
    You can understand frustration right? Being able to switch flasks depending on encounter was fun/engaging. Int/stam/agi/str isnt
    Sure, I can understand the immediate reaction; it'll be OK once people get a better view of the full picture (trying to help!) (Celestalon)
    The nerfs to enchants to reduce secondary stat stacking? 30% crit buffed as a MW pre-t17 hc gear felt a little insane!
    Yep. See my other recent tweets. (Celestalon)

    do you think it will be possible to hit haste or crit caps in the final tier of WoD?
    Haste has a relatively low *soft* cap. With procs, that'll be hittable. We don't see a way around that. Crit, not likely. (Celestalon)

    You're adding gem sockets back to most gear and not just warforged?
    Gems and Warforged are separate. Both can be on all Warlords gear. (Celestalon)
    Aren't they also supposed to be limited by rng? Saying you can stack tons of gems is misleading.
    They are RNG-tied. But I definitely did not say you could stack tons of gems. (Celestalon)
    You can't really say gems for customizing if its pure rng if you can use them are not.
    Just because something is random doesn't mean that they can't be expected to be used. (Celestalon)

    "Several Hundred From Gems" YOUR EXACT WORDS. That means you EXPECT us to try and stack gems.
    I'm guessing that you're significantly misunderstanding something. That's a mere 2 sockets, which is quite common. (Celestalon)
    A "Mere" 2 sockets that are still RNG based. Try spending weeks on a 16% drop rate and getting NOTHING. Zero Control.
    There's this misconception that anything RNG involved is bad or unreliable. That's wrong. This is not rare. Relax. (Celestalon)
    DST would like to say hi. Warglaives during progression are hosting a "Reliable RNG drop party" for you 3
    Yeah... You're misunderstanding. (Celestalon)
    What am I understanding? That RNG is still RNG and it will never be reliable? That's kind of what RNG is, it's a dice roll.
    You're looking at this from the point of view of "this guy's an idiot lol". Try looking at it from "What am I misunderstanding?" (Celestalon)
    Here's an example: Do you wear any dropped gear? All dropped gear is random, but you don't say that "zomg it's RNG USELESS", right? (Celestalon)
    Sure, some specific pieces may be quite rare, and RNG can make it unreliable to get specific pieces. But that doesn't happen to... (Celestalon)
    ...every slot. Sockets can appear on all gear. That's huge, and makes it reliable that you'll get some. (Celestalon)
    Now do you see why RNG will never be reliable? If RNG would be reliable casinos would go out business.
    No. Really, no. That's not how probability or statistics works. And casinos work because they average <100% payout. They take a cut. (Celestalon)

    PvE
    Curious on how unlocking Mythic will work in Highmaul with 3 optional. 7/7 Heroic killed or just an Imperator kill necessary?
    No achievement requirement to enter Mythic. You could always bypass it by getting someone to start your raid, anyway. (WatcherDev)

    PvP
    is a 200 conquest Ashran bonus number the most you can earn a week in Ashran?
    it's 200 extra conquest you can only get in Ashran. You can get more than 200 in Ashran though. (holinka)
    Does that mean that ashran is considered 'mandatory' pvping? If you don't do ashran every week you fall behind someone who is?
    Only if someone is being unreasonable. (holinka)
    Heh, you don't understand the psychology of your player base much do you?
    The broader playerbase or the very engaged ones on twitter and the forums? (holinka)

    Can you expand more on the conquest rewards from Ashran? As a person who does not enjoy arena, loved hearing conq earned in ashran
    The current plan is to reward conquest for conquering the enemy base or winning one of the dynamic events in the outer areas. (holinka)

    Is there a limit in the inflation/MMR system or will we really end up 3300+ rating?
    There is a limit but I don't think we'll get there. (holinka)
    Slight tangent: Why doesn't WoW arena use a SC3 style bracket system? Would love Josh Menke's insights on this.
    I've had a lot of conversations about the SC and WoW brackets with Josh and David Kim. Both systems have pros/cons. (holinka)
    Being constantly reminded your Bronze/Silver isn't always fun but at least you have milestones. (holinka)
    But we talk a lot about blue sky ideas for a better progression and rewards system. Such a big change would need to be home run. (holinka)

    got a question for ya. In WoD, can you obtain strong boxes just for queuing specifically for a BG?
    No, only for random battlegrounds. (holinka)
    what will the reward be for winning a specific que then? Will honor still be given?
    Same as before, honor in the battleground. Strong boxes replaced the 270/135 honor you would get. (holinka)

    Dark Legacy Comics #453 - Worn Again
    DLC #453 has been released.



  • Dev Interviews, Aug 19 Beta Notes Update, Beta Class Feedback, Blue Posts, Fan Art
    Ultimate Evil Edition Release, Season 4 Incoming, Seasons Clarifications, Console Related Blue Posts, Hellfire Amulet Guide

    Frostwyrm Lair Countdown & Card Rewards, Naxxramas T-Shirt Giveaway, Win 8 Issues Update, Blue Tweets

    Skin Spotlight: Master Diablo, Daily XP Cap Increased for Coop/Practice

    Warlords of Draenor - Developer Interviews
    Buffed.de had the chance to interview Tom Chilton at Gamescom. We highlighted a few of the new and important parts of the interview below, but keep in mind this has been translated from English to German to English again, so errors are possible!

    Legendary Items
    • There could be a legendary version of Gorehowl as one of the non-ring legendary items.
    • Teron'gor's staff is also a possibility for a legendary caster weapon.
    • The legendary ring has a visual effect and will change with your spec.

    Timewalker Content
    • The team still hasn't found a good way to add rewards to Timewalker dungeons.
    • Timewalker dungeons won't be as challenging as the currently relevant Heroic Dungeons, but something to run for nostalgia or to help out a lower level friend.
    • Timewalker raids would be more work, but they are also something to consider after dungeons are complete.

    Misc
    • In theory, Warlords could only have two raid tiers and then a new expansion. It depends on how quickly the next expansion is ready.
    • The level 100 version of Molten Core didn't take too long to build, because it wasn't designed for repeat play or tight tuning.
    • New rewards will be added to world events when possible, but the team is working on the next expansion as well as Patch 6.1 and Patch 6.2 right now.
    • Kil'jaeden and Archimonde are back, but not as bosses. The Burning Legion also makes an appearance throughout the expansion.


    Warlords of Draenor Beta Patch Notes Update - August 19
    Originally Posted by Blizzard (Blue Tracker / Official Forums)
    Death Knight
    Frost Changes
    • Icy Talons now increases attack speed by 35% (down from 45%), and haste by 5% (up from 0%).

    Blood Changes
    • Glyph of Rune Tap has been redesigned. It now reduces Rune Tap’s recharge time by 10 seconds, but reduces the damage reduction it provides by 20%.

    Druid
    Ability Consolidation and Refinement
    • Starfall no longer cancels when mounting. However, it can no longer hit stealthed or invisible targets.
    • Wild Mushroom no longer become invisible.

    Guardian Changes
    • Guardian Druids' Mastery (Nature’s Guardian) has been replaced with a new Mastery: Primal Tenacity.
      • Mastery: Primal Tenacity causes the Druid to gain a Physical absorb shield equal to 12% 16% of the attack’s damage when they are hit by a Physical attack. Attacks which this effect fully or partially absorbs cannot trigger Primal Tenacity.
    • Soul of the Forest (Guardian) now increases Mangle’s Rage generation by 5 (down from 10).

    Restoration Changes

    Hunter
    Ability Consolidation and Refinement

    Mage
    Talent Revisions
    • Presence of Mind is no longer a talent, and is now learned by only Arcane Mages.
    • Evanesce is a new Talent available at level 15, replacing Presence of Mind.
    • Alter Time is now a level-30 Talent, replacing Temporal Shield.
      • Alter Time now lasts for 10 15 seconds (up from 6 seconds), has a 90-second cooldown (down from 3 minutes), and no longer affects the Mage’s mana, buffs, or debuffs.

    Frost Changes
    • The Brain Freeze effect now increases Frostfire Bolt damage by 15% 25%, and can now stack up to 2 times. It also no longer triggers from the Bomb Talents, and instead has a 10% chance to trigger from Frostbolt casts. Each Multistrike of Frostbolt increases that cast's chance by an additional 25%. (Total of 60% on double-Multistrikes).

    Monk
    Ability Consolidation and Refinement
    • Power Strikes now triggers every 15 seconds (up from every 20 seconds).

    Mistweaver Changes
    • Chi Brew now grants 1 charge of Mana Tea (down from 2 charges).
    • Ascension now increases maximum Mana by 20% 10% (up from 15%).
      • The Monk gains Eminence, causing all damage dealt to also heal nearby allies.
        • Eminence now causes a nearby target to be healed for 50% 35% of all damage caused by the Monk and includes auto attacks.
        • Stance of the Wise Serpent no longer provides this benefit.
      • Blackout Kick causes Eminence to heal 5 allies instead of 1, but heals for only 20% 15% of damage dealt instead of 35%.

    Windwalker Changes

    For Energy-based gameplay to function well, the primary limitation on ability usage should be Energy, not time. That breaks down when a rotation becomes limited by available GCDs, rather than by Energy. Windwalkers were hitting this “GCD-cap” too easily, causing scaling problems as they geared up, and removing rotational choices. To solve this problem, we’ve made a few tweaks that will Slow down their rotation slightly; but still allow Windwalkers who enjoy the GCD-capped playstyle to have options available to focus on Haste and Energy regeneration. Individually, these may sound like significant nerfs, but Windwalker damage has been adjusted to compensate for these changes. The goal is to address the issue with GCD-capping while not reducing DPS.


    There are a couple of additional changes for Windwalkers. Storm, Earth, and Fire, got buffed to make it smoother to use. We also buffed Fists of Fury because we felt that the ability wasn’t giving a strong enough damage boost given its restrictions and impact on the Monk's rotation.

    Brewmaster Changes
    • Elusive Brew now increases dodge chance by 45% 35% (up from 30%).

    Paladin
    Ability Consolidation and Refinement

    Priest
    Ability Consolidation and Refinement
    • Borrowed Time’s effects have been merged into baseline Power Word: Shield for Discipline Priests.
      • Borrowed Time has been redesigned. It now increases the Priest's stat gains to Haste from all sources by 40% for 6 seconds.

    Talent Revisions
    • From Darkness, Comes Light has been split into two abilities depending on the Priest's specialization.
      • Surge of Darkness (Shadow) now has a maximum of 3 charges (up from 2) and can now also trigger its effect from Devouring Plague, but its chance to trigger has been reduced to 10% (down from 20%) to compensate.
      • Surge of Light (Discipline, Holy) activation chance has been reduced to 8% 10% (down from 15%).

    Miscellaneous Changes
    • Enlightenment is a new passive ability for Discipline Priests.
      • Enlightenment increases the critical healing chance of Prayer of Mending by 10%, and increases stat gains to Critical Strike from all sources by 5%.

    Rogue
    Ability Consolidation and Refinement
    Rogues received several mergers of passive abilities. There's also additional cooldown thinning with the change to Tricks of the Trade.
    • Assassin’s Resolve now increases damage by 15% (down from 20%).
    • Deadly Throw no longer has a minimum range.
    • Garrote now ticks every 2 seconds (up from every 3 seconds). Damage has been adjusted to compensate.

    Subtlety Changes
    • Hemorrhage’s periodic damage is now based on attack power (instead of the initial strike's damage), and ticks every 2 seconds. Damage has been adjusted to compensate. has rolling periodic behavior, meaning that remaining damage from the previous application is added into the newly-applied periodic-damage effect.
    • Sinister Calling now increases Agility by 15% (down from 30%), and the amount of Multistrike bonus received from all sources by 5% (in order to act as Subtlety’s Secondary Stat Attunement). And finally, when the rogue Multistrikes with Backstab or Ambush, they also twist the blade, causing all Bleed effects to advance by 2 seconds, triggering an instant tick instantly tick an additional time.

    Shaman
    Ability Pruning
    • Ancestral Vigor has been removed.

    Restoration Changes
    • Chain Heal now heals each chain target for 10% 15% less than the previous target.

    Warlock
    Ability Consolidation and Refinement

    Warrior
    Stance Changes
    Warriors have always had stances; they’re very important to the feeling of being a Warrior. In order to make stances more meaningful, and ease keybinds, we made stances have their own action bars, and re-added stance restrictions on abilities. However, we also made it so that you’ll automatically be shifted into the appropriate stance if you try to use an ability that isn’t usable in your current stance. One important difference between this and previous Incarnation of Warrior stances is that these abilities are rotational, not utility cooldowns. Stances are now more for different gameplay modes (dealing damage vs. tanking). There shouldn’t be cases where you find yourself swapping stances, use an ability, and then immediately swapping back.

    Talent Changes
    • Staggering Shout has been removed and replaced with 3 new talents that vary by specialization.
      • Fury: Furious Strikes: Wild Strike costs 15 10 less Rage.

    Fury Changes
    • Bloodsurge’s effects have been merged into baseline Bloodthirst and no longer reduce Wild Strike’s global cooldown. Its spell alert has moved to the top slot instead of the left and right slots, and now has 2 charges (down from 3 charges).
    • Bloodthirst now replaces Heroic Strike for Fury Warriors.
      • Wild Strike now has a 0.75 0.5 second baseline global cooldown, and costs 45 Rage.

    Warlords of Draenor Beta Class Feedback
    Originally Posted by Blizzard Entertainment
    Class Design Theorycraft Results
    As I mentioned over in the Class Design Status thread (http://us.battle.net/wow/en/forum/topic/13839984558), this build (and the next one, for healers) should be solid enough for theorycrafters to start really tearing into. We'd love to see the results of that effort; it helps us identify tuning problems better, and more precisely tune things.

    Things we're specifically looking for:
    • Simulation result summaries
    • Stat weights
    • Talent comparisons
    • Spec comparisons
    • Rotation comparisons
    In all cases, gear used (primarily ilvl) matters a *ton*, so please provide that as well.

    As with the theorycrafting question thread, this thread will be heavily moderated. This thread is for posting results, not discussing things; please help keep it pure. (Blue Tracker / Official Forums)

    Class Design Status
    Our goal with this first round is getting the vast majority of specs to be “close” to right, as far as overall performance.

    Would it be possible for you guys to give us a rough idea of what kind of scenarios you are really looking to accomplish this for?

    Sure. This first round was primarily single-target focused. We'll get into AoE (of varying sizes) soon.

    Regarding people feeling ignored: It's not some case of ignoring you. I just don't usually have the time to spend on this. I usually respond to easy things on Twitter, because it's small bite-sized chunks that I can respond to while waiting for a build to compile, or a change to save, or a game to launch, or someone to answer a question, or whatever.

    However, I'm planning to spend the remainder of my evening here on the forums, responding to feedback. Wish me luck! (Blue Tracker / Official Forums)

    Death Knight (Forums / Skills / WoD Talent Calculator)
    Death Knight Changes
    Hey DKs. I've responded to a lot of DK questions on Twitter, but finally am getting time to pop in here to the forums and respond on the forums. Frost in particular has has gotten some significant changes, and frustration from that is totally understandable.

    -Why is Critical Strike deprecated by (at last calculation) around 20% for Frost DKs? In an expansion with bonus loot and no more reforging, it would seem that we are much more at the mercy of RNG when it comes to loot pieces. While I am aware that we have some flexibility in the form of enchants and some consumables, is this deprecation really necessary in the first place?

    -Continuing on the theme of stat valuation, Mastery's valuation for 2h Frost has also proven to be pitifully low in our early simulations.

    Loot changes actually have very little impact on this. However, we do want secondary stats to be close in value, and these are just a tuning issues that we want to improve upon. Please post your theorycrafting results over in the Class Design Theorycraft Results thread.

    -Necrotic Plague is currently simming at a DPS loss for multiple DPS specs. Other Level-100 talents also show a very minimal gain. We realise that there is probably room for significant improvement in how we're coding them, but these results also appear to be reflected in actual tests.

    Could you please tell us if there is a margin of gain which we should expect (both ST and multi target) with these talents? I'd particularly appreciate if you could comment on Festerblight and Unholy Death Knights.

    I'd hope it'd be obvious that in a row of throughput talents, one that reduces your throughput is not intended. Yes, we'll tune the whole row to be a significant but not huge damage gain. Something similar in power to most of our other throughput increasing talent rows.

    -Could you please comment on Unholy AoE and Frost Runes? As mentioned earlier in this thread, it is incredibly frustrating to transition in and out of AoE/Single-target priorities due to Frost Runes doing nothing for Unholy AoE. I realise that you intend for pre-planning to be reward, but the reality of the situation translates very differently in raid situations where we switch priorities frequently. It also pushes us quite strongly towards the Blood Tap talent.
    We see it as a minor annoyance. We haven't found a solution that we're happy with that doesn't have negatives that outweigh the positives. Ideas are welcome, though the problem isn't impactful enough to warrant a mechanic change at this point for 6.0. It's something we'd be interested in addressing in a future patch.

    -Speaking of Blood Tap, there seems to be little to no reason for Unholy DKs to take Runic Empowerment thanks to the way in which it interacts with our Rune setup. Other specs are not much better, as they have to game it to get the most out of it. This talent has proven unpopular for a reason, not the least of which is that macroed Blood Tap can mimic its functionality, but provide even greater flexibility due to it generating Death Runes.
    This is another case where what is there works, and we think we could do better, we just are still trying to find the right solution. I'd say that the goal we're looking for is to make the payoff of Runic Empowerment stronger (perhaps just a numbers tweak would work here), and to make Blood Tap not macroable (but just putting it on the GCD has some significant downsides).

    -Runic Power generation for Blood Death Knights feels quite spiky. With Necrotic Plague for instance, it becomes overwhelming in any sort of AoE tanking situation- making the talent feel quite mandatory. With high levels of Multistrike, we appear to go from 0 to 50 Runic Power in barely a global. Is there no way to standardise the generation so that it doesn't feel quite as "Feast and Famine"-esque?
    Indeed it does. Currently, the issue is that we need to get X total RP out of Y multistrike, and so the tuning is as such. However, that makes it spiky. You could argue that that's OK, since you can spend it in big chunks, and the defensive value of it is heavily smoothed. Because of that, we're tentatively OK with it for now, but would be interested in iterating on it in the future.

    In closing, similar to what I've said to a few other classes tonight, I'd like to discuss this further with you all, but please make that easy for me to do, by keeping the hyperbole and anger and useless sarcasm and generally destructive behavior out of this. Thanks.

    Any thoughts on how necrosis is playing for unholy? So far it hasn't had much impact on stat weights, though it is a close second and I will be posting results in the theorycraft thread. Adjusting the AP scaling provides great progress and it raises multi above anything else by as little or as much as desired.
    Precisely. It sounds like it's undertuned at the moment, but the point is that it's a tuning knob that we can use to bring up the value of Multistrike for Unholy. When we get into more closely balancing the secondary stats, I expect that it's a knob that we'll tweak.

    Necrotic Plague appears to do less damage than normal diseases, even for a Festerblight rotation.
    As mentioned above, Necrotic Plague used to be massively overpowered, and we just turned it way down to avoid tainting feedback from it. We'll tune it back up to the right spot.

    Necrosis, I'd guess more like the 2-5% range.

    Death Coil... Remember that it grows in % with gear (Mastery). It should probably be in the 15-20% range to start with, single-target, and raise to 20-25% over the course of the expansion. Those are just off-the-top-of-my-head numbers, from this current point in time; tuning goals can always change (thus why we rarely give out hard numbers in that realm).

    Breath of Sindragosa makes out play our class the exact opposite we've been playing since day 1. It's weird, and even when pulled off correctly, doesn't give a decent payoff. Not good. I don't see anyone seriously using this talent for any spec.
    Breath of Sindragosa has been a challenge. It's been sort of halfway between being a rotational AoE RP dump, and a pool->burst cooldown. We decided that we should push it one way or the other, more convincingly. So, in the next build, it's having its damage *and* cooldown considerably increased (2min CD, 2.5x the dmg, though dmg tuning is still quite rough). Considering going higher still (3min CD). The goal here is that it becomes purely a cooldown that you pool resources for. It should only be affecting your rotation for some pooling time before it comes off CD, and then has the "keep it going as long as you can" gameplay while it's running. But, that should only cover a fraction of your actual gameplay time (whereas currently, that whole pooling->burn process covers nearly half your time). And yes, it, just like the rest of the row, should be worth using on single targets.

    I've said this one a few times before, but I would like to see DnD be worth casting for Blood; right now it's less damage over the duration then Blood Boil, meaning it's almost never worth casting except in edge cases, since DnD competes directly with Blood Boil on Death Runes/Crimson Scourge. Would like to see a change to this in the next few builds.
    Agreed. We buffed Blood Boil's damage significantly at some point, and caused it to eclipse Death and Decay. I believe the next build should fix that.

    Lichborne is a sad, sad joke even with Resolve scaling. I legitimately tried to use this talent on a few bosses, and it heals for NOTHING and doesn't last long enough. Should really get buffed in the leech % or something. Right now this talent is only there to break/immune fears.
    We'll get that tuned up, if it's as bad as you say.

    Rune Tap plays very well, even outside of bosses with obvious 'Rune Tap here' burst mechanics. However it really should lose the Blood Rune cost; having it cost DPS is a little much, esp on AoE. It would still retain all of the current gameplay; it's main cost is the cooldown. The problem with picking between DPS and Mitigation is that either Blood will be OP on damage when picking DPS, which isn't fair to the other 4 tanks, or Blood will be too weak when it doesn't, which isn't fair to Blood. This also applies to BB vs DS, but that one isn't really easily fixable on aoe, only single target.

    To elaborate more: RT works well because it is different from Death Strike AND does not share the same resource. Systems like Shield Block vs Barrier fail because you just pick the best one for the situation and spam it. RT + DS play well because they are both very different in functionality AND can be used in tandem, meaning you pick your moments to use each one independently. So generally speaking, good job on the new RT. Far better then the old RT which was basically DS on steroids, and actually adds something to the spec now.

    Sounds like it's working out well, mitigation-wise. The cost is something we're considering, but are unlikely to change at this point. It adds a bit of depth, where you want to save a Blood Rune for emergencies. Using your resources on damage instead of mitigation is an option that most tanks have to some extent or another, but is indeed something that complicates balancing.

    General comment on boss damage; feels tuned pretty well. Bosses hit hard enough to make DS timing matter about the same as on live (people way overstate how much you actually time DS on live on anything but the hardest hitting bosses). Would definitely rather see bosses that hit hard then bosses that hit so weak that nothing you do matters anyways. Also bosses hitting hard means that Shadow of Death extra HP actually matters, which is generally a good thing (if max HP doesn't matter because bosses don't hit hard enough, Multistrike loses much of it's defensive benefit outside of rune regen talent returns) But we will have to see post mythic testing; I am sure a lot of this stuff is getting retuned anyways.
    Great. Here's some potentially interesting commentary on Shadow of Death to add: The stat attunements are not hard and fast rules, and this is one of the most evident places (and that's fine). Different secondary stats have different situational values to tanks, more so than DPS or healers. Multistrike for Blood is primarily an increase to max health (as far as defensive value goes). It is tempered by giving you a few more Death Strikes too through rune regen talents, but the majority of its value is in max health. And this is an expansion where how much healing you need really matters. That means that sometimes, that extra health is going to be less valuable than simply taking less damage. However, how spiky you are, especially as a DK, matters too. It's an interesting balancing act that Blood DKs will navigate. How much is right for you varies by your content, your gear, your skill, and especially your healers.

    I still don't understand why you guys can't bake the rune regen tier into other options instead of taking up an entire talent row that is completely passive. How about making them glyphs, turning them into perks, baking them into frost strike & death coil. There are just so many other options that don't involve forcing us to choose three completely boring passive talents that could be replaced with more interesting and interactive ones.

    When you compare a DK talent tree to another class' like a mage or priest there is just so much more interaction and satisfaction that comes with them. I mean for goodness sake Gorfiend's Grasp still doesn't even have a real animation.

    One of my previous posts here touches on where we'd like the rune regen talents to be. They shouldn't be boring and passive; they should matter, and be a gameplay choice.

    We view classes as complete packages. Yes, some classes may have more interaction in their talents, but they may have less baseline, instead. Grass-is-greener syndrome is easy to suffer from with talent trees. Not sure what you mean about Gorefiend's visual.

    DKs having no spec-specific talents is not an oversight. Spec-specific talents are just one tool in our toolbox. We don't have to use them everywhere. We also just make the same talent work somewhat differently for each spec instead, which happens sometimes for DKs.

    I think that this is where there is a disconnect with some parts of the playerbase.

    Gameplay choice, I think, is often interpreted by some to mean that there's big differences in numbers depending on the situation. As you've probably seen, DK theorycraft (at least for DPS) currently suggests that the talents sim within a very small margin of one another- leading some to claim that it doesn't matter which talent you choose.

    Now personally, I could care less if there's a 0.5% difference between Runic Empowerment and Blood Tap for Unholy- taking one feels FAR better than the other. The same is true (probably to lesser degrees, but still true) of other specs/choices. Is this the ultimate goal with these talents- that they end up coming down to personal preference more than anything else?

    Yeah, "gameplay choice" and "big dps difference" are not even remotely the same thing to us. It's a preference of how you want to play.

    EDIT: The fact that they're tuned so close together right now is one of the contributing factors to why we're hesitant to toy with them too much right now. Tuning-wise, they're in a good place.

    The bold is a bit alarming for me as a DW frost DK. Simply because I will be wasting KM on Obliterate and with this most recent patch I have noticed Frost Strike being much more worth pooling resources for. The main problem I see of it is, if it doesn't consume the KM then we can't touch our FS even by accident. Then we end up wasting KM to a degree. I guess it will more so be a trade-off while it's running. The next issue is cost, with the way we are generating RP, we will be lucky to run it for ten seconds. While obviously that will change as we get less downtime over the expansion, I still feel as though the trade-off of making your rotation clunky while it's running for however long you can keep it up will make playing with it very awkward. I feel having a reliable(50-60RP) cost usable every 15-30 seconds could be a better trade off, we will still pool resources for it, however it will be a lot less awkward to use. Would love to hear feedback on this.
    I'm glad you notice that it's worth pooling resources to spend KMs on FS. That's good. But yes, you'll want to use KMs on Oblit during Breath of Sindragosa, and it'll be tuned around that assumption. Ultimately, it's a talent, so if that gameplay isn't attractive to you, there are alternatives. (Blue Tracker / Official Forums)

    Mage (Forums / Skills / WoD Talent Calculator)
    Just wondering if mages will be getting portals to Draenor, and If so where will the destination in Draenor be?

    Yes, to Stormshield and Warspear. (Blue Tracker / Official Forums)

    Paladin (Forums / Skills / WoD Talent Calculator)
    Paladin Changes
    Random clarifications:

    Hand of Sacrifice is indeed now off the GCD.
    Execution Sentence is reversed for the heal only. That makes it useful, whereas before it was not.
    Final Verdict was nerfed because it was overpowered, especially with Empowered Divine Storm added. Yes, it was a huge nerf, because it was very overpowered. If you have theorycrafting data suggesting otherwise, please post it in the Class Design Theorycraft Results thread.

    The goal is absolutely for Ret to be strong DPS, just as strong as a Fury Warrior, or Enhancement Shaman, or Combat Rogue (just to pick some random examples). These nerfs occurred (and more will occur) because they were stronger in our testing. (Blue Tracker / Official Forums)

    Priest (Forums / Skills / WoD Talent Calculator)
    Discipline Priest Changes
    Hi Disc Priests! I'm running out of time tonight, but wanted to stop by at least one healer spec before I go, and Discipline is arguably in most need of discussion at this point. Disc has seen a fair bit of change, especially surrounding Atonement, so some frustration is expected. Lets have some constructive discussion, shall we?

    Disc was quite overpowered by the end of Mists for a few reasons. The first of which was that they had a couple spells (Divine Star in particular) that bypassed the AoE cap. That was a huge mistake, and has been solved. I think that's pretty clear to everyone.

    The second is that they did most of their effective healing through absorbs, and absorbs were extremely powerful in general. Things have changed in Warlords to make this not the case: Damage has become much more 'high sustained' and much less 'high burst', meaning that no longer does everyone sit at full health and absorbs snipe all the effective healing. And on top of that, we've toned down how much of Disc's throughput comes from absorbs in general. They're still by far the heaviest on absorbs (that's their specialty, after all), but it's not *so* skewed in that direction.

    And finally, Atonement. It was tuned strong enough that it wasn't much of a healing throughput loss to use, while being an easy and significant DPS gain. And the fact that it smart-healed made it very effective healing. I think we still have some tuning work to go through to reach this, but our goal is that Atonement is like splitting your attention between damage and healing, something like 60/40. It's something you do during lulls in healing need, or when you've got more healers than you need (which may be or not be the case on a phase by phase basis, in raid encounters). This phase easy on healing? Switch to Atonement for a while, contributing about 40% of a damage dealer's DPS, at a loss of about 40% of your healing. And when you do go back to full healing, you have Archangel to help smooth your transition back into healing. You can also weave Atonement+Archangel into shorter lulls in healing requirements, to min/max. As I said, I believe the tuning is off from that vision, currently, but we'll get there.

    Also, why is holy nova still doing damage? You removed all those from level 90 talents, I understand for finding rogues in pvp it's useful, or prevent flag cap but that could be a glyph. I know for a fact after playing my monk that getting aggro from spamming your aoe heal isn't really fun. (Rushing Jade Wind killed me a few times)
    Holy Nova does no threat, either from its damage, or its healing. Just a neat little perk of Holy Nova. Always been that way.

    1) No baseline CC: I miss psychic scream so much that I would never take another level 60 talent (even if the root worked) . Every other healer has some kind of baseline cc, some have multiple baseline ccs and talents and interrupts.
    I believe Holinka has mentioned this on Twitter, but we're considering giving Silence to Disc, because it has no baseline CC. Not a promise, just something we're considering.

    2) Holy Fire: Don't get me wrong, I like this spell in concept. What I don't like is that too much is tied to it now. With a talent it's mana. With a glyph it's a cc break. Regardless it's how you build up evanglism stacks and have a pseudo hot. Oh but it has a cooldown so if you build evangelism you can't break a poly. Oh and if you get locked out of holy you can't defend yourself from one either.
    It's indeed a very multifaceted spell, especially in PvP. However, the Atonement healing it provides should not be a huge factor in that case, so is lessened.

    3) Archangel: So much of our healing is tied to a short cooldown that has to be charged through atonement. Only atonement healing is now intended to be a real trade off. With a 30 second cd, archangel requires smite or offensive penance and you can't keep it up with just holy fire on cooldown.
    I think Archangel may actually be too strong; it's not intended to be a rotational thing during periods of high HPS need.

    4) Fade: Similar to Holy Fire, fade now does too much. It is the threat drop, the glyphed cooldown, and potentially the talented cooldown. That's too much baked into one button and makes it a non-fun button. That said, unless something changes I don't think I'll ever take phantasm.
    This answer is similar to Holy Fire, but we see all of those potential customizations as a good thing. All of the things you mentioned are talents/glyphs that can be swapped in/out based on need. That kind of customization is generally good.

    5) Saving Grace: This ability is too good, and I don't think a numbers pass will ever get it to a realistic point. A stacking MS is not a real tradeoff for a no cooldown NS. It only lasts 10 seconds you spam it till full and then kite for 10 seconds.
    One thing that may not be obvious (or may be bugged) is that it affects its own healing. If you spam it for 10sec, the last half of that is doing some pretty weak healing. Then you're doing none for 10sec... And now you're spending 2/3 of your time doing no healing. I don't expect that it'll get much use the way you describe.

    6) Spectral Guise: Also too good. It is also on the healing tier when it is clearly not a heal. I guess it's not so much a too good, as a "this talent is clearly better in a lot of instances." It works too well with fear, and with saving grace. The only other talent I'd consider is bulwark but a tuning pass might make desperate prayer worth using again.
    Indeed, that's something that's on our radar. Keeping an eye on it.

    7) Holy Nova: Numbers aside: Visuals aside. Having this be the spell you spam when kiting looks bad visually. This is more a factor of it being a 0 cooldown instant, than that it is the aoe heal. I am not a fan of it as an aoe heal either, given that it gets rid of aoe healing during the all important losely spread out mechanic fights. We already have a talent that pushes us to clump the raid in barrier. This just feels too much.
    Different healers have different strengths and weaknesses. This isn't a particularly restrictive one, all things considered, and is similar to other healing classes in effect.

    8) Too many mandatory glyphs: If you want mass dispel, inner focus, and death you have eaten up your three glyph slots. Tough luck if you wanted anything else fun. What makes me dislike this even more is that at the start of last expansion this would have meant 0 glyphs and I could take some fun option things like glyph of smite.
    We actually want *more* mandatory glyphs, not fewer. That creates better tension, and makes glyphs feel meaningful. Interesting choices, etc.

    9) Too many interrupts: Mobility and instants were taken away from casters. I get this, it had gotten ridiculous. The only issue I have is that those interrupts that got scattered didn't go away. As a disc priest, I open up my primary school with penance. This means that if I want to take advantage of that new perk to snare an enemy with it, I have to be prepared to be locked out. Everything I would ever want to snare has an interrupt. Interrupts are so common now that every dps, every tank, and half the healers have access to one now.
    This is getting more into Holinka's territory than my own, but the prevalence of interrupts is something that's strongly on our mind right now.

    This post ended up more PvP-focused than I had hoped, but I gotta run, so will try to post more soon.

    As I've said to other specs tonight, I'd like to have further discussions with you all about Disc, but please make that easy for me to do, by keeping the hyperbole and anger and useless sarcasm and generally destructive behavior out of this. Thanks. (Blue Tracker / Official Forums)

    Shaman (Forums / Skills / WoD Talent Calculator)
    Elemental Shaman Changes
    Hey Eleshams. I'll start this off similarly to how I have with other specs tonight... Frustration is understandable, given the changes happening in Warlords. Lets have some constructive discussion.

    First, I'd like to comment on the nerfs today. Nerfs can be troubling, I get that. But this is beta, and these nerfs are just number changes. They are not a bad thing. They're simple number reductions because your DPS was too high. DPS tuning will happen, and this is the first step in that. Especially on beta, it can be very hard to have a good sense of how you compare to other specs. And with the squish changing how numbers are perceived in general, most of you probably had no clue that you were a little overpowered, and that's fine. Let me reiterate that the goal here is for you to be on par with all of the DPS. You should be equal with everyone, from the Arcane Mage to the Destruction Warlock.

    1. Healing Talents need immediate love/attention. Make a decision - Either boost our Single Target to match us with other Specs, or give us our Hybrid Utility back. My use in MoP raiding revolved around the power of Shaman Utility. I'm starting to worry about my impact when the entire level 75 talent line is garbage.
    Simply put, we want Elemental Shamans to be brought for their strong DPS, not their poor DPS and strong offheals. We're reducing *everyone*'s offhealing capabilities, and Shamans had some of the most of anyone.

    2. Level 100 Talents are filler? I'm feeling lost here about the goal to this tier. Obviously you want it to be a DPS tier but right now I see it as:

    A. Shocks - always bad. B. Storm Totem - oh joy another 5 min CD that does very little damage. C. Interesting AoE Fire totem...lots of potential here but why doesn't it work with Fire Elemental?!!!

    A. Won't be bad. Needs tuning. B. Won't be bad. Needs tuning. C. Will continue being not bad, and the bug where it doesn't work with Fire Elemental will be fixed.

    3. Earthquake
    OK. Earthquake is a big topic, so lets go for it. Earthquake has been around for a long time, but it's been almost as long since it's actually been used significantly. And Elemental has one of the most fun, visceral, cool AoE spells in the game: Chain Lightning. So why are we trying to force Earthquake into the rotation now, instead of just cutting it? That's a totally fair question.

    There are a few reasons. Chain Lightning is great, but it can also get monotonous, spamming a single button for all AoE situations, and basically nothing else. We want to add a *little* spice to that. The vast vast majority of your AoE/cleaving should still be Chain Lightning spam, and we don't want to step on that. But we think that adding one different spell every ~10sec or so adds a fine bit of texture rotation.

    Another reason is that we feel like we've failed on fulfilling one aspect of the Elemental fantasy: the elements. Fire (check). Air (check, lightning falls under this). Water (that's more of Resto's thing). And Earth. Where was the Earth? Ele shamans were feeling too much like the "Fire+Lightning Wizard", and not enough of the "Master of the Elements". That led us to including Earthquake, and adding Molten Earth.

    And finally, skill. Here's where we get into why it has all of those so-called "QoL problems". It may be hard to see this vision, because AoE DPS tuning hasn't happened yet, but here's our vision for Earthquake: You won't be able to use it in every situation. It'll take a lot of skill and planning to use effectively. It may even require some cooperation from your tank, depending upon the situation. When all of those criteria aren't met, it's fine, you still have Chain Lightning to fall back on, and you'll still do totally solid DPS that way, and it's incredibly easy to use, in virtually any situation. But when all of those pieces *do* line up, the payoff should be extremely strong. It's an additional bonus on top of your expected AoE DPS.

    Don't think of it as "that spell I'm forced to use and is so hard-to-use". Think of it as "that niche spell that I sometimes get to use skillfully for great gains".

    4. Echo of the Elements - I like this move but it needs a few clarity fixes. Right now its Impact is minimal. I believe it's only Lava Burst that's affected? Maybe you can attach it to Elemental Blast and Earth Shock (Which again would make our AoE/CLeave more engaging if we could ES more often). I get the concept of wanting to make Multistrike it's own thing, but since Ele Shaman's foundations were built on Multistrike - I feel the class is losing out on what made it special. (Edit - while making this post I saw that EQ is affected by EotE. Again..I hate EQ so I could care less. Also Frost shock...but I'm focused on PvE - not PvP).
    Yes, it's primarily for Lava Burst (single target) and Earthquake (AoE) in PvE. We tried having it on several other abilities, but the downsides outweighed the upsides, we found (ie, you accidentally use it on Earth Shock, when you wanted to use it on Lava Burst).

    5. Molten Earth - Hopefully we see tuning on this mastery to make it do more damage. Yes...It's a passive - but I like the idea of dumping a lot of my stats into mastery for progression on a Movement heavy fight. Right now though...it's a waste of stats not to mention it's secondary effect is to buff EQ (which I rather not cast).
    Tuning will happen. I don't think it's far off from right, currently, though. I think it's a little weak, but not much.

    6. Level 45 Talents. At least Blizzard agrees that this line is not fun and weak. What's sad though...is that it makes it the 2nd of worthless talent lines for Ele Shaman in PvE. So many ideas have been thrown around I don't need to add mine, but it would be nice to see some fixes before the release.
    While I'd say that it's uninteresting in PvE, not worthless, that's not exactly the point. Across the specs, many talent rows are of limited value if you focus on only a single section of the game (ie, raiding). We don't see that as a problem, as long as it's only a 1-2 per class.

    As I've touched on before, we feel that the level 45 talents are functional, and not causing any problems, so have bigger fish to fry at the moment. But, we'd be interested in revisiting them at some point in the future.

    I'd be happy to discuss any of these topics further, as long as we stay constructive (and pending my available time, which is quite limited, as you may be able to guess). The frustration is understandable, but please leave the hyperbole and anger and useless sarcasm and generally destructive behavior out of this. Thanks.

    Current numbers don't support this; Earthquake is very high damage now and on mastery to boot. Should we expect Earthquake to be tuned down, and Chain Lightning tuned higher in upcoming patches?
    Probably, yes. (Blue Tracker / Official Forums)

    Warrior (Forums / Skills / WoD Talent Calculator)
    Fury Warrior Changes
    I just posted over in the Arms thread, but most of what was said there applies to Fury as well, so please read that first: http://us.battle.net/wow/en/forum/to...442?page=8#143

    Today's build includes a few important changes for Fury, which actually line up with many of the issues raised in this thread.

    First, Wild Strike. Same damage per cast time, same damage per rage, just in 0.75sec chunks, instead of 0.5sec. Damage, Rage, and GCD all increased by 50%. This should help with latency issues.

    Second, Ignite Weapon. Obviously, Ignite Weapon didn't work, since the ability it replaced was removed from the rotation. This new build will finally add a replacement; a fairly straightforward damage/utility button, Siegebreaker.

    Third, Recklessness. It's back to 30% crit chance, to feel more impactful. And a perk now adds the 15% crit damage back as well. Straight buffed. I believe that replaced the Heroic Leap perk, which was quite lackluster as so many of you so eloquently put.

    Fourth, Enrage. This isn't actually in today's build, but will be in the next. We raised the duration of Enrage to 8sec, so that there's a bit more overlap, especially so that it can cover Bladestorms and Colossus Smashes.

    Also, not a change, but commentary on a previous change: The Colossus Smash extension mechanic is far from superfluous. The problem before was that you didn't have time to spend all of the resources that you saved up for a Colossus Smash, and this solves that handily. It makes a big difference, and we're pleased with how that turned out.

    As I said to the Arms Warriors as well, the Warrior community has been clearly frustrated lately, and I'd like to discuss this further with you all, but please make that easy for me to do, by keeping the hyperbole and anger and useless sarcasm and generally destructive behavior out of this. Thanks. (Blue Tracker / Official Forums)

    Arms Warrior Changes
    Well, lets dive right in. Arms Warriors have gotten some pretty huge changes in Warlords, and that's going to upset some people who are used to the current version, or imagined something else. That's totally understandable. There are a many different points of view involved here, so let me share ours. Then, if you'd like to have some constructive discussions, we can go from there.

    Arms was a spec that did not fulfill its fantasy very well. The defining characteristic that we focused on was "big, heavy hits". That is in stark contrast to the fast and furious hits of Fury. This is evidenced by the prominence of Mortal Strike, Colossus Smash, their new Mastery, and non-spammy rotation.

    One of the biggest complaints we see here is about the complexity of the baseline rotation. However, from our point of view, the *baseline* rotation hardly matters; nobody actually plays with the baseline. It acts as a platform to build upon, primarily through talents. And the Warrior talent tree provides a *ton* of potential changes to the rotation, to support a wide variety of playstyles. What matters is the whole package, with talents.

    Like procs? Take Sudden Death. Want to fill every GCD? There are like 5 different talents you can take to fill GCDs; I don't think any other class has that many. Etc.

    Remember, not everyone plays the same way that you do. Most especially, remember that anyone posting here is on the extreme end of game knowledge and hardcoreness.

    The Warrior community has been clearly frustrated lately, and I'd like to discuss this further with you all, but please make that easy for me to do, by keeping the hyperbole and anger and useless sarcasm and generally destructive behavior out of this. Thanks.

    Important note about today's build: Slam nerf didn't make it into that build, but it will be nerfed similar to how Mortal Strike was, in the next build.

    EDIT: And nor will it be viable to use Defensive Stance as part of DPSing. Please point out tuning issues like that, but don't give mechanic feedback on them.

    The talents you gave us to add some depth to the rotation have mostly fallen flat. Sudden Death has gone between way too strong and way too weak. I haven't logged on tonight for the new patch to see if it's still bugged, but last build SD was using the wrong execute spell ID, and was hitting for the bonus rage damage (625%) instead of the base execute damage (150%). If that gets fixed, when combined with the nerf to Execute, we'll be looking at a 1-2/minute proc for 100% weapon damage, which is abysmally low.
    We'll get the bugs and tuning issues solved. Just because something has those doesn't make it bad. With so many changes involved, bugs are inevitable, which surely taints your feedback, and that's just something we have to filter out.

    Slam is a talent idea I really liked at the start, and was super enthusiastic about, but the more I play with it, both in practice and in the sims, the less of the intended depth it seems to offer...Rather than giving a breadth of depth to the rotation, it adds needles complexity. In actual play, the way its set up tends to lend itself to you having a 0 stack slam available when you're at high rage, thus rage capping frequently by accident, and then when you do have the 2 stack available, your rage is lower and you can't use it again even if you wanted to. This is a talent that had so much potential, but the implementation leaves us with so little control that it just doesn't feel right, and doesn't offer any meaningful depth.
    Slam's goal is to fill GCDs, and provide min/max rotational gameplay. Note that being able to right click it is unintended and will be fixed; don't test with that. I'd argue that it does provide you quite a lot of control, but it's easy to misuse. But, you're not severely punished if you do use it improperly.

    The new mastery was already a weak stat unless we took Slam. With Slam no longer being affected by Mastery, Mastery falls really low. Add in the huge nerfs to MS and Execute, and it's even worse. Once Collision gets the sims updated, I'll get you some hard numbers, but right now as of this build it seems like the "Big Heavy Hits" Arms is dead. Seeing as we lost all of our depth to support that vision, we really need something back.
    Again, this sounds like simply tuning issues. Slam being affected by Mastery briefly was simply a bug left over from the previous version of Slam.

    General point on 'nerfs': Getting nerfed at this point is not a bad thing. It's just numbers, and they were off. Simple as that.

    What I want to know Celest, is should arms be competitive dps? It was clearly overpowered, but a large nerf like the ones we saw today, including the upcoming Slam nerf you mention seem to put Arms quite a bit lower on the totem pole. No one wants to be bottom of the barrel no matter how optimally you play the spec and I can't say for certain we are as there is more tuning to be done.
    Yes, absolutely. Arms is far from low on the totem pole.

    I'd like to know why you removed Ignite Weapon. I'm rather upset by this mostly as Fury but Arms too. When you guys added it you gave us two things. One, an active on use ability without a cooldown, and two most importantly, a playstyle that doesn't depend on Colossus Smash as much. The pooling factor of CS is something MANY warriors hate. Ignite Weapon helped to make it so we didn't need to anymore. You might say well there's the CS glyph for that, but we both know it won't see any use because it's going to come at a significant DPS loss. And any warrior who does take it will be made to look the fool. Many warriors begged you guys to just move CS to a talent, but since you didn't do it we at least had Ignite Weapon to look forward to and now that's gone. In it's place we get an ability that looks at first glance to be mainly for PVP. This leaves us with two talents and only one is engaging. And that's only for AoE. I really think if you wanted to add in Siegebreaker it should have replaced Ravager instead. We don't need Ravager at all.
    Ignite Weapon was designed as a replacement for Heroic Strike. Without Heroic Strike, it made very little sense. See the first post in the Fury thread for a good example of why. If you took it as Arms, or as Fury without Unquenchable Thirst, it basically ate up all your rage, while filling no GCDs, leaving you with some extremely anemic GCD utilization like 30-40%. And if you took Unquenchable Thirst as Fury, it did the opposite extreme, requiring you to be both GCD capped *and* spam Ignite Weapon off the GCD, more spammy than any rotation we've ever had in the game, I believe.

    But okay, I'll bite, if Arms mastery was already low pre-MS/Exe nerf, and these nerfs will hurt Mastery more than other stats... what options do you have in tuning to bring Mastery up without bringing us back to "omgwtfhitme" levels of damage on those two abilities?
    Mastery is the easiest stat to tune of them all. It has a built-in tuning knob. (Blue Tracker / Official Forums)

    Blue Posts
    Originally Posted by Blizzard Entertainment
    Interview Feedback
    Listening to your interview ... you really worried me. And I'm a fan. I'm a big fan of Warlords. But man ... your interview really put some fear into me. How do you guys have so many things that are unknown about the future of Warlords this deep into the cycle? And what do you mean when you say you will let the community decide whether you build new dungeons or scenarios? How exactly does that work and isn't that normally something that is well into development at this point? I reiterate, I'm a fan and I'm looking forward to Warlords ... but that interview definitely confused me ...
    Those are fair questions, but I assure you we have a clear direction and development pipeline for Warlords of Draenor. What you're referring to is the space we leave in our development plans to respond to popular community desires, concerns, etc. Raids, and to a lesser extent dungeons, require quite a bit of advanced preparation and production. They often contain unique boss models and environments, and new tiers of content introduce a lot of player progression that takes time to properly develop and test.

    Scenarios are a little different. They don't require a ton of unique assets or itemization. What Tom was suggesting is that it's possible we'll have room in Warlords content patches to develop max-level scenarios, if the community strongly feels like they're lacking from the level-100 experience once we're deeper into the expansion's lifespan.

    It's hard to fully anticipate how the community at large will feel at level 100 until people get there and spend some time doing max-level content. We always want to have some degree of flexibility to react to player sentiment at that stage. A good example of this would be the daily quest design introduced in 5.0. Our intent wasn't to add severe gating and mandatory daily chores for players of all types, and whether or not we should've foreseen that, it was certainly made clear to us once a large number of players reached level 90 and were starting to dive into raid progression.

    To that end, there were many elements of Mists endgame that were adjusted over time as a result of player feedback, even though we still had a solid plan for each patch to move the story forward and introduce new tiers of content. But one piece of common negative feedback we saw was concerning the lack of new 5-player dungeons in Mists patches. That was something for which we didn't plan, and couldn't sacrifice art and design resources at the time to give those players what they wanted.

    I don't want to put words in Tom's mouth, but his statements indicate our team's general recognition that a lot of players want new 5-player dungeons at max level deeper in the lifespan of an expansion.

    In short, we've mapped out the road ahead for Warlords and know where we're going, but some of the pit stops we make along the way will be determined by popular community feedback once everyone is on the journey with us.

    So, essentially, this leeway is for Blizzard to go ahead with their plans, regardless of player feedback (because please, don't try to insinuate that you didn't receive MOUNTAINS of feedback about how VP gear being gated behind dailies was counterintuitive).

    Then, once people continue to complain and give feedback, you can make changes (like the Timeless Isle) and then proclaim "See, look, we listened!"

    ...sure you did. Just months after the fact.

    As was stated during patch 5.4's development, the Timeless Isle was something of a test for offering open-world PvE content in a more open-ended fashion, less tied to questing and daily limits. Our goal wasn't to pretend that it was the answer to concerns about VP gates, but rather to make small strides in evolving the system while considering what leveling and endgame in Warlords could look like. And we've learned a lot from the Timeless Isle, both in terms of positives and negatives of its design, after watching people experience it and paying attention to their reactions over time.

    Are scenarios easier to develop than just changing the world? If they're meant to replace dungeons, they're not very good at that. If they're meant to introduce lore, why not just put the NPCs and lore out there in the game world?
    That's essentially what we've done with the story-driven solo scenarios you'll come across while questing through Draenor. In Mists the 3-player scenarios don't work as well for story devices when most people queue up and want to blast through them like any other dungeon.

    how does Blizzard collect customer feedback Tom and you say will be used?
    A number of different ways. Analyzing game data gives us some degree of information, but then we also collect feedback from a number of different channels, including these forums. A big reason for community managers existing is to listen to, and engage, players wherever they're talking about the game, and advocate for them when talking to the development team.

    So i am just curious if you even read this. Do you guys really need to wait for the forums to get flooded with negative feed back about no flying at max level from level 100 players before you start to see maybe we want that option? Or is it really not painfully obvious to you all now?
    Don't mistake my statements to mean we design by democracy. We've been over this many times. Draenor content is specifically tailored to gameplay on the ground and flying mounts negate that. We understand a lot of people are really vocal in their disgust with the mere idea of not being able to fly once they reach 100. That doesn't mean we're automatically going to cave on our desire for players to experience the content as it's intended by design.

    I guess it means that you have ZERO dungeons or scenarios planned for after the launch of the game. We only get new ones if we complain a lot. Kind of sad since we have so few dungeons at launch.
    No, that's not what I meant either, but I'm not going to announce our patch content plans before the expansion is released just to provide some extra reassurance one way or the other.

    Just an FYI, your in- game data shows I participated in TI frequently. I did if for the frequent gear drops that I could mail to all of my alts, not because I enjoyed TI, because I did not like the TI format. Participation does not show like or dislike for any given aspect of the game.
    We definitely recognize that, and that's why I said it provides us with some degree of information. If our content is designed such that a player is pretty much forced into a specific type of content in order to get what they want/need, we can't look at that data, say, "look how popular it is!" and call it a day.

    But we can parse data in a lot of different ways to get certain types of information that we can then investigate further through other means.

    The devs need a bi-monthly podcast or something. They have done several things close to this in the past but never for very long. I always enjoyed them very much.
    We do agree, although it's not always easy to take developer time for regular installments. Their time is very valuable and they're very busy people. That said, we recognize the importance of keeping the community informed through direct communication and interaction, beyond even doing the promotional press and fansite interviews with each patch cycle.

    The CM team has been working on a number of different initiatives to make this more of a reality. You've maybe already seen similar efforts toward this end from the Heroes of the Storm and Hearthstone teams. WoW is just a bigger beast that has been around for a lot longer, so it takes time to adjust to new communication plans and mediums. We're committed to the challenge though!

    Now, what clarity can you lend to this gem that surfaced earlier today?: “We really don’t know if it will grow again,” said lead game designer Tom Chilton. “It is possible, but I wouldn’t say it’s something that we expect. Our goal is to make the most compelling content we can.”
    It pretty much speaks for itself. After a certain period of time and threshold you start to tap out your potential audience. While our top concurrent subscriber mark was somewhere above 12 million, so many tens of millions more have played the game at one point or another. We'd love to attract new players to the game and will continue in our efforts to do so, but our focus at this point is more on keeping our current subscribers happy and reacquainting former players with the game. (Blue Tracker / Official Forums)

    Interview Feedback
    I am still of the opinion that saying "I don't know" on anything is unprofessional. Say "We cannot discuss that yet" or "We are still working on that." "I don't know" should never be acceptable. Period.
    We always leave room for adaptation and iteration. We have a plan of the patches and content we'll be seeing, but all of the specifics are kept purposely malleable as we respond to the current climate of those playing the game.

    We embrace our ability to develop based on player feedback and how the game progresses as people play it. If people are enjoying a particular feature, we'll pour more resources toward that feature. If people really dislike something, like say dailies, we can change course and develop future content based on that response. "Will people like how dailies play out? We don't know, we think so. Oh, they didn't, let's not do that again."

    Knowing exactly what we're going to do with every single feature for every future patch and being absolutely sure of ourselves sounds confident, sure, but our confidence as developers comes from our ability to adapt and iterate content and direction to create the best game possible.

    We don't know how people will react to each specific feature or piece of content in the game once it's released. Beta tests are helpful but a released game is a completely different animal. We make best guesses, take testing feedback, and go on gut and our own outlook for what we think could be fun, but it's ok to say "I don't know" sometimes.

    People in general would probably do well to say it more often, instead of believing they have the right answer all of the time. (Blue Tracker / Official Forums)

    Fan Art - Login Screen
    Some more nice fan art of the Dark Portal was recently posted. Keep in mind that this is fan art, not the actual login screen.



| Date published: Fri, 22 Aug 2014 19:23:15 +0000
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