Dragonflight Beta Development Notes
DISCOVER THE DRAGON ISLES
- The Forbidden Reach (Dracthyr Starting Zone)
- The Waking Shores
- Ohn’ahran Plains
- The Azure Span
- Thaldraszus
NEW FEATURES
- NEW RACE AND CLASS: DRACTHYR EVOKER
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DRAGONRIDING
- Updated the double jump Launch and Skyward Ascent to both be more reliable in their directionality and movement.
- Re-tuned the turn rate for dragon isle drakes to be more lenient, including a feature wherein the player’s turn rate scales with speed - lower speeds feature quicker turns, while top speeds still come with a need for slightly more planning.
- Updated the Dragonriding trait window, bringing the zone unlocks and basic skills into the same pane as the unlockable traits for Dragonriding.
- The Dragonriding Talent Tree is now available.
- Dragonriding now features advanced turning tech that helps the drakes feel more weighty and turning more of a decision.
- While boosted to very fast speeds, new tech will adjust the camera’s field-of-view. This can be disabled with the “Reduce Camera Motion” option inside the “Motion Sickness” section of the “Accessibility” menu.
- When running into objects and walls, velocity is now lost based on angle and collision duration.
- Dragon Glyphs are hidden throughout the skies over the Waking Shores! Fly through them to unlock achievements.
- The Dragonriding Skill Track is now accessible at the dragonriding trainer Lithragosa located in Skytop Observatory.
- Not all skills are displayed or implemented, but the player may earn points by collecting Dragon Glyphs and spend them for progression.
- The Renewed Proto-Drake is now customizable in the Rostrum of Transformation.
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FOUR MAJOR FACTIONS
- Major Factions are a new way of experiencing outdoor progression – an iteration on previous reputation-based gameplay. Participating in content throughout the Dragon Isles grants reputation toward these Major Factions. Earning reputation unlocks renown ranks. Each Major Faction’s progression is different, with content fitting a variety of playstyles. Importantly, major factions are not exclusive – you can be a member of all four factions at once.
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VALDRAKKEN ACCORD – The faction of the unified dragon flights working together in harmony for the protection of the Dragon Isles.
- Professions: A variety of activities, Work Orders, and exploration catered towards professions and progression within the system.
- Dragon Racing: Complete races on your dragon for glory and renown
- Outdoor Elite locations: Cobalt Assembly, Obsidian Citadel, Tyrhold
- Lay siege to the Djaradin of Dragonbane Keep within the Waking Shores
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DRAGONSCALE EXPEDITION – The Explorers’ League and Reliquary have come together and formed this expedition to explore the Dragon Isles.
- Discover treasure maps scattered throughout the Dragon Isles
- Lots of Treasures, unique minigame-style World Quests (Climbing, Cataloging)
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Progression
- Expedition Supply Kit: Unlock bonuses for climbing and cataloging. Unlock tools to help find treasure and mark your discovery of areas in the world.
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ISKAARA TUSKARR – Become a member of the Iskaara Tuskarr, a tribe renowned for their skills in fishing and feasting.
- Fishing: New ways to fish. Unlock fishing holes. Fish in 3 difficult and unique biomes. Fish up lunkers with friends using harpoons. Collect fish offline with a net.
- Contribute to a Tuskarr Feast at the village in Iskaara. Complete the event to reward hungry adventurers!
- Outdoor Elite locations: Imbu, Brackenhide Hollow
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Progression
- Fishing Work Bench: Gather reagents for tuskarr craftsmen to improve the capability of harpoons, nets, and biome fishing.
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MARUUK CENTAUR – The faction for the unified centaur clans across the Ohn’ahran Plains.
- Join a hunt among the Maruuk centaur and your closest allies as you traverse the zones within the Dragon Isles
- Explore the nomadic lifestyle of Clan Aylaag as their caravan makes its way across the Ohn’ahran Plains. With each stop comes a new adventure, quests, rewards, and more!
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Progression
- Train with the Shikaar clan to prepare yourself for the hunt!
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Known Issues
- You will most likely encounter placeholder rewards, especially for treasures and rare creatures.
- Not every permutation of every type of content is available yet.
- Some areas of the world may have temporary enemy population.
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Developers’ note: We appreciate any and all feedback. For this release, we’ve reduced some of our barriers to entry for a number of pieces of content. We’d love to hear how these experiences feel and how you spend your time in the Dragon Isles. Alpha is an environment for testing and change. Though some of these barriers and values may be temporary, we will be monitoring feedback and making adjustments as needed to ensure your experience in these new lands is enjoyable and rewarding.
Please let us know your thoughts. We’ll be adjusting content throughout the days and weeks to come.
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ELEMENTAL STORMS
- Elemental Storms have been temporarily disabled.
- Developers’ note: The Elemental Storms that the Primalists are inflicting upon the Dragon Isles are a new feature that will be available when Dragonflight Season 1 starts and won’t be active when Dragonflight launches. This week we’ve disabled them to ensure we’re gathering accurate player feedback on the outdoor world during the initial weeks after Dragonflight’s launch.
- Elemental Storms have been temporarily disabled.
NEW DUNGEONS
- Neltharus
- Uldaman: Legacy of Tyr
- Ruby Life Pools
- The Azure Vault
- Brackenhide Hollow
- The Nokhud Offensive
- Halls of Infusion
- Algeth’ar Academy
CHARACTER LEVEL
- Maximum Level: 70
- Level 58 Dracthyr Template (The Forbidden Reach starting experience)
- Level 60 Character Template
- Character Copy
- Level 70 End-game Testing Realm – Valdrakken
- Profession vendors and trainers have now been spawned in Orgrimmar and Stormwind.
- A PvP Vendor now exists in Orgrimmar and Stormwind that sells players PvP trinkets.
CHARACTERS
- Resolved an issue that caused Da Voodoo Shuffle (Troll Racial) to reduce the duration of roots by less than intended. Duration reduced by 20%, matching current Snare reduction amount.
CLASSES
- Mage, Priest, and Rogue available for all races
- Resurrection Sickness now lasts 1 minute (was 10 minutes). Characters that resurrect at a Spirit Healer below level 10 now suffer 10% durability loss, and characters that resurrect at a Spirit Healer at level 10 and above now suffer 50% durability loss (was all levels suffer 25% durability loss).
- Developers’ note: Resurrection Sickness—the penalty that is applied to your character when you choose to be resurrected at a Spirit Healer—is to ensure that death has some consequence and players aren’t intentionally dying as a routine travel shortcut. The repercussion of the quick resurrection is that the long standing penalty of 10 minutes of greatly reduced attributes discourages you from playing the game in any capacity for that duration. With this change, resurrecting at a Spirit Healer will now result in a greater hit to your item durability (50%) but much shorter duration for the debuff (1 minute).
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NEW TALENT SYSTEM
- Switching Talents and Talent Loadouts no longer requires being in a rested area.
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STARTER BUILDS
- In this week’s PTR and Beta build, all specializations now have a Starter Build loadout. The Starter Build is a preset talent build created for players who prefer not to choose their own talents yet, but simply want a decent build that’s suitable for most content. This will be available to both leveling characters and max level characters.
- Evokers now have access to the Starter Build in their loadouts menu (this feature will be available to other classes in future updates). The Starter Build is a preset talent build created for players who prefer not to choose their own talents yet, but simply want a decent build that’s suitable for most content. This will be available to both leveling characters and max level characters.
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SAVED ACTION BARS
- By default, each Talent loadout will now have its own saved set of action bars. However, if you would like certain loadouts to share the same action bars, there is a loadout option called “Use shared action bars.” All loadouts that have this option enabled will share the same action bars.
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TALENT SEARCH
- There is now a search bar in the new Talent UI. Players can search for specific spells, talents, or words, and any matches will be highlighted on the UI. It will also highlight talents that don’t directly match the search term, but are related to the searched talent (E.g. searching for “tidal waves” will also highlight Riptide, Healing Wave, and Healing Surge since they are mentioned in Tidal Waves’ description).
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INSPECTING
- Inspecting another player now offers a button to open their talent trees.
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LOADOUT SHARING
- Players can now share loadout talent builds with each other. To share your current loadout with another player of your same specialization, players can click the Share button in the Loadout dropdown. This will copy a series of letters and numbers that can be shared with other players. To import a talent loadout, players can click the Import Loadout button in the same dropdown to paste the talent loadout text.
- We hope that this feature makes it easier for players to share talent loadouts with their friends and members of their communities.
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CLASS TUNING
- This week’s build has a number of adjustments to various talents and abilities across many specializations. These changes are the result of ongoing efforts to tune the damage and healing of characters. More changes should be expected in the coming weeks. Your feedback is appreciated.
- Developers’ note: We have had to add a lot of extra spells and modifiers with the talent system, which means a lot of new names also needed to be added. While adding these new spell names we also made a pass on the names of almost every talent, and several of them are having their name changed. We tried to avoid changing terms people are very familiar with, we aren’t looking to rename core building blocks of classes or specs. Spells like Fireball, Mortal Strike and Rejuvenation are not suddenly going to be changing names. Several talents with modifiers to your spells may see some names change to get a better identity and cohesive feel with all of the other spells and talents available to your class or spec.
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UTILITY CHANGES
- This build will have a few changes to various utility themed abilities across multiple talent trees. Based on playtesting feedback, we’ve identified a number of such talents or abilities that we feel need to be changed due to their power level, requirements on group composition or design clarity. In a few cases, these changes are a reduction in power, but we feel they are necessary to ensure a challenging gameplay experience in Dragonflight.
- In addition to the changes below, we are also taking a second look at Restless Crew for Outlaw Rogues and the scope of Demon Hunters Crowd Control capabilities available in the new Talent Trees. For Havoc Demon Hunters, we are specifically discussing the availability for Crowd Control such as Chaos Nova, Sigil of Misery and Sigil of Silence that contributes to a large amount of control for 1 character. We do not have any additional information to share at this time, but we wanted to give the community a heads up that these 2 items are on our radar.
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DRUID
- Mark of the Wild has been redesigned – Infuse a friendly target with the power of the wild, increasing their Versatility by 3% for 60 minutes. If target is in your party or raid, all party and raid members will be affected.
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EVOKER
- Zephyr has been slightly redesigned – No longer limited to your party. It now affects you and your 4 nearest allies within 20 yards.
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HUNTER
- Sentinel’s Protection has been slightly redesigned – Magic damage reduction has been removed, now only grants 5% leech to your party members.
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MONK
- Close to Heart has been redesigned – You and your allies within 10 yards have increased healing taken from all sources.
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PALADIN
- Blessing of Spellwarding is now a Protection Paladin only talent, located as a choice node with Improved Ardent Defender. Additionally, Blessing of Spellwarding no longer replaces Blessing of Protection and now shares its cooldown with Blessing of Protection. Talents that reduce the cooldown of Blessing of Protection will now also affect Blessing of Spellwarding.
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SHAMAN
- Mana Spring Totem has been slightly redesigned – No longer limited to your party, cooldown has been removed and now lasts for 2 minutes. It now affects you and up to 4 allies nearest to the totem, prioritizing healers before other specializations. Additionally, it no longer triggers from Lava Burst for Enhancement Shaman.
- Tranquil Air Totem has been slightly redesigned – No longer limited to your party. It now affects you and up to 4 allies nearest to the totem, prioritizing healers and casters before other specializations.
- Stoneskin Totem has been slightly adjusted – No longer limited to your party. It now affects you and up to 4 allies nearest to the totem.
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DEATH KNIGHT
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Class Tree
- Festermight maximum stacks reduced to 20 (was 30).
- New Talent: Enfeeble – Your Ghouls attack has a chance to reduce the targets movement speed by 30% and the damage they deal to you by 15%.
- Rearranged various talents and created new pathways and choices.
- Rune Mastery increased to 2 ranks. Duration increased to 8 seconds (was 6 seconds) and now grants 3% Strength per rank.
- Icy Talons reduced to 2 ranks (was 3). Melee attack speed per rank increased to 3% (was 2%).
- Unholy Bond reduced to 2 ranks (was 3).
- Will of the Necropolis increased to 2 ranks (was 1). Damage reduction below 30% health is now 20/35% (was previously 30%).
- Blood Draw increased to 2 ranks (was 1). Cooldown now reduced by 60 seconds at rank 2.
- New Talent: Unholy Endurance – Increases Lichborne duration by 2 seconds and while active damage taken is reduced by 15%. Located directly below Lichborne.
- New Talent: Clenching Grasp – Death Grip slows enemy movement speed by 50% for 6 seconds. Located directly below Brittle.
- Improved Death Strike max ranks reduced to 1 (was 3).
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Blood
- Shattering Bone – Damage reduced by 40%. Now properly deals increased damage when Tombstone consumes multiple Bone Shield charges.
- Heart Strike now generates 15 runic power (was 10).
- The talent tree for Blood has undergone significant updates to its pathing and connections.
- Blood Boil – Now has 2 charges baseline (was 1).
- Improved Blood Boil removed.
- Rune Tap – Now has 2 charges baseline (was 1).
- Improved Heart Strike – Reduced to 2 max ranks (was 3). Damage per rank increased to 15% (was 10%).
- Blood Fortification – Removed from the talent tree. Now learned at level 11.
- Everlasting Bond – Death Strike and Heart Strike no longer increase the duration of Dancing Rune Weapon. Now increases the duration of Dancing Rune Weapon by 1 second.
- Developers’ note: While the act of extending your Dancing Rune Weapon with Heart Strike and Death Strike can be fun it quickly can overshadow the rest of Blood’s kit making any other abilities used within that window the wrong choice. In an order to address this we will be changing Everlasting Bond to be a flat duration increase in addition to its existing mechanic of summoning one extra copy of Dancing Rune Weapon. Our goal here is to open up more options throughout the tree as well as not make one style of gameplay feel mandatory permanently moving forward.
- Improved Boneshield – Reduced to 1 max rank (was 2). Now increases Haste by 10% while Bone Shield is active.
- Vampiric Blood – Now available above the first gate. Directly below Marrowrend.
- Improved Vampiric Blood – Now available above the first gate. Directly below Vampiric Blood
- Death’s Caress – Now available above the first gate.
- Dancing Rune Weapon – This has moved higher into the tree and is available immediately after unlocking the 1st gate.
- Hemostasis – Max ranks reduced to 1(was 2).
- Hasty Bargain – Renamed to Perseverance of the Ebon Blade. Now grants 3/6% Versatility when Crimson Scourge is consumed (was Haste).
- Voracious and Bloodworms are no longer a choice node.
- Gorefiend’s Grasp – Now centrally located within the tree with multiple pathing options to reach it.
- Tightening Grasp – Can now only be obtained directly after Gorefiend’s Grasp. Max ranks reduced to 1 (was 2).
- Heartrend – Max ranks reduced to 1 (was 2).
- Shatterning Bone – Damage now correctly scales with rank upgrades.
- New Talent: Blood Feast – Anti-Magic Shell heals you for 100% of the damage it absorbs.
- New Talent: Iron Heart – Blood Shield’s duration is increased by 2 seconds and it absorbs 20% more damage.
- New Talent: Bloodshot – While Blood Shield is active, you deal 25% increased Physical damage.
- New Talent: Sanguine Ground – You deal 5% more damage and receive 5% more healing while standing in your Death and Decay.
- New Talent: Coagulopathy – Enemies affected by Blood Plague take 5% increased damage from you and Death Strike increases the damage of your Blood Plague by 25% for 8 seconds, stacking up to 5 times.
- New Talent: Umbilicus Eternus – After Vampiric Blood expires, you absorb damage equal to 5 times the damage your Blood Plague dealt during Vampiric Blood.
- Unquenchable Thirst has been removed.
- Developers’ note: This talent has been cut and replaced with Umbilicus Eternus. Unquenchable Thirst had a bit of design overlap with both Bonestorm and Shattering Bone on the opposite side of the tree. The choice to replace it was done to add what we hope is a more interesting decision point as you navigate toward the capstones especially factoring in the synergy of the new Blood Plague talents and existing Vampiric Blood talents.
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Frost
- Everfrost – Damage per stack increased to 6% (was 4%).
- Biting Cold – Increases Remorseless Winter damage by 35% (was 30%).
- Chill Streak – No longer costs runic power. Now costs 1 Rune.
- Obliterate – Damage increased by 15%.
- Howling Blast – Damage increased by 12%.
- Breath of Sindragosa – Damage increased by 15%.
- Remorseless Winter – Damage increased by 10%.
- Frost Strike – Damage increased by 20%.
- Unleashed Frenzy – Strength per stack increased to 2% (was 1%).
- Pillar of Frost – Strength increased to 25% (was 20%) and Strength per rune spent increased to 2% (was 1%).
- Frostscythe – Damage increased by 15%.
- Frigid Executioner – Obliterate damage increased to 15% (was 10%) and chance to refund 2 runes increased to 15% (was 12%).
- Piercing Chill – Damage taken per bounce of Chill Streak increased to 10% (was 5%).
- Shattering Blade – Bonus Frost Strike damage increased to 100% (was 60%).
- Enduring Strength – Strength increased to 10/20% per rank (was 5/10%).
- Anticipation – Renamed to Coldthirst.
- Shattering Strike – Renamed to Shattering Blade.
- Obliterate – Damage increased 10%.
- Improved Obliterate – Max ranks reduced to 1 (was 2).
- Rime – Increases Howling Blast damage by an additional 75%.
- Improved Rime – Max ranks reduced to 1 (was 2).
- Horn of Winter – Swapped positions with Cold Heart (Available after Improved Rime).
- Cold Heart – Swapped positions with Horn of Winter (Available after Improved Obliterate).
- Enduring Strength – Now has a connection leading to Inexorable Assault.
- Frostwhelp’s Aid – Now has a connection to Empower Rune Weapon.
- Obliteration – Fixed an issue with Glacial Advance not granting Killing Machine.
- Runic Command – Now increases Maximum Runic Power by 10/20 (was 5/10).
- Frost tree has been updated to a new layout to fix dependency issues, create more depth in choice, as well as new and reworked talents.
- Unleashed Frenzy – Now grants the Strength buff when any Runic Power ability damages an enemy.
- Improved Frost Strike and Runic Command – Swapped positions on the tree.
- Glacial Advance – Removed the cooldown. Moved higher into the tree and is now unlocked after the 1st gate.
- Frostscythe – Moved higher into the tree and is now unlocked after the 1st gate.
- Horn of Winter – Now Frost only and placed directly after Improved Obliterate.
- Improved Killing Machine renamed to Frostreaper and has a new icon.
- Enduring Strength – Now available directly after Pillar of Frost and has a new icon.
- Frostwhelp’s Aid – Now available directly after Pillar of Frost.
- Coldheart – No longer a choice node with Inexorable Assault. Moved to the right side of the tree below Improved Rime.
- Inexorable Assault – No longer a choice node with Cold Heart. Moved below Frostreaper on the left side of the tree.
- Obliteration – No longer a choice node with Icecap.
- Icecap – Pillar of Frost cooldown reduction from Frost Strike/Frost Scythe/Obliterate critical hits reduced to 2 seconds (was 4 seconds). Now available directly after Frostwhelp’s Aid or Enduring Strength.
- Empower Rune Weapon – Now properly grants 1 charge if you already know the spell from the core tree.
- Everfrost – Now directly available after Gathering Storm and should no longer be able to be taken without knowing Remorseless Winter. Reduced to a 1 rank node (was 2).
- Might of the Frozen Wastes – Fixed a bug that was causing this to not properly apply while a 2-hander was equipped. Now available directly after Murderous Efficiency.
- New Talent: Shattering Strike – When Frost Strike damages an enemy with 5 stacks of Razorice it will consume them to deal an additional 60% damage. Available directly after Icecap.
- Avalanche – This has been updated to also apply Razorice to your targets if Howling Blast is empowered by Rime. No longer a choice node with Frozen Pulse, and now available directly after Icecap.
- Frozen Pulse has been removed.
- New Talent: Icebreaker – When empowered by Rime, Howling Blast deals 30/60% increased damage to your primary target. Available directly after Empower Rune Weapon and Gathering Storm.
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Unholy
- Fixed an issue with Magus of the Dead, Army of the Dead, and Gargoyle’s damage not scaling with Mastery: Dreadblade.
- Morbidity now affects ranged caster summons (ex: Army of the Dead, Magus of the Dead) in addition to caster pets (ex: Risen Ghoul).
- Superstrain – Now applies Frost Fever and Blood Plague at 80% effectiveness. This includes runic power generated from Frost Fever which is now 4 (was 5).
- Summon Gargoyle – Damage of Gargoyle Strike increased by 25%. Now properly scales with Mastery.
- Commander of the Dead – Damage buff for your Army of the Dead Ghouls and Gargoyle increased to 35% (was 30%). Commander of the Dead will now apply to ghouls who were still being summoned in by Army of the Dead when Dark Transformation was pressed.
- Death Coil – Damage reduced by 15%.
- Raise Dead – All Pet ghoul damage reduced by 10%.
- Death Rot – Now applies to all enemies damaged by Epidemic or Death Coil (was only your primary target).
- Scourge Strike – Damage reduced by 8%.
- Clawing Shadows – Damage reduced by 8%.
- Festering Wound – Damage reduced by 10%.
- Magus of the Dead – Frostbolt and Shadowbolt damage increased by 100%.
- Unholy Pact – No longer grants 5% Strength.
- Rotten Touch – Increases Scourge Strike damage by 50% for 6 seconds (was 30%).
- Ghoulish Frenzy – Attack Speed and Damage gained decreased to 5/10% (was 6/12%).
- Coil of Devastation – Now deals 30% of Death Coil damage over 4 seconds (was 35%).
- Festering Strike – Renamed to Improved Festering Strike.
- Plaguebearer – Renamed to Vile Contagion.
- Eternal Agony epidemic effect now also extends the duration of Dark Transformation.
- Ghoulish Frenzy effect duration is now also extended when Dark Transformation’s duration is increased (i.e. by Eternal Agony).
- Death Rot epidemic effect now applies Death Rot to your primary target.
- Summon Gargoyle is now off global cooldown (GCD) and generates 50 Runic Power on use. Gargoyle Strike base damage increased by 60%.
- Developers’ note: In addition to Unholy’s latest changes we have a few updates we’d like to make to their talents that affect resource generation. The changes to the class tree should be a step in the right direction for better balancing Unholy’s resource economy, but we also want to target a few Unholy specific talents as well. Unholy has been a class with a higher downtime and while we think some downtime can be okay, it’s important to find a balance between too high and too low. The current alpha version swung that pendulum too far in one direction and we are looking to find a better middle ground that both feels fun and rewarding to play. Resource tuning will continue to be on going as we head into Dragonflight. As mentioned last week we are making efforts to prepare for tuning in Dragonflight as such Unholy will be receiving a few tuning tweaks to their talents.
- Plaguebringer – Disease damage now ticks 100% more quickly (was 150%).
- Feasting Strikes – Removed Scourge Strike’s chance to refund 1 rune, and now chance to trigger increased to 20%.
- Developers’ note: Having both Festering Strike and Scourge Strike trigger a Rune refund left us very little room to tune around and also made this something that just always happened. In an effort to give us more ways to tune this and also add a little more gameplay thought we are changing this to only work on Festering Strike.
- Replenishing Wound – Reduce Runic Power gained from popping a Festering Wound to 2 (was 3).
- Improved Death Coil – Damage increase reduced to 15/30% (was 20/40%).
- Plaguebearer – Cooldown increased to 90 seconds (was 45 seconds). Status changed to implemented.
- Unholy Assault – Buff duration increased to 20 seconds (was 12 seconds).
- Ghoulish Frenzy – Attack speed and damage increased to 6/12% (was 4/8%).
- Morbidity – Damage per disease reduced to 2% at rank 2 (was 3%).
- Death Rot – Reduced to 1% per stack up to 10% (was 2% per stack, up to 20%). Increased the duration to 10 seconds (was 8 seconds).
- Fixed an issue preventing Death Rot from being applied by multiple Death Knights.
- Commander of the Dead – Damage to Gargoyle and Army Ghouls reduced to 30% (was 40%).
- Rearranged various talents and created new pathways and choices.
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New
- Feasting Strikes – Festering Strike and Scourge Strike/Clawing Shadows have 15% chance to generate 1 Rune.
- Runic Mastery – Increases Maximum Runic Power by 10/20.
- Plaguebringer – Scourge Strike causes your disease damage to occur 150% more quickly for 5 seconds.
- Magus of the Dead – Apocalypse and Army of the Dead also summon a Magus of the Dead who hurls Frostbolts and Shadow Bolts at your foes.
- Magus of the Dead’s Shadow Bolt damage increased by 20%.
- Magus of the Dead’s Frostbolt damage increased by 10%.
- Magus of the Dead’s Frostbolt slow duration increased to 6 seconds and 60% slow (was 4 seconds and 50%).
- Ruptured Viscera – When your ghouls expire, they explode in viscera dealing Shadow damage to nearby enemies.
- Commander of the Dead – Dark Transformation also empowers your Gargoyle and Army of the Dead for 30 seconds, increasing their damage by 40%.
- Eternal Agony – Death Coil increases the duration of Dark Transformation by 1 second.
- Coil of Devastation – Death Coil causes the target to take an additional 35% of the direct damage dealt over 4 seconds.
- Rotten Touch – Sudden Doom causes your next Death Coil to also increase your Scourge Strike damage against the target by 30% for 6 seconds.
- Superstrain – Your Virulent Plague also applies Frost Fever and Blood Plague.
- Plaguebearer – Inflict disease upon your enemies spreading Festering Wounds equal to the amount currently active on your target to 8 nearby enemies (45 second cooldown, 30 Runic Power). Not yet implemented, but coming in a future build!
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Removed
- Deadly Coil
- Improved Scourge Strike
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Changes
- Death Coil – Runic Power cost reduced to 30 (was 40).
- Unholy Command – Now reduces the cooldown of Dark Transformation by 8/15 seconds (was reduces the cooldown of Dark Transformation when dealing damage with Death Coil. ).
- Epidemic – Damage increased by 20%.
- Army of the Damned – Now reduces the cooldown of Apocalypse by 45 seconds (no longer reduced by Dark Transformation). No longer summons a Magus of the Dead when Apocalypse or Army of the Dead are cast.
- Summon Gargoyle – Duration reduced to 25 seconds (was 35 seconds). Now gains 1% damage per 1 runic power spent (was per 2 runic power).
- Scourge Strike/Clawing Shadows – Damage increased 20%.
- Morbidity – Damage per rank reduced to 1/3% (was 3/6%). Festering Wound no longer increases the damage of Morbidity and now also increases damage from Blood Plague and Frost Fever if Superstrain is talented.
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Class Tree
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DEMON HUNTER
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General
- Immolation Aura damage increased by 8%.
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Class Tree
- Eye Beam damage reduced by 8%.
- The Hunt damage reduced by 10%.
- Illidari Knowledge damage reduction increased to 3/6% (was 2/4%).
- Will of the Illidari - Max Health bonus increased to 3/6% (was 2/4%).
- Soul Rending – Metamorphosis leech bonus reduced to 5/10% (was 10/20%).
- Sigil of Silence – Moved to the Vengeance tree as a choice node with Roaring Fire.
- New Talent: Soul Sigils – Afflicting an enemy with one of your Sigils generates 1 Lesser Soul Fragment.
- A few Demon Hunter Class talents have moved positions due to the above change.
- Precise Sigils now increases the duration of Sigil effects by 2 seconds.
- Consume Magic – Renamed to Swallowed Anger.
- Vengeful Restraint – Renamed to Vengeful Bonds.
- Demonic Origins – Renamed to First of the Illidari.
- Fae Empowered Elixir – Renamed to Relentless Pursuit.
- Hot Feet – Renamed to Blazing Path.
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Havoc
- Chaos Strike/Annihilation damage reduced by 10%.
- Blade Dance/Death Sweep damage increased by 18%.
- Immolation Aura (Rank upgrade) duration bonus reduced to 4 seconds (was 6 seconds).
- First Blood damage bonus value reduced to 85% of base (was 135%).
- Unbound Chaos damage bonus reduced to 200/400% (was 250/500%).
- Isolated Prey - Eye Beam damage bonus reduced to 25% (was 30%).
- Inner Demon damage reduced by 15%.
- Elysian Decree damage reduced by 10%.
- Metamorphosis – Duration reduced to 24 seconds (was 25 seconds).
- Improved Chaos Strike – Bonus Chaos Strike damage reduced to 10% (was 15%).
- Improved Fel Rush – Bonus Fel Rush damage reduced to 20% (was 25%).
- Initiative – Bonus critical strike chance reduced to 12% (was 15%).
- Momentum – Bonus damage reduced to 8% (was 10%).
- Essence Break – Bonus to Chaos Strike/Blade Dance damage reduced to 80% (was 100%).
- Furious Gaze – Duration reduced to 10 seconds (was 12 seconds).
- Shattered Destiny – Fury spent per cooldown extention increased to 8 (was 7).
- Dancing with Fate – Bonus to Blade Dance final slash damage reduced to 20/40% (was 25/50%).
- Growing Inferno – Bonus per tick Immolation Aura damage reduced to 5/10% (was 8/15%).
- Burning Wound – Damage over time effect reduced by 20%.
- Burning Wound – Bonus Immolation Aura damage increased to 50% (was 45%).
- Burning Wound – Fixed a bug that was causing Immolation Aura damage bonus to be applied twice.
- Ragefire – Portion of damage saved per critical strike reduced to 40% (was 50%).
- Blur is now a baseline ability.
- Mo’arg Bionics – Renamed to Accelerating Blade.
- The Weak-Willed – Renamed to Soulcrush.
- Developers’ note: After 10,000 years… today’s build includes early versions of Demon Hunter’s class and Havoc talent trees.
- The class tree houses many of the familiar utility and defensive abilities associated with each spec and arranges them in spec-themed sections to the left (including modifiers to Fury and movement speed) and right (including Brands and options to empower them), with shared damage bonuses centered (including The Hunt and modifiers to Metamorphosis). We hope to see players take advantage of the new talent system to make choices that match their preferences, that can be tailored to meet the challenges they will face, and that create new gameplay opportunities by combining effects in ways not previously possible.
- The Havoc tree takes abilities from the spec’s past and present, then puts them alongside reworked and all-new talents to provide multiple gameplay and damage output styles to invest in. Notable among them are talents that provide incentives for secondary stats like Critical Strike Chance and Mastery, as well as talents that grant significant bonuses to the skills of your choice like Chaos Strike, Eye Beam, and Immolation Aura. We hope the new trees provide opportunities to make talent builds that feel custom and distinct.
- While we’re still working on the Vengeance specialization, we wanted to bring the Class & Havoc trees online so we can get community feedback as early as possible. The Vengeance tree currently in this week’s Alpha is the existing Shadowlands’ talent tree, in addition to containing all of their other abilities. This is placeholder and not indicative of their final tree, and we will be bringing the Vengeance tree online as soon as its ready. Regardless of whether you’re checking out these Demon Hunter class and Havoc talents online or trying them out in the Alpha, we hope you’ll enjoy and share your thoughts with us!
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Known Issues
- There are several talents that are not fully implemented yet. These are tagged with NYI (Not Yet Implemented) in their Talent name.
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Vengeance
- Elysian Decree no longer deals 10% reduced damage when specced into Vengeance.
- Focused Cleave damage bonus reduced to 30% (was 40%).
- Fel Flame Fortification damage reduction increased to 10% (was 6%).
- Revel in Pain - Maximum absorb value increased by 50%.
- Cycle of Binding – Cooldown Reduction per applied Sigil increased to 3 seconds (was 2 seconds).
- Ruinous Bulwark now causes Fel Devastation to convert 100% (was 50%) of its healing (was overhealing) into an absorb shield for 10 seconds.
- Roaring Fire increases healing of Fel Devastation by up to 50% based on missing health (was 30%).
- Abyssal Haste – Renamed to Meteoric Strikes.
- Developer’s note: Today’s build includes the final spec talent tree to be updated to its Dragonflight version: Vengeance Demon Hunter. The Vengeance tree allows players to customize their offensive and defensive gameplay to conquer the game’s challenges as they see fit. Talents include opportunities to unlock familiar skills like Spirit Bomb and Elysian Decree, to choose bonuses for core skills like Demon Spikes and Sigils, and to invest into spec systems like Soul Fragments and an expanded/reworked ‘Frailty’ debuff exclusive to Vengeance talents. In additional to the talents themselves, there are two notable changes to the base function of Souls and Soul Fragments. The first change is that non-demon Souls and Soul Fragments will require more precision to pick up manually, now requiring moving within 4 yards (down from previous 6 yards) with the intention that the circumstances where players accidentally pick up Fragments will occur less frequently. The second change increases the radius that nearby Soul Fragments will remain available for consumption via skills to 100 yards (up from previous 25 yards). We hope you’ll enjoy your experiences with the new Vengeance spec talents, and be willing to provide feedback about those experiences with us!
-
General
-
DRUID
-
General
- Mark of the Wild has been redesigned – Infuse a friendly target with the power of the wild, increasing their Versatility by 3% for 60 minutes. If target is in your party or raid, all party and raid members will be affected.
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Class Tree
- Fixed an issue where Killer Instinct was not affecting melee damage or Guardian bleed damage.
- Natural Recovery – Effectiveness reduced to 2/4% (was 3/6%).
- Furor has been removed.
- New Talent: Protector of the Pack
- Restoration: Store 10% of your effective healing, up to 120% spell power. Your next Moonfire consumes all stored healing to increase its damage dealt.
- Feral/Guardian/Balance: Store 10% of your damage, up to 120% spell power. Your next Regrowth consumes all stored damage to increase its healing.
- Starsurge is now instant cast for all specializations.
- Added Improved Nature’s Cure for Restoration Druids to replace Remove Corruption.
- Added Remove Corruption nodes visible for Balance, Feral, and Guardian in the same location.
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Balance
- Astral spells are now affected by both Eclipses while active.
- Denizen of the Dream is now affected by Eclipses and Mastery.
- Denizen of the Dream now scales with Spell Power.
- Goldrinn’s Fang is now affected by Eclipses and Mastery.
- Goldrinn’s Fang is now affected by Moonkin Form.
- Syzygy has been renamed to Orbital Strike.
- Wild Mushroom and Orbital Strike are now affected by Balance of All Things.
- Astral Smolder, Fungal Growth, and Lunar Shrapnel can no longer critically strike.
- Astral Smolder, Fungal Growth, and Lunar Shrapnel no longer benefit twice from player stats.
- Fixed an issue where Wild Mushroom damage was not being modified by talents.
- Mastery: Astral Invocation’s damage increase has been reduced by 45%.
- Starfall damage has been reduced by 35%.
- Developer note: Balance Druids will see that several other spells have been reduced in power on the beta. We’re still working on these changes, so expect a few to be reverted over the course of the week. Thank you for your patience!
- Umbral Embrace – Now increases the damage of Wrath and Starfire by 25/50% (was 50/100%).
- Astral Smolder – Now causes targets to languish for an additional 20%/40% (was 4%/8%).
- A new connection exists between Lunar Shrapnel and Force of Nature.
- A new connection exists between Orbit Breaker and Astral Communion.
- A new connection exists between Rattle the Stars/Starweaver and Wild Mushroom.
- Warrior of Elune has been moved to row 10.
- Sundered Firmament has been moved to the right side of the tree.
- Nature’s Balance has been moved to row 2.
- Stellar Innervation has been moved to row 5.
- Stellar Inspiration has been removed.
- Twin Moons has been moved to row 5 and is no longer a choice against Stellar Flare.
- Orbit Breaker – Triggers every 30th Shooting Star (was every 20th).
- Astral Communion – Generates 60 Astral Power (was 75).
- Primordial Arcanic Pulsar – Triggers after spending 600 Astral Power (was 300).
- Sundered Firmament – Now creates a Fury of Elune at 20% effectiveness (was 25%).
- Elune’s Guidance – Reduces the Astral Power cost of Starsurge by 5 (was 10) and the Astral Power cost of Starfall by 8 (was 15).
- Rattle the Stars – Reduces the cost of Starfall and Starsurge by 5% per stack (was 10%).
- Starsurge – Costs 40 Astral Power (was 30). Damage reduced by 35%.
- Starfall – Damage reduced by 35%.
- Shooting Stars – Generates 2 Astral Power (was 3). Damage reduced by 50%.
- Lunar Shrapnel has been redesigned – Starfall’s stars have a chance to deal an additional 25% damage to nearby enemies when they damage an enemy afflicted by Moonfire. Deals reduced damage beyond 8 targets.
- Umbral Intensity – Now additive and the tooltip has been changed to the following: Solar Eclipse increases the damage of Wrath by an additional 10/20%. Lunar Eclipse increases the critical strike chance of Starfire by an additional 10/20%.
- Sundered Firmament – Astral Power generation is now correctly granting 25% of Fury of Elune’s Astral Power generation.
- Stellar Flare – No longer generates Astral Power when granted by Stellar Inspiration.
- The chance for Shooting Stars to occur has been reduced.
- Wild Mushrooms no longer have nameplates.
- The tree has undergone an overhaul. Many talents have been moved, rank amounts have changed, and several new connections have been made.
- New Talent: Umbral Embrace – Dealing Astral damage has a chance to cause your next Wrath or Starfire to become Astral and deal 50% additional damage.
- New Talent: Wild Mushroom – Grow a magical mushroom at the target enemy’s location. After 2 seconds, the mushroom detonates, dealing Nature damage and generating up to 20 Astral Power based on targets hit.
- New Talent: Fungal Growth – Enemies struck by Wild Mushroom are damaged for an additional 70% over 8 seconds and slowed by 50%.
- New Talent: Radiant Moonlight – Full Moon becomes Full Moon once more before resetting to New Moon. Fury of Elune’s cooldown is reduced by 15 seconds.
- New Talent: Stellar Innervation – During Solar Eclipse, Sunfire generates 100% additional Astral Power. During Lunar Eclipse, Moonfire generates 100% additional Astral Power.
- New Talent: Elune’s Guidance – Incarnation: Chosen of Elune reduces the Astral Power cost of Starsurge by 10, and the Astral Power cost of Starfall by 15. Convoke the Spirits’ cooldown is reduced by 50% and its duration and number of spells cast is reduced by 25%. Convoke the Spirits has an increased chance to use an exceptional spell or ability.
- New Talent: Astral Smolder – Your critical strikes from Starfire and Wrath cause the target to languish for an additional 4% of your spell’s damage over 4 seconds.
- New Talent: Sundered Firmament – Every other Eclipse creates a Fury of Elune at 25% effectiveness that follows your current target for 8 seconds.
- New Talent: Denizen of the Dream – Your Moonfire and Sunfire have a chance to summon a Faerie Dragon to assist you in battle for 30 seconds.
- New Talent: Friend of the Fae – When a Faerie Dragon is summoned, your Arcane and Nature damage is increased by 6% for 30 seconds.
- New Talent: Astral Communion – Generates 75 Astral Power.
- New Talent: Nature’s Grace – After an Eclipse ends, you gain 15% Haste for 6 seconds.
- New Talent: Waning Twilight – When you have 3 periodic effects on a target, your damage and healing on them are increased by 4%.
- New Talent: Lunar Shrapnel – Starfall’s stars deal an additional 25% damage to nearby enemies when they damage an enemy afflicted by Moonfire.
- Stellar Drift – Removed.
- Improved Moonfire – Removed.
- Blessing of An’she – Removed.
- Blessing of Elune – Removed.
- Precise Alignment – Removed.
- Fury of the Skies – Removed.
- Improved Starsurge – Removed.
- Stellar Inspiration – Starsurge has a 10% chance to apply Stellar Flare to the target. Starfall has a 15% chance to extend Moonfire and Sunfire by 4 seconds.
- Orbit Breaker – Every 20th Shooting Star calls down a Full Moon at 80% power upon its target.
- Oneth’s Clear Vision – Renamed to Starweaver.
- Timeworn Defender – Renamed to Rattle the Stars.
- Incarnation: Chosen of Elune – No longer grants Haste. Must have Celestial Alignment talented to gain Haste benefit.
- Eclipses no longer occur in alternation or reduce the cast times of Wrath or Starfire.
- Lunar Eclipse now increases the damage of your Arcane spells by 15%.
- Solar Eclipse now increases the damage of your Nature spells by 15%.
- Shooting Stars has an increased chance to occur and now has a chance to trigger from Stellar Flare damage.
- Mastery: Total Eclipse has been removed.
- Mastery: Astral Invocation has been added – Your Nature spells deal increased damage to targets affected by Sunfire. Your Arcane spells deal increased damage to targets affected by Moonfire.
- Eclipses no longer occur in alternation or reduce the cast times of Wrath or Starfire.
- Lunar Eclipse now increases the damage of your Arcane spells by 15%.
- Solar Eclipse now increases the damage of your Nature spells by 15%.
- Shooting Stars has an increased chance to occur and now has a chance to trigger from Stellar Flare damage.
- Mastery: Total Eclipse has been removed.
- New Mastery: Astral Invocation – Your Nature spells deal increased damage to targets affected by Sunfire. Your Arcane spells deal increased damage to targets affected by Moonfire.
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Feral
- Brutal Slash now replaces Swipe in bear form as well. Brutal Slash does not cost energy or generate combo points while in Bear Form.
- Moved Lunar Inspiration to the left side of the tree.
- Moved Infected Wounds to the center of the tree, below Berserk.
- Developers’ Note: Lunar Inspiration and Infected Wounds are talents that are valuable to a broad variety of Feral Druid builds, but their previous positions were behind talents with more niche benefits. Their new positions should make them more accessible to play with different builds.
- Rip – Damage increased by 10%.
- Ferocious Bite – Damage decreased by 10%.
- Thrash – Damage increased by 25%.
- Rake – Damage increased by 25%.
- In addition to the above rebalancing, Shred, Swipe, Brutal Slash, Rake, Thrash, Ferocious Bite, Rip, Primal Wrath damage reduced by 10%.
- Ferocious Bites during Convoke the Spirits hit as if 4 combo points were spent (was 5).
- Developers’ note: Convoke the Spirits damage needs to be tuned down, and the vast majority of Convoke’s damage comes from the Ferocious Bites it casts. Reducing the likelihood for Convoke to cast Ferocious Bite would increase the variability in the damage a single Convoke does in a way that could increase the dissatisfaction of getting a “bad Convoke.” This change reduces Convoke’s damage by about 12% but leave its variance about the same.
- Tireless Energy – Energy recovery bonus reduced to 8%/15% (was 10%/20%).
- Sabertooth – Ferocious Bite damage bonus reduced to 15% (was 20%). Bleed damage buff per combo point increased to 5% (was 4%).
- Dreadful Bleeding – Damage bonus increased to 20% (was 15%).
- Frenzied Assault – Effect reduced to 125% (was 150%).
- Tear Open Wounds – Effect reduced to 60% (was 75%).
- Rip and Tear – Bleed duration changed to 8 seconds (was 6 seconds) and bleed damage no longer incorporates the effect of Sabertooth’s Rip damage bonus.
- Rampant Ferocity – Effect reduced to 20% (was 25%).
- Bloodtalons – Effect reduced to 25% (was 30%).
- Fixed an issue causing damage dealt by Rampant Ferocity to be reduced by armor.
- Fixed issues causing Double-Clawed Rake to not choose targets for second Rake intelligently.
- Ferocious Frenzy – Renamed to Rampant Ferocity.
- Bite Force – Renamed to Lion’s Strength.
- Piercing Claws has been renamed to Primal Claws – No longer grants Critical Strike. Each point now grants a 10% chance for combo point generators to generate an extra combo point.
- Improved Bleeds has been renamed to Merciless Strikes – Now increases Swipe damage against bleeding targets by 10% (was 20%).
- Protective Growth – Damage reduction increased to 5% (was 3%).
- Tireless Energy – No longer grants Haste. Points now increase maximum Energy by 30/60 and passive Energy regeneration by 10%/20%.
- Berserk – Now causes Swipe to generate an additional combo point during Berserk.
- Eye of Fearful Symmetry has been renamed to Tiger’s Tenacity – Changed to a 1 point talent. Now causes Tiger’s Fury to grant 1 combo point after your next 3 finishers (was 1 finishing move restores 2 combo points).
- Frantic Momentum – Changed to a 2-point talent. Now grants a 3%/6% chance per combo point spent to increase your Haste by 10% for 6 seconds.
- Cat’s Curiosity – Now recovers 25% of energy cost for abilities it affects for each point (was 15%).
- Convoke the Spirits – Can no longer cast Tiger’s Fury.
- Soul of the Forest – Now grants 3 Energy per combo point spent (was 5).
- Rip and Tear – Applying Rip to a target applies a Tear that deals 6% of the new Rip’s damage over 6 seconds (was a flat amount).
- Unbridled Swarm – Now a single point talent and grants a 60% chance for swarms to split.
- Ashamane’s Guidance – Now also reduces Convoke the Spirit’s cooldown by 50%.
- New Talent: Relentless Predator – Reduces Energy costs of Ferocious Bite by 20%. This includes both the base cost and the additional Energy that can be spent for bonus damage.
- Scent of Blood – Removed.
- Rearranged various talents and created new pathways and choices.
- New Talent: Protective Growth – Your Regrowth protects you, reducing all damage you take by 3% while it is on you.
- New Talent: Pouncing Strikes – Grants benefits to Shred and Rake when striking from stealth.
- New Talent: Piercing Claws (2 ranks) – Critical Strike chance increased by 2%.
- New Talent: Double-Clawed Rake – Rake also applies Rake to 1 additional nearby target.
- New Talent: Dreadful Bleeding – Rip damage increased by 15%.
- New Talent: Tear Open Wounds – Primal Wrath consumes up to 4 seconds of Rip damage on targets it hits and deals 75% of it instantly.
- New Talent: Ferocious Frenzy – Ferocious Bite also hits nearby enemies within 8 yards afflicted by Rip for 25% damage.
- New Talent: Raging Fury – Finishing moves extend the duration of Tiger’s Fury by 0.2 seconds per combo point spent.
- New Talent: Frantic Momentum – Finishing moves have a 3% chance per combo point spent to grant 10% Haste for 6 seconds.
- New Talent: Berserk: Heart of the Lion – Each combo point spent reduces the cooldown of Berserk by 0.5 seconds.
- New Talent: Wild Slashes – Swipe and Thrash deal 20% more damage.
- New Talent: Bite Force – Ferocious Bite and Rip deal 10% more damage.
- New Talent: Veinripper – Rip, Rake, and Thrash last 25% longer.
- New Talent: Rip and Tear – Applying Rip to a target also applies a Tear that deals Bleed damage per combo point spent over 6 seconds.
- Improved Bleeds changed to 1 rank (was 2).
- Max Energy renamed to Tireless Energy, changed to 2 ranks (was 3) and grants 2% Haste per rank.
- Sabertooth now increases Ferocious Bite damage by 20% and increases damage dealt by Rip by 4% for each combo point spent for 4 seconds.
- Sudden Ambush changed to 2 ranks (was 3) and grants 2% chance to strike as if from stealth per rank (was 1%).
- Berserk replaces Berserk: Relentlessness – Berserk now grants combo point refund on finishing moves and causes Rake and Shred to deal damage as if stealthed.
- Taste for Blood changed to 2 ranks (was 3).
- Infected Wounds now also increases Rake damage by 20%.
- Berserk: Frenzy no longer causes combo point generating abilities to reduce the cooldown of Berserk.
- Modal Cooldown Bonus is now Ashamane’s Guidance – Gives auto attacks a chance to trigger Incarnation for 6 seconds.
- Removed Improved Tiger’s Fury. Tiger’s Fury now always grants 50 Energy.
- Removed Improved Shred and Improved Prowl.
- Removed Berserk: Jungle Stalker.
- Removed Savage Roar.
- Removed Draught of Deep Focus.
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Guardian
- The Guardian druid tree has undergone changes to its node connections and talent positions.
- Scintillating Moonlight, Twin Moonfire & Galactic Guardian are now after the 20 point gate.
- Survival of the Fittest, After the Wildfire/Guardian of Elune choice node & Soul of the Forest are now after the 8 point gate.
- Dream of Cenarius has been split out of it’s choice node with Ursoc’s Fury.
- Maul – Damage has been increased by 40%
- Mangle – Damage has been increased by 15%
- Twin Moonfire – Damage bonus to Moonfire has been reduced to 10% (was 20%) in addition to its existing effects.
- Guardian of Elune – Mangle now increases the duration of your next Ironfur by 3 sec (was 2 seconds) in addition to its existing effects.
- After the Wildfire – Healing from this ability has been increased by 50%.
- The Guardian druid tree has undergone changes to its node connections and talent positions.
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Restoration
- Cenarius’ Guidance now grants Clearcasting every 5 seconds during Incarnation: Tree of Life (was 6 seconds). Lifebloom blooms now reduce the cooldown of Incarnation: Tree of Life by 2 sec (was 1.5 seconds).
- Reforestation – Now on the Personal Resource Display.
- All healing spells reduced by 10%.
- Nature’s Splendor – Now increases the effectiveness of Nature’s Swiftness’s healing bonus by 35% (was 50%).
- Dreamstate – Increased cooldown reduction to 15 seconds (was 12 seconds).
- Soul of the Forest – Healing bonus to Wild Growth decreased to 60% (was 75%).
- Unstoppable Growth – Now decreases Wild Growth’s falloff by 15%/30% (was 20%/40%).
- Verdancy – Healing increased by 125%.
- Convoke the Spirits – Flourishes cast by Convoke the Spirits now last 4 seconds and extend healing over time effects by 4 seconds.
- Embrace the Dream – Healing increased by 20%.
- Nurturing Dormancy – Now extends Rejuvenation by 1 second (was 2 seconds), up to 3 seconds (was 6 seconds).
- Invigorate – Lifeblooms and Rejuvenations affected by Invigorate now complete 200% faster (was 100%).
- Power of the Archdruid – Now causes your next Rejuvenation or Regrowth to apply to 2 additional allies (was 3).
- Rejuvenation – Reduced healing by 15%.
- Rejuvenation (Germination) – Reduced healing by 15%.
- Nurturing Dormancy – Reduced Rejuvenation extension to 2 seconds, up to 6 seconds (was 3 seconds, up to 9 seconds).
- Abundance – Reduced effectiveness to 5% per stack (was 6%).
- Invigorate has been redesigned – Refreshes the duration of your active Lifebloom and Rejuvenation effects on the target and causes them to complete 100% faster. 20 second cooldown, lowered cost to 2% of base mana.
- Cenarius’ Guidance is now implemented – During Incarnation: Tree of Life, you gain Clearcasting every 6 seconds. The cooldown of Incarnation: Tree of Life is reduced by 1.5 seconds when Lifebloom blooms or 1 second when Regrowth’s initial heal critically strikes. Convoke the Spirits’ cooldown is reduced by 50% and its duration and number of spells cast is reduced by 25%. Convoke the Spirits has an increased chance to use an exceptional spell or ability.
- Unbridled Swarm – Now a 60% chance to trigger by default.
- Verdancy – Increased healing by 60%.
- Dreamstate – Now reduces cooldowns by 12 seconds (was 10 seconds).
- Grove Tending – Increased healing by 75%.
- New connections below gate 2.
- Stonebark/Improved Ironbark choice node – Moved to row 6.
- Rampant Growth – Moved to row 7.
- Regenerative Heartwood – Moved to row 7.
- Nurturing Dormancy – Moved to row 9.
- Germination – Moved to row 10.
- Unbridled Swarm – Now a 1-point node.
- Rearranged various talents and created new pathways and choices.
- New Talent: Flash of Clarity – Clearcast Regrowths heal for an additional 30%.
- New Talent: Waking Dream – Ysera’s Gift now heals every 4 seconds, and heals for an additional 5% for each of your active Rejuvenations.
- New Talent: Nature’s Splendor – The healing bonus to Regrowth from Nature’s Swiftness is increased by 50%.
- New Talent: Nurturing Dormancy – When your Rejuvenation heals a full health target, its duration is increased by 3 seconds, up to a maximum total increase of 9 seconds per cast.
- New Talent: Dreamstate – While channeling Tranquility, your other Druid spell cooldowns are reduced by up to 10 seconds.
- New Talent: Verdancy – When Lifebloom blooms, up to 3 targets within your Efflorescence are healed.
- New Talent: Budding Leaves – Lifebloom’s healing is increased by 3/6% each time it heals, up to 45/90%. Also increases Lifebloom’s final bloom amount by 3/6%.
- New Talent: Embrace of the Dream – Wild Growth has a 50/100% chance to momentarily shift your mind into the Emerald Dream, instantly healing all allies affected by your Rejuvenation.
- New Talent: Regenerative Heartwood – Allies protected by your Ironbark also receive 75% of the healing from each of your active Rejuvenations.
- Improved Lifebloom – Lifebloom counts for 2 stacks of Mastery: Harmony.
- Invigorate – Your heal over time effects on the target complete 100% faster. 45 second cooldown.
- Power of the Archdruid – Wild Growth has a 50% chance to cause your next Rejuvenation or Regrowth to apply to 3 additional allies within 20 yards of the target.
- Unending Growth – Rejuvenation healing has a 1/2% chance to create a new Rejuvenation on a nearby target.
- Undergrowth – You may Lifebloom two targets at once, but Lifebloom’s healing is reduced by 10%.
- Reforestation – Every 3 casts of Swiftmend grants you Incarnation: Tree of Life for 9 seconds.
- Verdant Infusion – Swiftmend no longer consumes a heal over time effect, and extends the duration of your heal over time effects on the target by 10 seconds.
- Unstoppable Growth – Wild Growth’s healing falls off 20/40% less over time.
- Ysera’s Gift now restores 3% health per 5 seconds by default.
- Ready for Anything now reduces Nature’s Swiftness’s cooldown by 12 seconds.
- Improved Regrowth now increases chance for a critical effect by 40% by default.
- Inner Peace now reduces the cooldown of Tranquility by 60 seconds by default.
- Stonebark now increases healing from your heal over time effects by 20% during Ironbark by default.
- Improved Ironbark now reduces the cooldown of Ironbark by 20 seconds by default.
- Ready for Anything is now a choice node with Nature’s Splendor.
- Inner Peace is now a choice node with Dreamstate.
- Improved Ironbark/Stonbark is now a choice node. Moved to row 7.
- Photosynthesis is no longer a choice node with Undergrowth.
- Autumn Leaves has been removed.
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General
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EVOKER
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Racials
- Soar – Cooldown reduced to 4 minutes (was 5 minutes).
- Familiar Skies now reduces Soar’s cooldown by 1 minute on continents that you have fully explored.
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General
- Deep Breath and Dream Flight now remove all roots when activated.
- Hover – The prevent player casting effect now lasts 0.45 seconds (was 0.7 seconds).
- Hover – You may now finish your last cast while moving without being interrupted when Hover ends.
- Empowered spell cast bar visual has been updated.
- Starter builds now enabled.
- New Ability: Fury of the Aspects – Increases Haste by 30% for all party and raid members for 40 seconds. Allies receiving this effect will become Exhausted and unable to benefit from Fury of the Aspects or similar effects again for 10 minutes.
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Class Tree
- Tail Swipe radius increased to 8 yards (was 6 yards).
- Time Stop (PvP talent) is no longer on the global cooldown.
- Deep Breath deals 40% increased damage in PvP combat.
- Zephyr has been slightly redesigned – No longer limited to your party. It now affects you and your 4 nearest allies within 20 yards.
- Rescue – Renamed to Verdant Embrace. Now castable on yourself.
- Fly With Me – Renamed to Rescue.
- Ruin – Renamed to Tyranny.
- Tyranny – Renamed to Spellweaver’s Dominance.
- Suffused With Power – Renamed to Instinctive Arcana.
- Pyrexia – Renamed to Foci of Life.
- Might of the Aspects – Renamed to Titanic Wrath.
- Continuum – Renamed to Eye of Infinity.
- Damage of all abilities reduced by 8% except Azure Strike, Shattering Star, and Unravel.
- Disintegrate damage reduced by an additional 5%.
- Living Flame damage reduced by an additional 12.5%.
- Enkindled reduced to 3% per rank (was 5%).
- Scarlet Adaptation damage cap reduced by 19.5% (matches total Living Flame damage reduction).
- Developers’ notes: We want to add additional utility-focused talent choices to the Evoker class tree to diversify talent builds. With that in mind, some additional control and self-healing options are now available:
- New Talent – Grovetender’s Gift: Emerald Blossom instantly heals you for 125% spell power when cast.
- New Talent – Walloping Blow - Wing Buffet and Tail Swipe knock enemies further and daze them, reducing movement speed by 70% for 4 sec.
- New Talent – Regenerative Magic: - Source of Magic forms a bond with your ally, causing 20% of their healing to also heal you while you are below 50% health.
- Ancient Flame moved to a new location in the tree, next to Attuned to the Dream.
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Devastation
- Pyre damage increased by 30%.
- Volatility’s chance increased to 15% at rank 1, 30% at rank 2.
- Eye of Infinity now generates 1 Essence when Eternity Surge critically strikes (was granting Essence Burst).
- Snapfire duration increased to 15 seconds (was 10 seconds).
- Verdant Embrace – Healing increased by 20% for Devastation only.
- The starter build has been updated to use more appropriate talents.
- Fire Breath has been redesigned – Empowering Fire Breath now shifts the proportion of damage between the instant effect and the periodic effect. Damage coefficients have been reduced by 15%, but total damage dealt has been increased by ~15%.
- Blast Furnace has been redesigned – Fire Breath damage over time lasts 2 seconds / 4 seconds longer.
- Heat Wave – Now affects all damage, not just periodic damage.
- Eternity Surge – Damage radius has been increased to 12 yards (was 8 yards).
- Scintillation – Chance to occur increased to 15% (was 4/8%). Eternity Surge is launched at 30/60% power (was 100%).
- Burnout – Can now stack twice.
- All healing spells increased by 15%.
- Power Swell – Increases Essence regeneration by 100% (was 50%).
- Burnout has been redesigned – Fire Breath damage has an 8/16% chance to cause your next Living Flame to be instant cast.
- Pyre damage reduced by an additional 14%.
- Azure Strike damage increased by 5%.
- Shattering Star damage increased by 7%.
- Arcane Intensity reduced to 8% per rank (was 10%).
- Might of the Aspects reduced to 7.5% per rank (was 10%).
- Volatility reduced to 10% per rank (was 15%).
- Charged Blast reduced to 5% per stack (was 7%).
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Preservation
- Dream Breath has been redesigned to match Fire Breath’s redesign – Healing is now the same at all empower ranks.
- Rank 1: Applies a 16 second duration heal over time that heals 32% spell power every 2 seconds, and instantly heals for 64% spell power.
- Rank 2: Applies a 12 second duration heal over time and instantly heals for 112% spell power.
- Rank 3: Applies a 8 second duration heal over time and instantly heals for 176% spell power.
- Rank 4: Applies a 4 second duration heal over time and instantly heals for 240% spell power.
- Cooldown decreased to 30 seconds (was 35 seconds).
- Renewing Breath increases overall healing of Dream Breath by 30% (was: Dream Breath applies a heal over time at 30% value).
- Dream Breath heal over time snapshots Call of Ysera and healing increased by 20%.
- Temporal Anomaly no longer has a delay before slowing down when reaching an ally.
- Emerald Communion heals immediately when pressed.
- Lifebind replicates healing to all Lifebound partners when the Evoker receives healing.
- Ouroboros – Now reduces the cast time of Echo by 5% per stack. You can now gain stacks even if you are healing a full health target.
- Cycle of Life – Gathers 15% of healing over 10 seconds (was 10% over 15 seconds).
- Cycle of Life – The counter now counts down each time you cast Emerald Blossom instead of when the Emerald Blossom expires
- Fixed an issue that caused Cycle of Life’s Dream Sprouts to replace any active Dream Sprouts when they spawned.
- The starter build has been updated to use more appropriate talents.
- Lifebind has swapped places with Call of Ysera in the tree.
- Lifeforce Mender – Now a 2 point node (was 3).
- All healing spells are now a 30 yard range (was 25 yards). Damage dealing spells remain at 25 yard across the class.
- Verdant Embrace, Living Flame, and Emerald Blossom remain a 25 yard range for Devastation, but are increased to 30 when you are specialized into Preservation.
- All healing spells increased by 5%.
- Dream Breath – Cooldown increased to 35 seconds base (was 25 seconds). Charging to empower level 2 reduces it to 30, level 3 reduces to 25, and level 4 reduces to a 20 second cooldown. Healing increased by 15%.
- Spiritual Clarity – Reduces Spiritbloom’s cooldown by 10 seconds (was 15 seconds).
- Empath – Duration reduced to 8 seconds (was 10 seconds).
- All damage spells increased by 15%.
- Spiritbloom’s healing increased by 30%. Targeting has been cleaned up and should more consistently heal low health targets.
- Rewind – Heal over time now scales with Haste.
- Temporal Anomaly – Now works with Mastery: Life-Binder.
- Cycle of Life – Counter should no longer go away when you die, and now lasts 15 seconds (was 10 seconds).
- Life-Giver’s Flame – Now only counts healing based on damage done to up to 5 targets.
- Flow State – Now connects to Golden Hour in the talent tree.
- Temporal Anomaly absorbs damage, rather than healing. Absorb shield stacks up to 3 times and lasts 15 seconds. Now only shields 2 allies at a time (was 3).
- Temporal Anomaly will immediately slow down upon reaching an ally, even if they are full health. Speed adjusted to 10 yards per second base, 2.5 yards per sec when reaching an ally.
- Temporal Anomaly mana cost reduced to 7.5% base mana (was 11.5%).
- Temporal Disruption removed.
- Flow State renamed to Rush of Vitality.
- New: Flow State – Empower spells cause time to move 5/10% faster for you for 5 seconds. In Resonating Sphere’s old position.
- Nozdormu’s Teachings causes Temporal Anomaly to shield 1 additional target, for a total of 3 targets each pulse.
- Resonating Sphere now an A/B choice against Nozdormu’s Teachings. Causes Echo to be applied by Temporal Anomaly at 30% value.
- Life-Giver’s Flame is now a 2 point node, and moved down one slot in the tree.
- Essence Strike has been removed and replaced by Essence Attunement.
- New Talent: Essence Attunement – Causes Essence Burst to stack twice.
- Temporal Anomaly now heals every 2 seconds (was 1 second). Healing doubled to compensate.
- Convergence has been removed and replaced by Resonating Sphere.
- New Talent: Resonating Sphere – Causes Temporal Anomaly to apply Echo at 15%/30% Effectiveness (2 point node). Does not apply Echo’s direct heal. Affected by Time Lord to become up to 60% Echo effectiveness.
- Temporal Disruption now causes Temporal Anomaly to tick twice as fast (was healing for more).
- Grove Tender has been removed and replaced by Ouroboros.
- New Talent: Ouroboros – Eeach person healed by Emerald Blossom increases healing of next Echo by 15%, stacking 15 times.
- Time Keeper has swapped positions with Time of Need in the talent tree.
- Dream Breath has been redesigned to match Fire Breath’s redesign – Healing is now the same at all empower ranks.
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Racials
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HUNTER
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General
- Freezing Trap – The trap visual has been updated.
- Hunters can now tame a new pet type: Lesser Dragonkin.
- Lesser Dragonkin are a Ferocity pet.
- Lesser Dragonkin have a new pet family ability, Shimmering Scales – Reduces your pet’s magic damage taken by 70% for 8 seconds, on a 90 second cooldown.
- Cloud Serpents have had their pet family changed from Serpents to Lesser Dragonkin, but the ability to tame Cloud Serpents has not been changed in any way.
- Lesser Dragonkin taming is currently planned to be a reward from the Valdrakken faction.
- Lesser Dragonkin includes creatures like the new Hornswogs from Dragonflight, or the Feathered Drakes in Ardenweald, or even some of the Faerie Dragons in places like Feralas.
- Wing Clip Focus cost reduced by 10. This was a rank 2 upgrade that was incorrectly not baked into Wing Clip.
- Survival of the Fittest removed from Tenacity pets.
- New Tenacity active button – Fortitude of the Bear: Increase the maximum health of you and your pet by 20% for 10 seconds.
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Class Tree
- Arctic Bola’s damage and chance to activate have both been doubled.
- Sentinel’s Protection has been slightly redesigned – Magic damage reduction has been removed, now only grants 5% leech to your party members.
- Master Marksman – Now works with Spearhead and Coordinated Assault critical strikes.
- Nesingwary’s Trapping Apparatus – Removed.
- Serrated Shots is now where Nesingwary’s Trapping Apparatus was.
- Wailing Arrow – Silence lowered to 3 seconds (5 seconds). Wailing Arrow also now clarifies it only silences non-player targets.
- Sentinel Owl and its related choice node should be working.
- Sentinel Owl and its choice node moved up 1 row.
- Born to be Wild and Camouflage swapped spots.
- Binding Shot has changed from an 8 second root to a 3 second stun.
- New Talent: Entrapment – When your Tar Trap is activated, all enemies in the area are rooted for 4 seconds.
- Improved Mend pet – Renamed to Wilderness Medicine.
- Hunter’s Agility – Renamed to Hunter’s Avoidance.
- Agile Movement – Renamed to Pathfinding.
- Latent Poison Injectors – Renamed to Poison Injection.
- In for the Kill – Renamed to Hunter’s Prey.
- Qa’pla, Eredun War Order – Renamed to War Orders.
- Flamewalker’s Cobra Sting – Renamed to Cobra Sting.
- Rylakstalker’s Piercing Fangs – Renamed to Piercing Fangs.
- Killing Blow – Renamed to Killer Accuracy.
- Dead Eye – Renamed to Deadeye.
- True Aim – Renamed to Target Practice.
- Predator – Renamed to Flanker’s Advantage.
- Improved Traps and Rejuvenating Wind should actually have their places swapped.
- Concussive Shot will now replace Wing Clip, and no longer requires a ranged weapon.
- Fortitude of the Bear should have all of its interactions properly setup now with Command Pet, Tenacity pets, as well as Lone Wolf Marksmanship Hunters.
- Hunter’s Agility now reduces damage taken from area of effect attacks by 6% (was increases Avoidance).
- Rejuvenating Winds and Improved Traps have swapped spots.
- Scatter Shot is now usable with any weapon type. Survival uses a 1-hand special shot.
- Binding Shot’s root effect can now break from taking damage.
- Survival Hunters: Corrected a missing connection between Kill Command and Improved Mend Pet on the class tree.
- Alpha Predator’s value has been lowered to 15% (was 30%).
- Improved Traps now also lowers the cooldown of Hi-Explosive Trap.
- Stampede now snares targets hit by 30%, and you and your pets gain 10% increased critical strike chance against targets hit by your Stampede.
- Hunter’s Agility is once again Avoidance.
- Camouflage no longer links directly to Improved Traps. The choice node below Survival of the Fittest now links to Born to be Wild.
- New Talent: Serrated Shots – Serpent Sting and your bleed damage is increased by 10/20% damage. This value increases to 20/40% against targets below 30% HP.
- New Talent: Arctic Bola – Aimed Shot/Cobra Shot/Raptor Strike/Mongoose Bite have a chance to fling a bola out at your target that bounces 2/4 times and deals increased damage per point. Targets struck by the bola are snared by 20% for 3 seconds.
- Improved Traps now also reduces cooldown of Steel Trap.
- Removed connection between Rejuvenating Winds and Improved Tranquilizing Shot.
- Added a connection between Tranquilizing Shot and the Intimidation/Explosive Trap choice node.
- Lone Survivor’s cooldown reduction has been lowered 30 seconds (was 60 seconds).
- Death Chakram now increases all damage taken instead of just physical damage taken.
- Hunter’s Agility changed from Avoidance to 4/8% Dodge per rank.
- Thick Hides removed.
- Fogged Crystal removed.
- Born to be Wild now works with Survival of the Fittest and is now a 2-rank talent, reducing cooldowns of affected abilities by 10% per rank.
- Improved Tranquilizing Shot changed to a 1-point node.
- Survival of the Fittest added to the tree.
- New Choice node for Survival of the fittest:
- Reduce the cooldown of Survival of the Fittest by 60 seconds, and increase the duration by 2 seconds.
- Increase the amount of damage reduction from Survival of the Fittest by 20%.
- Several talents on the class tree have had their positions adjusted due to Thick Hides and Fogged Crystal being removed, as well as Survival of the Fittest being added.
- New (NYI) Talent – Sentinel Owl: Call forth a Sentinel Owl to the target location, granting you unhindered vision. Your attacks ignore line of sight against any target in this area. Every 200 Focus spent grants you 1 second of the Sentinel Owl when cast, up to a maximum of 12 seconds.
- New Choice node for Sentinel Owl:
- Sentinel’s Perception: Sentinel Owl now also grants unhindered vision to party members when active.
- Sentinel’s Wisdom: While Sentinel Owl is active, your party gains 5% Leech and 3% Avoidance.
- New Choice node for Sentinel Owl:
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Beast Mastery
- Beast Cleave will no longer be improperly activated by Kill Command or Stomp damage.
- Dire Frenzy talent damage bonus increased to 30/60% for ranks 1 and 2.
- Dire Beast damage increased by 50%.
- Call of the Wild has received several bug fixes:
- Wild Instincts should no longer incorrectly grant charges of Barbed Shot while Call of the Wild is no longer active.
- Bloody Frenzy and Wild Instincts should no longer give their effects without knowing the appropriate talent.
- When multiple pets are summoned from Call of the Wild, it should no longer be possible to get multiple stacks of Predator’s Thirst, Endurance Training, or Pathfinding.
- Wild Instincts now properly checks for Focus to be spent before causing a Barbed Shot reset.
- Call of the Wild should properly be reset upon encounter end.
- Brutal Companion has received several bug fixes:
- Brutal Companion longer causes your pets to consume Focus when doing their extra pet special attack when your pet is above 50 Focus.
- Brutal Companion damage bonus lowered to 50% (was 100%).
- Brutal Companion now properly works with pets that use Claw.
- Brutal Companion’s damage bonus no longer incorrectly applies to all special attacks from your active pet.
- Brutal Companion no longer causes the special attack to deal bonus damage if your pet is above 50 Focus.
- Developers’ notes: Pet focus management is not intended to be part of the Brutal Companion talent; it should provide some extra special attacks from your pet. If this interacts with the above-50-Focus threshold damage bonus, you might feel compelled to manually handle the casting of your pet’s ability to always get maximum damage benefit while at 3 stacks of Barbed Shot.
- Dire Beast – Damage increased by 400%.
- Barbed Shot – Damage reduced by 23%.
- Fixed issue where Beast Cleave Rank 2 was only using the 35% damage value from Rank 1.
- Fixed issue where Stomp Rank 1 and 2 were dealing the same damage values and the Rank 2 tooltip didn’t update.
- Stomps’ tooltip damage value is now more accurate and Animal Companion directly changes its tooltip damage now.
- Aspect of the Wild’s initial and extra Cobra Shots now properly work with the Cobra Sting, Cobra Senses, and Killer Cobra talents.
- The top of the Beast Mastery tree has been shuffled around a bit, and now starts with Cobra Shot rather than Barbed Shot.
- Barbed Shot damage has been increased by 75%.
- Loaded Quiver has been removed. Barbed Shot is now always 2 charges.
- Barbed Wrath is now 1 point (was 2) and it no longer affects Aspect of the Wild.
- Wild Call has been reduced to 1 rank.
- Call of the Wild cooldown has been increased to 3 minutes.
- The Bloody Frenzy that adjusted Barbed Shot Frenzy stack generation has been removed.
- New Talent: Brutal Companion – When Barbed Shot causes a 3rd stack of Frenzy, your pet automatically uses their special attack (Bite/Claw/Smack) with increased damage.
- Aspect of the Wild has been redesigned – Aspect of the Wild now fires a Cobra Shot at your target and another nearby target. While Aspect of the Wild is active, Cobra Shot’s Focus cost is reduced by 10, and each Cobra Shot fires a Second Cobra Shot at a nearby target.
- New choice node below Aspect of the Wild:
- Each temporary beast summoned reduces the cooldown of Aspect of the Wild by 5 seconds.
- Cobra Shot damage increased by 30% while Aspect of the Wild is active.
- Several talents shifted around past the first gate due to the above changes, but the tree’s structure is very similar.
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Marksmanship
- Windrunner’s Guidance has been redesigned – Every Wind Arrow shot has a 3% chance to grant you 10 seconds of Trueshot.
- Dead Eye now also reduces the cooldown of Kill Shot.
- Windrunner’s Guidance has been lowered to 25% critical strike damage bonus.
- New choice node below Wailing Arrow:
- Wailing Arrow resets the cooldown of Rapid Fire and grants a charge of Aimed Shot.
- Wailing Arrow now fires 5 wind arrows at your primary target, and up to 10 split between any secondary targets.
- Crack Shot lowered to a 1-point talent.
- Calling the Shots and Eagletalon’s True Focus have swapped spots.
- The talent locations of Lone Wolf and Killing Blow have been swapped.
- The talent locations of Black Arrow and Legacy of the Windrunners have been swapped.
- Legacy of the Windrunners changed from 1 rank to 2 ranks. Each rank adds 3 potential arrows. Bonuses to Aimed Shot now also apply to these bonus Wind Arrows.
- Windrunner’s Guidance changed from 2 ranks to 1 rank. It now also guarantees a critical strike for the Wind Arrows, and increases their critical strike damage up by 50%.
- Salvo now works with Volley or Multi-Shot.
- Bombardment changed to a 1 rank talent and is now right below Multi-Shot.
- New Talent: Bulletstorm – Extra ricochet targets from Trick Shots grants a stacking buff to Multi-Shot damage.
- Calling the Shots has had its design adjusted to grant cooldown reduction for Trueshot from Focus Spent, rather than require specific shots.
- Improved Arcane Shot has been to renamed Crack Shot.
- Serpenstalker’s Trickery is now a 1 point talent.
- A large amount of talents in the bottom left of the tree were adjusted to fix dependency problems.
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Survival
- Deadly Duo has been redesigned – While Spearhead is active, Mongoose Bite increases the damage of your next Kill Command by 40% and the reset chance of your next Kill Command by 25%, stacking up to 3 times. Kill Command cooldown resets extend the duration of Spearhead by 1.5 seconds.
- Barrage – Now scales with Survival’s Mastery when a ranged weapon is equipped.
- Fixed an issue with Serrated Shots bonus not applying to Internal Bleeding.
- Ferocity lowered to 1 rank (was 2).
- Intense Focus lowered to 1 rank (was 2).
- Coordinated Assault, Spearhead, and related talents should be working.
- Explosive Expert tooltip updated, it has no interaction with Kill Shot and is just some cooldown reduction to Wildfire Bombs.
- Birds of Prey has been redesigned – Kill Shot now strikes up to 3 extra targets while Coordinated Assault is active.
- New choice node against Birds of Prey: Bombardier – The cooldown of Wildfire Bombs is reset when Coordinated Assault is activated, and when it fades.
- Guerilla Tactics increases the initial damage of Wildfire Bombs by 50% (was 100%).
- Fury of the Eagle once again grants 50% critical strike chance against targets below 20% HP.
- Ruthless Marauder increases the HP threshold for increases critical strikes by 5% per rank rather than increasing critical strike chance.
- Explosive Expert changed to 2/4 second reduction per point.
- Kill Command for Survival only now has an innate 10% chance to have its cooldown reset.
- Predator’s Kill Command chance reduced to 15% (was 25%).
- Fury of the Eagle lowered to 30% crit chance bonus against targets below 20% health.
- Fury of the Eagle now deals reduced damage beyond 5 targets.
- Tactical advantage had its tooltip split to a separate number for Wildfire Bomb and Flanking Strike. Wildfire Bomb’s values reduced to 4/8% per point, Flanking Strike values unchanged.
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General
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MAGE
-
General
- Teleport: Valdrakken and Portal: Valdrakken have been added. These can be learned from the Portal Trainer in Valdrakken at level 62 and level 68 respectively.
- Frostbolt deals 50% additional damage in PvP combat (was 100%).
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Class Tree
- Overflowing Energy has been reworked and implemented – Your spell critical strike damage is increased by 10%. When your direct damage spells fail to critically strike a target, your spell critical strike chance is increased by 2%, up to 10% for 8 seconds.
- New Talent: Sloooow Down – Slow applies to all enemies within 5 yards of your target.
- Blast Wave – Cooldown increased to 30 seconds (was 25 seconds).
- Temporal Warp – Now causes Time Warp to not trigger its cooldown if cast without a sated or equivalent debuff.
- Time Manipulation – Now requires Clearcasting Arcane Missiles. No longer decreases the cooldown of Blast Wave.
- Shatter – Removed from class tree.
- Added additional connections to Ring of Frost.
- Frigid Winds – Effectiveness reduced by 50% in PvP combat.
- Tempest Barrier – Effectiveness reduced by 50% in PvP combat.
- Diverted Energy – Effectiveness reduced by 50% in PvP combat.
- Rearranged various talents and created new pathways and choices.
- Volatile Detonation – Greatly increases the effect of Blast Wave’s knockback. Blast Wave’s cooldown is reduced by 5 seconds.
- Reflection – Teleports you back to where you last Blinked. Only usable within 8 seconds of Blinking. 45 second cooldown.
- Energized Barriers – When your barrier receives melee attacks, you have a 10% chance to be granted 1 Fire Blast/1 Fingers of Frost/ 1 Clearcasting charge. Casting your barrier removes all snare effects.
- Freezing Cold – Enemies hit by Cone of Cold are frozen in place for 4 seconds. Your spells will not break this effect.
- Time Manipulation – Casting Fire Blast/Ice Lance on Frozen targets/Arcane Missiles reduces the cooldown of your loss of control abilities by 1 second.
- Temporal Warp – While you have Temporal Displacement or other similar effects, you may use Time Warp to grant yourself 30% Haste for 40 seconds.
- Cone of Cold – Now learned baseline for all Mages.
- Meteor – Now deals 20% additional initial damage for Frost/Arcane Mages.
- Shifting Power – Now reduces spell cooldowns by 12 seconds (was 10 seconds).
- Arcane Warding – Now reduces magic damage taken by 2/4% (was 3/6%).
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Arcane
- Arcane Surge – The spell damage bonus from the Rune of Power cast from Arcane Surge is now applied to its damage. Mana regeneration reduced to 425% (was 450%), and damage reduced by 30%.
- Arcane Missiles – Damage reduced by 25%.
- Arcane Power – Spell damage reduced to 20% (was 25%).
- Arcane Echo – Now scales with Mastery. Damage reduced by 25%.
- Enlightened – Increases Arcane damage by 6% while above 70% Mana (was 8%).
- Mana Gem – Cooldown now reduced by Shifting Power.
- Touch of the Magi – Now accumulates 20% of damage (was 25%).
- Impetus and Nether Precision swapped positions.
- Nether Precision – Fixed an issue with this consuming a charge of the buff if a clearcasted Arcane Missiles was queued up after casting Arcane Blast.
- Improved Arcane Explosion – Renamed to Crackling Energy and now also increases Arcane Blast damage by 10/20% in addition to its current effect.
- Improved Arcane Barrage – Renamed to Arcing Cleave.
- Conjure Mana Gem – Cooldown reduced to 90 seconds (was 120 seconds).
- Impetus now has added functionality – If you were to gain an Arcane Charge while at maximum charges instead 10% Arcane damage for 10 seconds.
- Rearranged various talents and created new pathways and choices.
- Arcane Bombardment – Now increases Arcane Barrage damage to enemies below 35% health by 100% damage (previously was 50/100% but has been reduced to a 1 rank node).
- Arcane Echo – Damage increased by 60% and max ranks reduced to 1 (was 2).
- Arcane Surge – Now grants a burst of mana on cast so that the player can immediately start casting an Arcane Blast.
- Rule of Threes – Now a choice node with Arcane Familiar, both have moved to row 5 (swapped with Arcane Tempo).
- Evocation – Cooldown reduced to 90 seconds (was 120 seconds).
- Improved Evocation has been removed.
- Siphon Storm – Converted to a single node (was previously choice node with Improved Evocation).
- Orb Barrage – Converted to a single node (was previously a choice node with Orb Barrage).
- Orb Barrage – Now also reduces the cooldown of Arcane Orb by 2 seconds when Clearcasting is consumed.
- Prodigious Savant – Increased value to 20/40% (was 10/20%).
- Nether Tempest – Damage increased by 15%.
- Nether Tempest – Position on the tree has moved toward the center of the talent tree as a choice node with Reverberate, connecting from Mana Adept and Improved Arcane Barrage.
- Reverberate – Position on the tree has moved toward the center of the talent tree as a choice node with Nether Tempest, connecting from Mana Adept and Improved Arcane Barrage.
- Conjure Mana Gem – Now restores 25% mana (was 10%), and grants 5% increased spell power for 10 seconds baseline.
- Cascading Power – Now grants up to 2 stacks of Clearcasting when consuming a Mana Gem (previously granted Spell Power).
- Presence of Mind – Cooldown reduced to 45 seconds (was 60 seconds).
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Fire
- Pyroblast damage reduced by 10%.
- Feel the Burn Mastery per stack reduced to 2/4% (was 3/6%).
- Tempered Flames Pyroblast cast time reduced by 30% (was 40%).
- Pyroblast critical strike chance reduced to 10% (was 15%).
- The duration of Combustion reduced by 50% (was 40%).
- Pyroclasm now increases damage of your next instant Pyroblast by 230% (was 240%).
- Master of Flame’s Ignite deals 18% more damage while combustion is not active (was 25%).
- Controlled Destruction now increases Pyroblast damage by 4% per rank (was 5%).
- Wildfire’s Ignite damage reduced to 3/6% (was 5/10%).
- Fire Blast now properly spreads Ignite to 4 targets.
- Fire Blast modified by Master of Flame with Combustion active now properly spreads Ignite to 8 targets.
- Feel the Burn – Duration increased to 5 seconds (was 3 seconds).
- Flamestrike – Position swapped with Fervent Flickering.
- Improved Flamestrike – Reduces Flamestrike’s cooldown by 1 second (was 0.5 seconds).
- Phoenix Reborn – Now directly available after Improved Phoenix Flames (+1 Charge to Phoenix Flames). No longer has a connection from Firemind.
- Pyroclasm – No longer has a connection from Phoenix Reborn or Tinder. Now has a connection from Firemind or Improved Phoenix Flames. Now has a leading connection to Controlled Destruction.
- Master of Flame – Now directly available after Conflagration. No longer has a connection from Blaster Master.
- Pyromaniac and Molten Skyfall selection node – Now has a connection from Blaster Master and Conflagration. Now has a leading connection to Fevered Incantation.
- Split up the Firestarter and Searing Touch choice node above gate 1.
- Rearranged various talents and created new pathways and choices.
- Hot Streak has been moved to be baseline.
- New Talent: Fervent Flickering – Ignite damage has a 5% chance to reduce the cooldown of Fire Blast by 1 second.
- Fire Blast – Now always crits.
- Incendiary Eruptions – No longer a choice node.
- Pyromaniac – Swapped positions with Pyroclasm, now a choice node with Molten Skyfall.
- Fiery Rush and Kindling no longer a choice node.
- Improved Blazing Barrier has been removed.
- Fire Blast Rank 2 talent has been removed.
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Frost
- Icy Propulsion – Now grants 6 seconds of cooldown reduction for Icy Veins if Glacial Spike critically strikes.
- Everlasting Frost – No longer a choice node with Improved Blizzard. Now available directly below Flurry and has an added connection going to Ebonbolt and Frozen Touch.
- Frostbite – Now has an added connection going to Bonechilling
- Improved Blizzard – No longer a choice node with Everlasting Frost. Damaging an enemy with Blizzard reduces the cooldown of Frozen Orb by 0.5 seconds (was 0.3 seconds).
- Arctic Piercing has been redesigned and renamed to Piercing Cold – Now increases Frostbolt, Icicle, and Glacial Spike (if talented) critical strike damage by 20%.
- Icy Veins – Base duration increased to 25 seconds (was 20 seconds).
- Improved Icy Veins – Removed.
- Slick Ice – No longer a choice node with Freezing Winds and now available directly after Icy Propulsion.
- Freezing Winds – No longer a choice node with Slick Ice.
- Perpetual Winter – Swapped positions with the Ebonbolt/Frozen Touch node.
- Glacial Assault – Swapped positions with Deep Shatter.
- Shatter – Replaced Shatter Rank 2 and includes both effects.
- Ice Lance – Damage reduced by 10%.
- Wintertide – Now a 2 point node. Ice Lance damage increased by 20% (was 30%).
- Chain Reaction – Now a 1 point node. The Ice Lance damage increase effect is now 1% (was 1.5%).
- Arctic Piercing – Empowered Ice Lances deal 5% damage (was 10%).
- Fractured Frost – Frostbolt has a 25/50% chance to hit up to 2 additional targets (was 20/40%).
- Icy Propulsion now reduces the cooldown of Icy Veins without requiring Icy Veins to be active. Now a 1 point node.
- Icy Propulsion single target ability cooldown reduction is now 2 seconds (was 1 second).
- Snowstorm – Now a 2 point node.
- Winter’s Chill functionality is now granted by default when Flurry is learned.
- Winter’s Chill talent has been removed.
- Developers’ note: The Mage trees in Dragonflight are focused on offering new talents to explore, supporting underrepresented archetypes and builds, and allowing for cross-specialization abilities. We want Mages to feel like they aren’t limited to their primary school of magic, and with enough commitment, they are capable of harnessing powerful abilities from a variety of different magic sources at once. The specialization trees are built to maintain the core fantasy of each specialization while tidying up existing gameplay through talents such as a reworked Alexstrasza’s Fury for Fire Mages, Wintertide for Frost Mages, and introducing a new major cooldown, Arcane Surge, for Arcane Mages. In addition to the talent changes above, we’re making several baseline changes to spells such as Ignite spreading via Fire Blast instead of Phoenix Flames and Flurry moving to a default instant cast, charge-based design. We’re hoping these new trees and talent designs allow you to customize your character in new and exciting ways and we’re looking forward to your feedback!
-
General
(development notes continued in next post)