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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
  • 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.
  • 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.
    • 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
    • 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)
      • 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.
    • 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
      • Progression
        • Fishing Work Bench: Gather reagents for tuskarr craftsmen to improve the capability of harpoons, nets, and biome fishing.
    • 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!
      • Progression
        • Train with the Shikaar clan to prepare yourself for the hunt!
    • 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.
    • 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.
  • 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.

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).
  • NEW TALENT SYSTEM
    • Switching Talents and Talent Loadouts no longer requires being in a rested area.
    • 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.
    • 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.
    • 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).
    • INSPECTING
      • Inspecting another player now offers a button to open their talent trees.
    • 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.
    • 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.
    • 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.
      • 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.
      • EVOKER
        • Zephyr has been slightly redesigned – No longer limited to your party. It now affects you and your 4 nearest allies within 20 yards.
      • HUNTER
        • Sentinel’s Protection has been slightly redesigned – Magic damage reduction has been removed, now only grants 5% leech to your party members.
      • MONK
        • Close to Heart has been redesigned – You and your allies within 10 yards have increased healing taken from all sources.
      • 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.
      • 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.
    • DEATH KNIGHT
      • 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).
      • 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.
      • 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.
      • 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.
        • 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!
        • Removed
          • Deadly Coil
          • Improved Scourge Strike
        • 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.
    • DEMON HUNTER
      • General
        • Immolation Aura damage increased by 8%.
      • 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.
      • 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!
        • Known Issues
          • There are several talents that are not fully implemented yet. These are tagged with NYI (Not Yet Implemented) in their Talent name.
      • 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!
    • 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.
      • 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.
      • 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.
      • Feral
        • 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.
      • 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.
    • EVOKER
      • 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.
      • 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.
      • Class Tree
        • 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.
      • Devastation
        • 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%).
      • 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.
    • HUNTER
      • 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.
      • 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.
      • 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.
      • 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.
      • Survival
        • 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.
    • 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%).
      • 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%).
      • 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).
      • 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.
      • 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!

(development notes continued in next post)

over 1 year ago - Linxy - Direct link

(development notes continued in previous post)

  • MONK
    • General
      • Heavy Air – Moved to NYI, redesign coming soon.
      • Resonant Fists has been redesigned – Now simpler to activate and deals area of effect damage to nearby enemies.
      • Bounce Back – Now correctly triggers only on hits of 20% or more.
    • Class Tree
      • Close to Heart has been redesigned – You and your allies within 10 yards have increased healing taken from all sources.
      • Developers’ note: Several abilities have been renamed for additional clarity, and several balance-impacting bugs have been fixed. Thank you again for your feedback and reports in finding these bugs.
      • Chi Torpedo – Now correctly causes Chi Torpedo to replace Roll.
      • Roll (Talent) – Now correctly grants an additional charge of Roll.
      • Close to Heart – Now modifies base Leech instead of Leech from gear.
      • Generous Pour – Now modifies base Avoidance instead of Avoidance from gear.
      • Ferocity of Xuen – Now correctly grants 4% damage at rank 2.
      • Escape from Reality – Now correctly functions outside the Shadowlands. Value has been reduced to 25% increased Vivify healing per point.
      • Fatal Touch – Now correctly functions outside the Shadowlands. Value has been reduced to 45 seconds per point.
      • Fast Feet – Now correctly increases the damage of Spinning Crane Kick and scales per point invested.
      • Ironshell Brew – Now correctly grants Armor and Dodge.
      • Roll – Renamed to Improved Roll.
      • Provoke – Renamed to Hasty Provocation.
      • Touch of Death – Renamed to Improved Touch of Death.
      • Vivify – Renamed to Improved Vivify.
      • Fortifying Brew Upgrade (Armor/Dodge) – Renamed to Ironshell Brew.
      • Fortifying Brew Upgrade (Cooldown Reduction) – Renamed to Expeditious Fortification.
      • Developers’ note: Additional connections have been made in several areas to allow more free-form navigation of the talent tree as a whole. We’ve enjoyed seeing your creative builds, and look forward to seeing what you can do with the increased connectivity.
      • Vivacious Vivification now grants an instant Vivify once every 10 seconds.
        • Developers’ note: We really liked the idea of pushing Vivify as a more responsive heal, but Vivacious Vivification as a 100%, always-on reduction to the cast time of Vivify was reducing the decision space for the class as a whole and completely obsoleting Soothing Mist in particular. With this change, we hope to strike a balance of allowing players a skill-testing emergency heal they’re excited to invest into, while still making more sustained with multiple Vivifies a more significant investment that will encourage using the full breadth of the toolkit.
      • Expel Harm moved back to baseline for all Monks.
        • Developers’ note: The prior positioning of Expel Harm was too restrictive and forced the selection of other abilities.
      • Heavy Air replaced with Vigorous Expulsion.
        • Developers’ note: While we were excited about offering additional range and control of the battlefield, player feedback was clear that this talent didn’t feel valuable enough to invest in.
      • Vigorous Expulsion increases the healing of Expel Harm by 5% and the critical strike chance of Expel Harm by 15%.
      • Strength of Spirit increases the healing of Expel Harm by up to 200% based on current maximum health. Moved to the Class Tree from Brewmaster.
      • Profound Rebuttal increases the critical healing of Expel Harm by 50%.
        • Developers’ note: With Expel Harm once again baseline, we’ve taken the opportunity to offer improvements to the ability throughout the tree.
      • Disable has been moved to Row 2.
      • Paralysis has been moved to Row 3.
      • Paralysis Rank 2 has been moved to Row 4.
        • Developers’ note: Players offered feedback that Paralysis and its upgrade didn’t feel optional even in situations where they would not be useful, so we’ve rearranged the tree to increase overall choice.
      • White Tiger Statue damage has been reduced by 75%.
        • Developers’ note: White Tiger Statue is intended to be a solid contributor, but was doing a little too well in some situations. We continue to tweak value to find this cat a new home.
      • New Talent: Summon White Tiger Statue – Summons a White Tiger Statue at the target location for 30 seconds, pulsing damage to all enemies every 2 seconds for 30 seconds.
        • Developer note: This medium-duration area of effect cooldown is designed to bring the pain to enemies who dare doubt the wrath of the White Tiger.
      • Roll Rank 2 now correctly communicates that it grants an extra charge.
      • Windwalking tooltip now correctly displays speed increase instead of size change.
      • Generous Pour, Close to Heart, and Save Them All talents are now implemented.
    • Brewmaster
      • Attenuation – Cooldown reduction can now trigger up to 10 times (was 5).
    • Mistweaver
      • Unison – Now additionally functions with Jade Serpent Statue’s Soothing Mist.
      • Resolved an issue that cause Misty Peaks Enveloping Mists to not be extended properly by Rising Mist.
      • Fixed an issue causing Overflowing Mist to be applied by Tear of the Morning’s area of effect Enveloping Mist healing.
      • Zen Pulse damage increased by 20%.
      • Echoing Reverberation effectiveness increased to 80% of Zen Pulse’s values (was 70%).
      • Accumulating Mist effect increased to 25% per stack (was 20% per stack).
      • Spinning Crane Kick damage reduced by 10% for Mistweaver.
      • Fixed an issue that caused the Enveloping Mist and Renewing Mist from Mists of Life to cost mana.
      • Fixed an issue that caused the Enveloping Mist and Renewing Mist from Mists of Life to trigger Gust of Mist.
      • Fixed an issue that caused Secret Infusion to grant the Critical Strike buff instead of the Haste buff from Mists of Life.
      • Fixed an issue that caused Mists of Life to consume Tea of Serenity’s Enveloping Mist buff despite buffing Renewing Mist.
      • Ancient Teachings – Now has a 30 yard range (was 20 yards). Now on the Personal Resource Display.
      • Secret Infusion – Increased stats granted to 8/15% (was 5/10%).
      • Vivify – Reduced healing by 25% for Mistweaver.
      • Rapid Diffusion – Now does not override existing Renewing Mists that are longer than 6 seconds.
      • Attenuation – Cooldown reduction can now trigger up to 10 times (was 5).
      • Overflowing Mists – Now heals for 1%/2% of max health (was 1.5%/3%).
      • Invoker’s Delight – Now has an 8 second duration with Gift of the Celestials (was 7 seconds).
      • Enveloping Mist – Increased healing by 12.5%.
      • Rising Sun Kick – Increased damage by 25% for Mistweavers. Mana cost increased to 2.5% of base mana (was 1.5%).
      • Tiger Palm – Increased damage by 40% for Mistweavers.
      • Blackout Kick – Reduced damage by 20% for Mistweavers.
      • Zen Pulse now costs 1% of base mana.
      • Tea of Serenity – Thunder Focus Tea also grants Renewing Mist, Enveloping Mist, and Vivify 1 extra charge at random.
      • New connections/placement below gate 2.
      • Tea of Plenty – Now a choice node with Tea of Serenity.
      • Unison – Now a choice node with Restorative Proliferation.
      • Overflowing Mists moved to row 6.
      • Bountiful Brew/Attenuation choice node moved to row 9.
      • Peaceful Mending moved to row 9.
      • Tea of Plenty – Thunder Focus Tea also grants Renewing Mist, Essence Font, and Rising Sun Kick 1 extra charge at random. Removed Enveloping Mist and Vivify from proc list.
      • Zen Reverberation – Increased damage and healing to 70% (was 50%).
      • Jade Bond – Increased healing of Gust of Mist to 40% (was 25%).
      • Accumulating Mist – Increased damage and healing to 20% (was 15%).
      • Rearranged various talents and created new pathways and choices.
      • Zen Pulse – Cooldown increased to 30 seconds (was 15 seconds). Damage increased by 80% and healing increased by 50%.
      • Yu’lon’s Whisper – Healing reduced by 25%.
      • Spirit of the Crane – Adjusted mana refund to 0.45% (was 0.65%).
      • Misty Peaks – Enveloping Mists procs now last 2 seconds (was 3 seconds).
      • Enveloping Mist – Healing reduced by 20%.
      • Ancient Teachings of the Monastery – Healing reduced to 125% of damage done (was 200%).
      • Ancient Teachings of the Monastery healing increased by 60% in PvP combat.
        • Developers’ note: Mistweaver Monk’s damage capabilities have gone up by a significant amount due to the Dragonflight talent system. This adjustment to Ancient Teachings reflects that increased damage potential and is not intended as a large nerf compared to Mistweaver’s current Shadowlands experience with Ancient Teachings. It is likely that further adjustments are needed (for example, some damage going down and Ancient Teaching’s healing going back up), but this should get us in the ballpark for now.
      • Clouded Focus – Now increases the healing and reduces the mana cost of Enveloping Mist and Vivify by 15% (was 20%).
      • Unison – Soothing Mist heals a second injured ally within 15 yards for 100% of the amount healed (was 50%).
      • Awakened Faeline, Misty Peaks, Rapid Diffusion, Invoke Yu’lon’s Enveloping Mist mana reduction, and Ancient Concordance are now implemented.
      • Zen Reverberation triggers a second Zen Pulse at 50% effectiveness (was 30%).
      • Accumulating Mist increases Zen Pulse’s damage and healing by 15% per stack (was 10%).
      • Invoker’s Delight now scales its duration down to 8 seconds when talented into Gift of the Celestials.
      • Jade Bond’s Gust of Mist buff increased to 25% (was 12%).
      • Known Issue: Ancient Concordance’s tooltip displays the incorrect target count for Blackout Kick’s cleave. The intended functionality of this is to hit 2 targets with 1 point and 3 targets with 2 points.
    • Developers’ note: In today’s build, you’ll see an early-access version of the Monk talent trees. Our goal with the class tree is to allow a player to construct different visions of their character and play with the hybrid nature and cheerful mobility that exemplifies a Monk. For Brewmaster, our primary goal was to allow players the flexibility to lean into different flavors – to emphasize a brew-heavy playstyle, or go the way of the wily martial arts master – while also providing situationally-interesting decisions for survivability. For Mistweaver, we want to offer support for both the caster and melee playstyles while maintaining a variety of choices for both builds. We also wanted to take a look at Mistweaver’s multi-target damage profile through returning and new talents such as Zen Pulse and Ancient Concordance. And for Windwalkers, we wanted to allow players the flexibility to focus on different styles of damage dealing, as well as offering opportunities to customize their ability loadout in ways that bring back old friends or lean into focus on specific abilities. We’re excited for Monks to be joining the Dragonflight Alpha and we look forward to hearing your feedback!
    • Known Issues
      • There are several talents that are not fully implemented yet. These are tagged with NYI (Not Yet Implemented) in their Talent name.
      • The Talent Frame background for Mistweaver is incorrectly using Windwalker art. This will be corrected in a later build.
    • Windwalker
      • Storm, Earth, and Fire spirits now correctly cast Strike of the Windlord.
      • Resolved an issue that could prevent Storm, Earth, and Fire spirits from copying your abilities.
      • Storm, Earth, and Fire now has 2 charges.
      • Thunderfist damage reduced by 30%.
      • Fury of Xuen now grants 10% Haste instead of a stat value.
      • Xuen spawned by Fury of Xuen will now correctly deal Empowered Tiger Lightning damage.
      • Attenuation – Cooldown reduction can now trigger up to 10 times (was 5).
      • Fury of Xuen – Now grants flat 10% Haste rather than a stat value.
      • Strike of the Windlord damage has been adjusted.
      • Fixed an issue preventing Forbidden Touch from functioning.
      • Mark of the Crane – Now correctly grants its passive when talented.
      • Empowered Tiger Lightning – Now correctly grants its passive when talented.
      • Tree layout has been updated.
      • Hit Combo and Jade Ignition have new locations on the talent tree.
        • Developers’ note: We discussed your feedback at length and were convinced. Jade Ignition has been moved to the left side of the tree in an accessible location, and Hit Combo has been moved to the right side of the tree, which has been slightly restructured to preserve Hit Combo as an opt-in test of player skill.
      • Forbidden Technique now correctly functions.
      • Way of the Fae now correctly applies its damage bonus.
      • Fatal Flying Guillotine now correctly functions.
      • Fixed an issue that allowed Mark of the Crane to be applied without being talented.
      • Flashing Fist now correctly reflects both ranks.
      • Developers’ note: Players have offered feedback about the locations of Jade Ignition and Hit Combo, as the other talents surrounding and connecting to them are typically stronger in different situations than these effects (Hit Combo is surrounded primarily by AOE bonuses, Jade Ignition connected to mostly single-target focused effects). The positioning of these traits is intentional as a reward for investing in a particular path , as we would like players to diversify and consider the entire tree when developing talent builds.
        We’ve heard players desire to bring back Calculated Strikes, but would prefer to balance Spinning Crane Kick to be a button that’s viable without the aggressive compound scaling afforded by Calculated Strikes.
      • Flashing Fists – Tooltip now reflects active damage increase.
      • Touch of the Tiger – Rank values updated to 15%/30%.
      • Drinking Horn Cover – Corrected an issue causing Drinking Horn Cover to fail to extend correctly.
      • Thunderfist – Charges are now correctly applied when the updated version of Strike of the Windlord fires.
      • Meridian Strikes – Now correctly reduces upgraded versions of Touch of Death.
      • Bone Marrow Hops – Replaced with Dust in the Wind. Bonedust Brew radius increased by 50%.
      • Feathers of a Hundred Flocks – Renamed to Widening Whirl.
      • Hidden Master’s Forbidden Touch – Renamed to Forbidden Technique.
      • Keefer’s Skyreach – Renamed to Skyreach.
      • Corrected an issue where Fortifying Brew for Windwalker incorrectly had a shorter than intended base cooldown.
      • Power Strikes – No longer unintentionally grants Chi when the effect has not been consumed.
      • Developers’ note: We appreciate the many reports from PTR and Beta, and continue to fix bugs. Thank you for your reports – they’re very helpful in hunting down issues.
      • Multiple talents have been updated to address issues.
      • Touch of the Tiger, Flashing Fists, and Hardened Soles now correctly persist through zone transfer.
      • Shadowboxing Treads, Jade Ignition, Xuen’s Bond, Bone Dust Brew, Attenuation, Bone Marrow Hops, Last Emperor’s Capacitor, Keefer’s Skyreach, Xuen’s Battlegear, and Way of the Fae now again function outside the Shadowlands.
      • Glory of the Dawn has been updated to scale with the Monk’s attack power, rather than using a flat value
      • Open Palm Strikes has been converted to a percentage bonus to Fists of Fury Damage.
      • Meridian Strikes has been converted to a percentage bonus to Touch of Death.
      • Resolved an issue where Power Strikes was not correctly re-applying the bonus effect.
        • Developers’ note: We appreciate the Windwalker community’s patience with these technical issues and apologize for the delay in addressing them.
      • Monitoring the interaction between Shadowboxing Treads and Mark of the Crane.
        • Developers’ note: The interaction between Shadowboxing Treads and Mark of the Crane is very powerful, and we’re paying close attention to the impact it has on Windwalker AOE gameplay and targeting flow when engaging groups of enemies. We’ve reduced the damage provided by talented Shadowboxing Treads in this build, but Mark of the Crane applications currently remain.
      • Multiple talents have been moved to allow better flow and decision-making throughout the tree.
      • Gale Burst has been removed.
      • Rushing Jade Wind – Damage increased by 33%.
      • Meridian Strikes – Cooldown reduction increased slightly.
      • Hit Scheme – Replaced with Hit Combo as intended.
      • Spiritual Focus – Now works with Serenity.
      • New Talent: Hardened Soles – Increases critical strike chance and critical strike damage of Blackout Kick.
  • PALADIN
    • General
      • New Ability: Intercession – Petition the Light on the behalf of a fallen ally, restoring spirit to body and allowing then to reenter battle with 60% health and at least 20% mana. 2 second cast time for Retribution and Holy specializations, instant cast and requires 3 Holy Power for Protection specialization.
    • Class Tree
      • Greater Judgement – Judgement now causes the target to take 20% increased damage from your next Holy Power ability (was 25%).
      • Seal of Crusader – Increases Holy Damage taken by 3/6% (was 5/10%).
      • Divine Purpose – Increases the damage of your next holy damage spender by 15% (was 20%).
      • Zealot’s Paragon – Extension reduced to 0.5 seconds (was 1 second).
      • Rearranged various talents and created new pathways and choices.
      • Seal of the Crusader damage bonus reduced to 10% (was 15%).
      • Seal of Reprisal damage bonus reduced to 10% (was 20%).
      • Afterimage now correctly only triggers on a Word of Glory cast.
      • Incandescence damage increased by 300%.
        • Developers’ note: This talent was extremely under tuned and did not feel rewarding as a point investment in the talent tree.
    • Holy
      • Light of the Martyr – Now costs 9% of base mana (was 7%).
      • Barrier of Faith – Now costs 16% of base mana (was 9.5%).
      • Tyr’s Deliverance – Now costs 12% of base mana (was 0%).
      • Crusader Strike – Now costs 10% of base mana (was 11%).
      • Holy Light – Now costs 16% of base mana (was 15%).
      • Resplendent Light now has a 12 yard range (was 8 yards).
      • Moment of Compassion now increases Flash of Light healing by 15%.
      • Tyr’s Deliverance’s periodic healing increased by 20%. Heal effect icon now matches cast icon.
      • Boundless Salvation’s Holy Light now extends Tyr’s Deliverance by 4 seconds (was 3 seconds). Flash of Light now extends Tyr’s Deliverance by 2 seconds (was 1.5 seconds).
      • Boundless Salvation’s extension is now capped at 40 seconds.
      • Power of the Silver Hand – Now triggers twice a minute on average. Now on the Personal Resource Display.
      • Tyr’s Deliverance – Now on the Personal Resource Display.
      • Awakening – Now grants Avenging Wrath for 8 seconds (was 10 seconds).
      • Saved by the Light – Absorb shield has been increased by 100%.
      • Glimmer of Light – Healing and damage increased by 20%.
      • Divine Purpose and Awakening can no longer trigger from Second Sunrise.
      • Echoing Blessings – Now increases movement speed and reduced damage taken by 15% (was 5%).
      • Boundless Salvation – Now extends the duration of Tyr’s Deliverance by 3 seconds when casting Holy Light (was 1 second) and by 1.5 seconds when casting Flash of Light (was 0.5 seconds).
      • Barrier of Faith – Now creates an absorb based on 40% of the healing done by Holy Light and Flash of Light (was 20%).
      • Divine Revelations – Now refunds 1% base mana (was 2%).
      • New Talent: Inflorescence of the Sunwell – Infusion of Light has 1 additional charge, reduces the cost of Flash of Light by an additional 30%, and has a 30% chance to generate an additional Holy Power from Holy Light.
      • New Talent: Divine Insight – Holy Shock’s healing and damage is increased by 5%.
      • New Talent: Unwavering Spirit – The cooldown of Aura Mastery is reduced by 30 seconds.
      • New Talent: Tirion’s Devotion – Lay on Hand’s cooldown is reduced by 1 second per Holy Power spent.
      • New Talent: Veneration – Flash of Light, Holy Light, and Judgment critical strikes reset the cooldown of Hammer of Wrath and make it usable on any target, regardless of their health.
      • New Talent: Resplendent Light – Holy Light heals up to 5 targets within 8 yards for 8% of its healing.
      • New Talent: Imbued Infusions – Consuming Infusion of Light reduces the cooldown of Holy Shock by 1 second.
      • New Talent: Boundless Salvation – Casting Flash of Light on targets affected by Tyr’s Deliverance extends the duration of your Tyr’s Deliverance by 0.5 seconds. Casting Holy Light on targets affected by Tyr’s Deliverance extends the duration of your Tyr’s Deliverance by 1 second.
      • New Talent: Relentless Inquisitor – Spending Holy Power grants you 1% Haste per finisher for 12 seconds, stacking up to 3/5 times.
      • New Talent: Empyrean Endowment – Judgment empowers your next Word of Glory to automatically activate Light of Dawn with 25% increased effectiveness. The effect can only occur every 30 seconds.
      • Added connections and pathing and moved a few talents around.
      • Divine Revelations - Now a 1-point node.
      • Saved by the Light – Now a 1-point node.
      • Protection of Tyr – Now a choice node with Unwavering Spirit.
      • Moment of Compassion – Now a choice node with Resplendent Light.
      • Removed Liadrin’s Fury Unleashed.
      • Removed Tyr’s Munificence.
      • Divine Favor moved from PvP talents to the Holy talent tree. No longer provides immunity to interrupts, now increases healing by 60% (was 40%). Cooldown increased to 45 seconds (was 30 seconds).
      • Empyrean Endowment – Added functionality for Holy Paladin. Slight tooltip change for both Retribution and Holy.
      • Divine Revelations – Now causes Holy Light to refund 2% max mana. Now increases the healing of Flash of Light by 10%.
      • Tyr’s Deliverance – Increased radius to 20 yards (was 15 yards). Increased healing by 5% and healing bonus increased to 25% (was 20%).
      • Infusion of Light is now learned baseline.
      • Developers’ note: The Holy Paladin Talent tree is now enabled in this Alpha build. For Dragonflight, we want to give Holy Paladins more options for caster-focused playstyles by bringing back the Power of the Silver Hand passive effect from the Legion Artifact, in addition to the active button Tyr’s Deliverance.
    • Protection
      • Light of the Titans – Healing reduced by 25%.
      • 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.
      • Spell Block can no longer block attacks from behind, while stunned, or while casting/channeling a spell.
      • Holy Shield now requires having a shield equipped to use.
      • Holy Shield will no longer allow you to block periodic spell damage.
      • Holy Shield will now allow you to block creatures that deal non-physical auto attack damage, such as if a Fire Elemental melee attacks you as Fire damage.
      • Holy Shield will work against attacks that deal combinations of physical and elemental damage, such as a Fire and Physical spell or attack.
      • The combat log will properly report Spell Blocks from Holy Shield as blocked damage, rather than absorbed damage.
      • Rearranged various talents and created new pathways and choices.
      • Developers’ note: This week we focused on pathing adjustments for the Class & Protection trees. In the coming weeks, we will be transitioning towards talent iteration and tuning.
      • Changed positions of Strength of Conviction, Resolute Defender, Faith’s Armor, and Guardian of Ancient Kings.
      • Added several additional node connections in center section of tree.
      • Faith’s Armor increased to 10% (was 5%).
      • Blessed Hammer now correctly overrides Crusader Strike.
    • Retribution
      • Templar’s Verdict – Damage reduced by 35%.
      • Final Verdict – Damage reduced by 35%
      • Zeal – Judgment now causes your next 2 auto attacks to occur 30% faster (was your next 3).
      • Ashes to Dust – Now 20% chance to reset Wake of Ashes instead of Blade of Justice (was 35%).
      • Execution Sentence – Deals 10% of damage done (was 20%).
      • Templar’s Vindication – Changed to a 15% chance of a 10/20% Templar’s Verdict (was 15/30% chance of a 15/30% Templar’s Verdict).
      • Divine Storm – Damage reduced by 35%.
      • Developers’ note: Playtesting has revealed that the new combination of talents in the Retribution tree has flooded the spec with Holy Power. As a result, we’re reducing the frequency of some talents with a chance to grant Holy Power and repositioning Zeal to compete against Fires of Justice.
      • Zeal and Empyrean Power have swapped places in the Retribution talent tree.
      • Blade of Wrath – Art of War reset the cooldown of Blade of Justice 50% more often (was 100%).
      • Final Verdict – Chance to activate Hammer of Wrath is now 10% (was 15%).
      • Sanctification – Reduced the chance to generate Holy Power.
        • 1 target: 3% per tick down from 7%.
        • 2 targets: 5% per tick down from 10%.
        • 3 targets: 7% per tick down from 12%.
        • 4 targets: 8% per tick down from 15%.
      • Final Verdict damage reduced by 6%.
      • Righteous Verdict damage bonus reduced to 5% (was 15%).
      • Divine Protection has been added as a choice node with Shield of Vengeance. Cooldown increased to 2 minutes.
      • Justicar’s Vengeance now costs 3 Holy Power and deals 7% less damage.
      • The talent locations of Ashes to Ashes and Divine Toll have been swapped.
      • Removed Talents
        • Last Rites
        • Deemed Unworthy
        • Swift Crusader
        • Long Arm of the Law
          • Developer’s note: We recognize that movement is fun and feels good when attached to short cooldown buttons. That said, our goal for Retribution Paladin is to keep their strengths in removing things that hinder their mobility, or to charge into battle on their Divine Steed, not to give them a short duration burst of movement on a very short cooldown.
        • Liadrin’s Fury
      • New Talents
        • Holy Crusader – Increases mastery by 2%.
        • Seal of Wrath – Judgment has a 25% chance to cast again and deal extra Holy damage to its target.
        • Empyrean Endowment – Judgment empowers your next Templar’s Verdict to automatically trigger Divine Storm with 25% more effectiveness. This effect can only occur every 30 seconds.
        • Executioner’s Wrath – Execution Sentence now instead deals 15% of the damage taken from your abilities to the target and nearby enemies within 8 yards.
        • Sanctified Ground – Your Consecration is 15% larger, and you cannot be slowed below 80% of normal movement speed within Consecration. This effect lasts for 2 seconds after leaving Consecration.
        • Sealed Verdict – Your Holy Power spending abilities increase the damage of your next Blade of Justice by 8/16%.
      • Modified Talents
        • Highlord’s Judgment now has 2 ranks and increases Judgment damage by 8/16% per rank.
        • Calm Before the Storm now causes enemies hit by your Divine Storm to take 100% more damage from your Consecration for 8 seconds (was 50%).
        • Inner Power now grants Holy Power every 12 seconds while you are in combat (was 10 seconds).
          • Developers’ note: This is aimed to tune the Holy Power generation overall and to balance against Sanctification.
      • Developer Notes
        • The area before the 1st gate has been restructured in a way that allows players to bypass the talents that they do not want and save a talent point while trying to go down all 3 sides of the tree. Also, the importance of the new talents such as Timely Judgment and Condemned Blade has been heightened so that players consider them more often when creating a build.
        • Zeal and Blade of Wrath have been moved up and put before the 1st gate.
          • Zeal and Blade of Wrath positional changes are aimed to solidify the foundation of Retribution Paladin. The new positioning will allow the players to get these talents in a simpler and more satisfying way for both leveling and end game content.
        • Crusade and Avenging Wrath: Might choice node has been moved up and put before the 2nd gate. This choice node is now located where Execution Sentence was in the previous build.
        • Execution Sentence and its improvement node has been moved down and put after the 2nd gate.
          • The positional changes to Crusade/AW: Might and Execution Sentence are aimed to provide gameplay defining options after the 2nd gate. The change to Execution Sentence will allow new gameplay options and is now heightened with its improvement nodes aimed at both single target and AOE situations.
        • The area after the 2nd gate has been reconstructed in a way that aims to increase build diversity and choice.
    • Known Issues
      • Not all rank upgrades are implemented.
      • Unlearning the Crusade talent while also having the Avenging Wrath talent from the Class tree will cause you to keep Crusade and it’s override effect on Avenging Wrath.* This can be fixed via relogging and will be corrected in a future Alpha build.
  • PRIEST
    • General
      • Smite – Damage increased by 50% to offset the loss of Smite (Rank 2).
      • Power Word: Shield – Now a 7.5 seconds cooldown reduced by Haste. Absorption increased by 80%. No longer applies Weakened Soul.
    • Class Tree
      • Power Infusion can now only be cast on players.
      • Binding Heals – Casting Flash Heal on allies with Binding Heals talented now applies Atonement to the Priest. Only applies to Discipline specialization.
      • Fade (Rank 2) – Removed. Functionality is now a part of base Fade.
      • Focused Will (Rank 2) – Removed. Discipline and Holy passively have the rank 2 effect.
      • Halo – Damage from the spell no longer hits enemies that are out of combat. Still hits all pets and players. No longer counts pets towards its healing target cap.
      • Divine Star – No longer counts pets towards its healing target cap.
      • Moved a few nodes around in the tree.
      • Purify – Tooltip now conditionally updates when Improved Purify is talented.
      • Masochism renamed to Protective Light – Now triggers from Flash Heal casts instead of Shadow Mend.
      • Shadow Mend – Removed. Replaced with Improved Flash Heal.
      • Improved Flash Heal – Increases the healing done by Flash Heal by 15%.
      • Light’s Inspiration has been redesigned – Increases the maximum health gained from Desperate Prayer by 8%/15%.
      • Dominate Mind – Cooldown reduced to 30 seconds (was 2 minutes).
      • Measured Contemplation (Runecarving Power) – Removed Shadow Mend from its tooltip.
      • Throes of Pain – Now a 2-point talent further down in the tree. Increases Shadow Word: Pain damage by 3%/5% and returns 3/5 Insanity or 0.5%/1.0% mana.
      • Tithe Evasion – Now in the Class tree (was Shadow tree).
      • Improved Mind Blast has been removed.
      • Translucent Image – Fade reduces damage you take by 10% (was 5%).
      • Dominant Mind renamed to Dominate Mind – Now an active spell as a choice against Mind Control. Mana cost changed to match Mind Control’s mana cost.
      • Holy Nova – Damage and healing increased by 75%.
      • Mind Blast – Cooldown reduced to 9 seconds (was 15 seconds).
      • Phantasm – No longer a choice against Translucent Image.
      • Twist of Fate – Fixed an issue causing Twist of Fate to not trigger.
      • Rhapsody – Increases the healing done by Holy Nova by 20% per stack (was 10%).
      • Depth of the Shadows – Increases the healing done by your next Circle of Healing by 1% per stack, up to 50 stacks (was 2% per stack, up to 25 stacks).
      • Mindgames – No longer generates Mana or Insanity. Reversed damage and healing done reduced by 33%.
      • Halo – Fixed an issue where Halo was not dealing its maximum damage between 26-30 yards.
      • Power Word: Life – Renamed from Holy Word: Life to avoid confusion with Holy Word interactions.
      • Rearranged various talents and created new pathways and choices.
      • New Talent: Depth of the Shadows – Purge the Wicked / Shadow Word: Pain increase the healing of your next Shadow Mend by 2%, stacking up to 25 times.
      • Death and Madness has been redesigned – Resets the cooldown of Shadow Word: Death if the target is not killed while below 20% health. Generates 30 Insanity over 4 seconds if the target dies within 7 seconds.
      • New Talent: Inspiration – Critical heals from Flash Heal, Penance, and Heal grant Inspiration, reducing physical damage taken by 5% for 15 seconds.
      • New Talent: Void Tendrils – Roots all enemies within 8 yards for 20 seconds (6 seconds in PvP combat). Void Tendrils can be killed to break the root.
      • New Talent: Blessed Recovery – After being struck by a melee or ranged critical hit, Blessed Recovery heals you for 20% of the damage taken over 6 seconds. Additional critical hits taken during the effect increase the healing received.
      • Translucent Image – Now lasts the full duration of Fade. Buff consolidated into Fade to reduce aura squares.
      • New Talent: Phantasm – Fade removes all movement impairing effects when used.
      • New Talent: Angelic Bulwark – Anytime a damaging attack brings you below 30% health, you gain an absorption shield equal to 20% of your total health lasting for 20 seconds. Cannot occur more than once every 90 seconds.
      • Shadow Mend – Now a 15 second cooldown. Healing amount increased by 20%.
      • New Talent: Move with Grace – Leap of Faith’s cooldown is reduced by 30 seconds.
      • Throes of Pain – Now restores 1% mana for Holy/Disc and 5 Insanity for Shadow.
      • New Talent: Rhapsody – For every 5 seconds that you do not cast Holy Nova, the healing and damage of your next Holy Nova is increased by 10%. This effect can stack up to 20 times.
      • New Talent: Sheer Terror – Increases the amount of damage required to break your Psychic Scream by 100%.
      • Cleric’s Armaments – Removed and merged into Tools of the Cloth.
      • Tools of the Cloth – For 12 seconds after casting Power Word: Shield, you deal 10% additional damage and healing with Smite and Holy Nova.
      • New Talent: Manipulation – Your Smite, Penance, Holy Fire, Mind Blast, and Mind Spike casts reduce the cooldown of Mindgames by 0.5/1.0 seconds.
      • Holy Word: Life – No longer gives backlash to the player. If a target is healed below 35% health, the healing amount is increased by 400% and the cooldown of Holy Word: Life is reduced by 25 seconds.
      • New Talent: Shattered Perceptions – Mindgames lasts an additional 2 seconds, deals an additional 25% damage, and reverses 25% additional damage or healing.
      • New Talent: Improved Purify – Purify additionally removes all Disease effects (Disc/Holy only).
      • New Talent: Spell Warding – Now also reduces all magic damage taken by 3%.
      • New Talent: Apathy – Your Mind Blast critical strikes reduce your target’s movement speed by 75% for 4 seconds.
      • New Talent: Improved Fade – Reduces the cooldown of Fade by 5 seconds/10 seconds.
      • Shadow Word: Death – Cooldown reduced to 20 seconds (was 30 seconds).
      • Psychic Voice – Cooldown reduction reduced to 15 seconds (was 30 seconds).
      • Void Shield – Moved from PvP Talents to talent tree.
      • Improved Mass Dispel – Moved from PvP Talents to talent tree.
      • Void Shift – Moved from PvP Talents to talent tree.
      • Psychic Scream – Cooldown reduced to 45 seconds (was 60 seconds).
      • Purify – Baseline for Holy and Discipline. Only dispels Magic effects.
      • Shadow Word: Pain – Duration increased to 16 seconds to offset the loss of a rank 2 spell (was 12 seconds).
      • Eternal Rest – Reduces the cooldown of Shadow Word: Death by 12 seconds.
        • Developers’ note: Was Shadow Word: Death Rank 2. Repurposed as a PvP Talent.
    • Discipline
      • Light’s Wrath now has 5% damage variance.
      • Mind Blast – Damage increased by 38%.
      • Shadowflame Prism – Renamed to Inescapable Torment.
      • Wrath, Unleashed – Now Wrath Unleashed.
      • Shadow Covenant – No longer references Shadow Mend.
      • Balance In All Things renamed to Twilight Equilibrium.
      • Aegis of Wrath – Power Word: Shield absorbs 50% additional damage but the absorb amount decays by 3% every 1 second (was 30%).
      • Corrected a missing connection between Empyreal Blaze and Searing Light.
      • Spirit Shell has been removed.
      • Exaltation no longer references Spirit Shell.
      • Shadow Covenant redesigned its functionality slightly – Make a shadowy pact, healing the target and 4 other injured allies within 30 yards. For 7 seconds, your Shadow spells deal 25% increased damage and healing, Shadow Mend has no cooldown, and Halo and Divine Star are converted to Shadow spells.
      • Rearranged various talents and created new pathways and choices.
      • Rapture – Causes Power Word: Shield to have no cooldown and increases its absorption by 30% (was 200%).
      • Atonement – Can now be applied by Renew and Flash Heal.
        • Developers’ note: Now that Power Word: Shield has a cooldown, we’re promoting Renew to an Atonement applicator.
      • New Talent: Make Amends – When Penance deals damage, the duration of Atonement on yourself is increased by 1 second and when your Penance heals, the duration of Atonement on your target is increased by 1 second.
      • New Talent: Divine Aegis – Critical heals create a protective shield around your target, absorbing 8%/15% of the amount healed. Lasts 15 seconds. Critical heals with Power Word: Shield absorb 8%/15% additional damage.
      • New Talent: Aegis of Wrath – Power Word: Shield absorbs 30% additional damage, but the absorb amount decays by 3% every 1 second.
      • Exaltation – Increases the duration of Rapture and Spirit Shell by 3 seconds (was 1 second).
      • New Talent: Bright Pupil – Reduces the cooldown of Power Word: Radiance by 5 seconds.
      • New Talent: Enduring Luminescence – Power Word: Radiance applies Atonement at an additional 15% of its normal duration.
      • New Talent: Painful Punishment – Each Penance bolt extends the duration of Shadow Word: Pain and Purge the Wicked on enemies hit by 0.7 seconds.
      • New Talent: Improved Shadow Word: Pain – Increases the damage of Shadow Word: Pain and Purge the Wicked by 8%/15%.
      • New Talent: Borrowed Time – Casting Power Word: Shield increases your Haste by 4%/8% for 4 seconds.
      • New Talent: Train of Thought – Flash Heal, Renew, and Shadow Mend reduce the cooldown of Power Word: Shield by 1 second. Smite reduces the cooldown of Penance by 0.5 seconds.
      • New Talent: Balance in All Things – Your damaging Shadow spells increase the damage of your next Holy spell cast within 6 seconds by 15%. Your damaging Holy spells increase the damage of your next Shadow spell cast within 6 seconds by 15%.
      • New Talent: Resplendent Light – Light’s Wrath deals an additional 2%/4% damage per ally affected by your Atonement.
      • New Talent: Fiending Dark – Your Smite, Mind Blast, and Penance casts reduce the cooldown of Shadowfiend by 3 seconds/6 seconds and Mindbender by 1 seconds/2 seconds.
      • New Talent: Expiation – Increases the damage of Mind Blast and Shadow Word: Death by 10%/20%. Mind Blast and Shadow Word: Death consume 3 seconds/6 seconds of Shadow Word: Pain or Purge the Wicked, instantly dealing that damage.
      • New Talent: Wrath, Unleashed - Reduces the cast time of Light’s Wrath by 1 second and increases its critical strike chance by 15%. Smite deals 40% additional damage for 15 seconds after casting Light’s Wrath.
      • New Talent: Weal and Woe – Your Penance bolts increase the damage of your next Smite by 8% or the absorb of your next Power Word: Shield by 3%. Stacks up to 7 times.
      • Power of the Dark Side – Increases the effectiveness of Penance by 30% (was 50%).
      • Light’s Promise – Name changed (was Power Word: Radiance Rank 2).
      • Protector of the Frail – Reduces the cooldown of Pain Suppression by 3 seconds (was 2 seconds).
      • Pain Transformation – Heals for 12% of maximum health and applies Atonement (was 8% of max health).
      • Malicious Scission – Increases the duration of Schism by 3 seconds (was 50%).
      • Purge the Wicked – Now deals Radiant damage (was Fire).
      • Penance – Now a baseline ability.
      • Atonement – Removed Shadow Word: Death from the Atonement blacklist, meaning it can now Atone.
    • Holy
      • Divine Word – Added a more detailed description of each effect in its tooltip.
      • Divine Word: Sanctuary – Number of targets healed is now capped to 6.
      • Reorganized the bottom of the tree and a copy nodes early in the tree.
      • Holy Fire – Holy Fire now replaces Mind Blast for Holy Priest.
      • Burning Vehemence has been redesigned – Increases the damage of Holy Fire by 25%.
      • Searing Light – Increases the damage of Smite and Holy Nova by 25%/50% against targets affected by your Holy Fire (was 15%/30%).
      • Resonant Words – Casting a Holy Word spell increases the healing of your next Heal or Flash Heal by 25%/50% (was 15%/30%).
      • New Talent: Divine Image – When you use a Holy Word spell, you have a chance to summon an image of a Naaru at your side. For 15 seconds, whenever you cast a spell, the Naaru will cast a similar spell.
      • Miracle Worker – Holy Word: Serenity and Holy Word: Sanctify gain an additional charge.
      • Spirited Litany renamed to Answered Prayers – After your Prayer of Mending heals 100 / 50 times, gain Apotheosis for 8 seconds. Does not reset the cooldown of Holy Words when triggered.
      • Guardians of the Light – Tooltip updated. Guardian Spirit also grants you 100% of its effects when used on an ally.
      • Desperate Times – Increases healing by 10%/20% on friendly targets below 50% (was 6%/12%).
      • Slightly reorganized the middle of the tree.
      • Prayer of Healing – Mana cost reduced by 25%.
      • Healing Chorus – Increases the healing done by your next Circle of Healing by 1% per stack, up to 50 stacks (was 2% per stack, up to 25 stacks).
      • Prismatic Echoes – Increases the healing done by your Mastery: Echo of Light by 6%/12% (was 15%/30%).
      • New Talent: Divine Service – Prayer of Mending heals 4% more for each bounce remaining.
      • Rearranged various talents and created new pathways and choices.
      • New Talent: Revitalizing Prayers – Prayer of Healing has a 15%/30% chance to apply a 6 second Renew to allies it heals.
      • New Talent: Prayerful Litany – Prayer of Healing restores an additional 30% health to the most injured ally it affects.
      • New Talent: Empowered Renew – Renew instantly heals your target for 10% of its total periodic effect.
      • New Talent: Rapid Recovery – Increases the healing done by Renew by 35%, but decreases its base duration by 3 seconds.
      • New Talent: Desperate Times – Increases healing by 6%/12% on friendly targets at or below 50% health.
      • New Talent: Spirited Litany – After your Prayer of Mending heals 80/40 times, gain Power Infusion for 10 seconds.
      • New Talent: Archbishop Benedictus’ Restitution – After Spirit of Redemption expires, you will revive at up to 100% health, based on your effectiveness during Spirit of Redemption. After reviving, you cannot benefit from Spirit of Redemption for 10 min.
      • New Talent: Holy Mending – When Prayer of Mending jumps to a target affected by your Renew, that target is instantly healed.
      • New Talent: Everlasting Light – Heal restores up to 15% additional health based on your missing mana.
      • New Talent: Say Your Prayers – Prayer of Mending has a 15% chance to not consume a charge when it jumps to a new target.
      • Divine Word – Sanctuary can no longer be moved.
      • New Talent: Healing Chorus – Your Renew healing increases the healing done by your next Circle of Healing by 2%, stacking up to 25 times.
      • New Talent: Orison – Circle of Healing heals 1 additional ally and its cooldown is reduced by 3 seconds.
      • New Talent: Crisis Management – Increases the critical strike chance of Flash Heal and Heal by 8%/15%.
      • New Talent: Prismatic Echoes – Increases the healing done by your Mastery: Echo of Light by 15%/30%.
      • New Talent: Prayers of the Virtuous – Prayer of Mending gains 1/2 additional charges.
      • New Talent: Pontifex – Critical heals from Flash Heal and Heal increase your healing done by your next word spell by 10%, stacking up to 2 times.
      • New Talent: Harmonious Apparatus – Circle of Healing reduces the cooldown of Holy Word: Sanctify, Prayer of Mending reduces the cooldown of Holy Word: Serenity, and Holy Fire reduces the cooldown of Holy Word: Chastise by 2 seconds/4 seconds.
      • New Talent: Lightweaver – Flash Heal reduces the cast time of your next Heal within 20 seconds by 30% and increases its healing done by 15%. Stacks up to 2 times.
      • Heal – Now a baseline ability.
      • Guardians of the Light – Guardian Spirit summons a spirit to watch over you in addition to your target.
      • Sanctified Prayers – Casting Holy Word: Sanctify increases healing done by Prayer of Healing by 10% for 15 seconds.
      • Benediction – Your Prayer of Mending has a 15% chance to leave a Renew on each target it heals (was 25%).
      • Renewed Faith – Your healing is increased by 8% on targets with Renew (was 10%).
      • Miracle Worker – Holy Word: Serenity gains an additional charge.
    • Shadow
      • Insanity should always display now as Shadow whether in Shadowform, Voidform, or not in any form.
      • Mind Sear now requires Shadowform for it to be cast.
      • Shadow Crash applies Vampiric Touch to 8 targets (was 4).
      • Idol of N’Zoth no longer triggers from Devouring Plague damage.
      • Damage dealt by Shadow Word: Pain and Vampiric Touch has a 30% chance to apply Echoing Void (was 20%).
      • Echoing Void’s debuff can apply to up to 4 targets.
      • Echoing Void deals reduced damage beyond 5 targets.
      • Enemies that die with the Echoing Void trigger the remaining stacks immediately.
      • Echoing Void damage reduced by 60%.
      • Shadowy Apparitions can no longer be seen by allies in dungeons and raids (was raids only).
      • Critical strikes with Devouring Plague, Mind Blast, and Void Bolt cause Shadowy Apparitions to deal 100% additional damage instead of spawning two Apparitions.
      • Mind Sear now has a 50% chance per tick to create Shadowy Apparitions that floats towards all targets afflicted by your Vampiric Touch for Shadow damage.
      • Idol of Yogg-Saron has been redesigned: Each time you spawn a set of Shadowy Apparitions, gain a stack of Idol of Yogg-Saron. At 25 stacks, you summon a Thing from Beyond that serves you for 20 seconds. The Thing from Beyond blasts enemies for Shadow damage and deals 30% of that damage to all enemies within 10 yards. Damage reduced beyond 5 targets.
      • Thing From Beyond’s Void Spike damage reduced by 60%.
      • Void Spike is now affected by Shadow Weaving.
      • Void Spike’s cast time increased to 2 seconds (was 1.5 seconds).
      • Talent tree has been rearranged.
      • Dark Void – Cooldown no longer affected by Haste.
      • Shadow Crash – Cooldown no longer affected by Haste.
      • Mind Blast – Generates 6 Insanity (was 8). Damage reduced by 20%.
      • Mind Spike – Generates 4 Insanity (was 6). Damaged reduced by 50%.
      • Auspicious Spirits – Generates 1 Insanity (was 2).
      • Vampiric Touch – Generates 4 Insanity (was 5).
      • Shadow Word: Pain – Generates 3 Insanity (was 4).
      • Mind Flay: Insanity – Generates 4 Insanity per tick (was 6).
      • Idol of C’Thun – Mind Flay from Void Tendril generates 2 Insanity per tick (was 3). Mind Sear from Void Lasher now generates 2 Insanity per tick (was 1), and no longer generates additional Insanity based on number of targets hit.
      • Mind Flay – Generates 2 Insanity per tick (was 3).
      • Mindbender – Generates 3 Insanity per melee attack (was 5).
      • Hallucinations – Generates 4 Insanity (was 6).
      • Dark Void – Generates 15 Insanity (was 20). Applies Shadow Word: Pain to 15 additional targets (was 8).
      • Echoing Void – Damage reduced by 50%.
      • Idol of Yogg-Saron – Requires 100 Shadowy Apparitions (was 200). Damage of Void Spike increased by 1100%.
      • Surge of Darkness – Increases the damage of Mind Spike by 200% (was 50%).
      • Mind Sear – Damage increased by 115%.
      • Devouring Plague – Damage increased by 30%.
      • Void Bolt – Damage increased by 80%.
      • Coalescing Shadows – Increases the damage of Mind Spike and Mind Blast by 10% (was 20%).
      • Mind Melt – Increases the critical strike chance of Mind Blast by 25% (was 50%).
      • Mind Sear – Now ticks every 0.75 seconds for 3 seconds and does not have an extra initial tick. Requires 50 Insanity to cast unless you have a Mind Devourer triggered.
      • Voidform – No longer grants an additional charge of Mind Blast. Now grants 10% increased spell damage while active (was 20%).
      • Shadowy Insight – Added an additional effect: Mind Blast gains an additional charge. Reduced the chance for the effect to trigger.
      • Fixed an issue causing Shadowy Insight to trigger more than intended.
      • Surge of Darkness – Reduced the chance for the effect to trigger.
      • Psychic Link – Added Mind Flay to Psychic Link.
      • Fixed an issue preventing Psychic Link rank 2 from functioning.
      • Dark Void – Cooldown is now affected by Haste.
      • Moved various nodes around in the tree.
      • Driven to Madness – Now affects both Void Eruption and Dark Ascension.
      • Void Origins – Now affects both Void Eruption and Dark Ascension.
      • Void Volley – Now affects both Void Eruption and Dark Ascension.
      • Dark Ascension – Slightly reworded the tooltip and aura tooltip. No functional changes.
      • Depth of the Shadows renamed to From Darkness Comes Light – Now affects Flash Heal instead of Shadow Mend.
      • Mind Spike – Damage modifiers from Shadowform, Voidform, and Mastery: Shadow Weaving now properly increase Mind Spike’s damage.
      • Shadowflame Prism renamed to Inescapable Torment – Now a 2-point talent for Shadow.
      • Monomania renamed to Screams of the Void and slightly redesigned – While channeling Mind Flay and Void Torrent the tick rate of your Vampiric Touch and Shadow Word: Pain your target is increased by 40%/80%. While channeling Mind Sear, the tick rate of your Vampiric Touch and Shadow Word: Pain on all targets is increased by 40%/80%.
      • Derangement – Renamed to Encroaching Shadows.
      • Voidform – Increases spell damage by 10% (was 20%). No longer in the spell book by default. Now learned when talenting into Void Eruption.
      • Void Bolt – No longer in the spell book by default. Now learned when talenting into Void Eruption.
      • Dark Ascension – Cooldown reduced to 1 minute (was 2 minutes).
      • Void Eruption now has an additional effect – Each 25 Insanity spent during Voidform increases Voidform’s duration by 1 second.
      • Mind Flay: Insanity has been slightly redesigned – Devouring Plague transforms your next Mind Flay into Mind Flay: Insanity. Lasts 10 seconds (was 5 seconds). Mind Flay: Insanity deals 120% more damage than Mind Flay per tick, ticking 4 times over 3 seconds (reduced by Haste). Slows by 70% and generates 6 Insanity per tick.
      • Shadow Word: Pain – Resolved a tooltip issue causing the Insanity generated to only display when talented into Void Eruption.
      • Mind Flay – Resolved a tooltip issue causing the Insanity generated to only display when talented into Void Eruption.
      • Mastermind - Removed.
      • Fiending Dark - Removed.
      • The Shadow tree has been reorganized.
      • Dark Evangelism – Fixed a bug causing Mind Sear damage to not be increased by Dark Evangelism.
      • Hallucinations – Now Baseline as Shadow.
      • Dark Ascension – Now a choice node against Void Eruption. Duration increased to 20 seconds (was 18 seconds). Damage per stack increased to 5% (was 4%). No longer requires or consumes Dark Evangelism.
      • Mind Spike – No longer removes damage over time effects. Critical Strike chance bonus to Mind Blast moved to Mind Melt.
      • Mind Melt – The tooltip has been updated. Mind Spike reduces the cast time of your next Mind Blast by 50%, and increases its critical strike chance by 50%, stacking up to 2 times. Lasts 10 seconds.
      • Derangement – Increases Mind Sear damage by 20% instead of increasing its cast speed.
      • Mind Sear – Updated Mind Sear behavior for a better experience. Added extra initial tick. Now costs Insanity immediately and cancels as soon as the Priest doesn’t have enough Insanity.
      • Mind Devourer – Now a 1-point node with a 15% trigger chance. The trigger effect now affects Devouring Plague or Mind Sear.
      • Shadowy Apparitions – Fixed a bug that caused periodic Devouring Plague to spawn Shadowy Apparitions.
      • Silence – Range changed to 40 yards to offset the loss of Silence (Rank 2).
      • Damnation – Cooldown increased to 1 minute (was 45 seconds).
      • Void Torrent – Cooldown increased to 1 minute (was 30 seconds). Damage increased by 25%.
      • Malediction – Now a 2-point talent. Reduces the cooldown of Damnation and Void Torrent by 15 seconds/30 seconds.
      • Voidform – Duration increased to 20 seconds (was 15 seconds).
      • Void Bolt – Cooldown reduced to 6 seconds (was 9 seconds).
      • Ancient Madness – Now affects Dark Ascension and Voidform. Now increases critical chance by 10%/20% for 20 seconds reducing by 0.5%/1.0% per second (was 15%/30% for 15 seconds reducing by 1%/2% per second).
      • Surrender to Madness has been removed.
      • Hungering Void has been removed.
      • Piercing Shadows has been removed.
      • Lunacy has been removed.
      • Vampiric Insight renamed to Shadowy Insight – Now triggers from Shadow Word: Pain periodic damage instead of Vampiric Touch periodic damage.
      • Reorganized the top of the tree.
      • New Talent: Coalescing Shadows – Mind Sear and Shadow Word: Pain damage has a 4% chance to grant you Coalescing Shadows and Mind Flay has a 15% chance to grant you Coalescing Shadows, stacking up to 3 times. Mind Blast and Mind Spike consume all Coalescing Shadows to deal 20% increased damage per stack, and consuming at least 1 increases the damage of your periodic effects by 10% for 15 seconds.
      • New Talent: Puppet Master – Your Shadowfiend and Mindbender grant you Coalescing Shadows each time they deal damage. Damage from your Shadowy Apparitions has a 8% chance to grant you Coalescing Shadows.
      • New Talent: Harnessed Shadows – Increases the chance for you to gain a Coalescing Shadow when dealing damage with Mind Sear and Shadow Word: Pain by 2% and Mind Flay by 10%. You have a 100% chance to gain a Coalescing Shadow when critically hit by any attack. This effect can only occur every 6 seconds.
      • New Talent: Deathspeaker – Your Shadow Word: Pain damage has a chance to reset the cooldown of Shadow Word: Death and enable 150% additional damage regardless of the target’s health.
      • Painbreaker’s Psalm has been removed.
      • Pain of Death – Now a 2-point node. Increases the damage dealt by Shadow Word: Death by 13%/25%. Shadow Word: Death deals 10%/20% of its damage to all targets affected by your Shadow Word: Pain within 40 yards.
      • Dark Ascension – Now generates 30 Insanity.
      • Pain of Death – Shadow Word: Death deals 20%/40% of its damage to all targets affected by Shadow Word: Pain within 40 yards (was 10%/20%).
      • Rearranged various talents and created new pathways and choices.
      • New Talent: Mind Spike – Blasts the target for Shadowfrost damage, but extinguishes your shadow damage-over-time effects from the target in the process. Mind Spike also increases the critical strike chance of your next Mind Blast on the target by 30%. Stacks up to 3 times. Generates 6 Insanity.
      • New Talent: Mind Flay: Insanity – Casting Devouring Plague transforms your Mind Flay spell into Mind Flay: Insanity for 5 seconds. Mind Flay: Insanity deals 80% more damage than Mind Flay.
      • Mind Sear – No longer generates Insanity. Now costs 25 Insanity per tick to channel.
      • Tithe Evasion – Shadow Word: Death deals 75% less damage to you.
      • Mental Fortitude – Devouring Plague now triggers this. Is now capped at 10% maximum health.
      • Rot and Wither renamed to Mental Decay. Now guaranteed to extend Vampiric Touch and Shadow Word: Pain.
      • Psychic Link – Now also occurs from Mind Spike.
      • Monomania – Also increases the critical chance of Shadow Word: Pain and Vampiric Touch.
      • New Talent: Painbreaker’s Psalm – Shadow Word: Death consumes 4 seconds/8 seconds of Shadow Word: Pain and Vampiric Touch, instantly dealing that damage to the target and generating up to 10/20 Insanity.
      • New Talent: Lunacy – Reduces the Insanity cost of Devouring Plague by 10. Reduces the Insanity drained when Mind Sear deals damage by 5.
      • New Talent: Dark Void – Unleashes an explosion of dark energy around the target, dealing Shadow damage and applying Shadow Word: Pain to your target and 7 nearby enemies. Generates 20 Insanity.
      • New Talent: Tormented Spirits – Your Shadow Word: Pain damage has a 5% chance to create a shadowy version of yourself that floats towards all targets afflicted by your Vampiric Touch. Critical strikes increase the chance to 10%.
      • New Talent: Mind Melt – Mind Spike reduces cast time of your next Mind Blast by 50%, stacking up 2 times. Lasts 6 seconds.
      • New Talent: Surge of Darkness – Your Vampiric Touch and Devouring Plague damage have a chance to cause your next Mind Spike not to consume your damage over time effects, be instant, and deal 50% additional damage. Stacks up to 3 times.
      • New Talent: Dark Evangelism – Your Mind Flay, Mind Sear, and Void Torrent damage increases the damage of your periodic Shadow effects by 1%/2%, stacking up to 5 times.
      • New Talent: Dark Ascension – Consumes Dark Evangelism to increase the damage of your non-periodic Shadow abilities by 4% per stack consumed. Lasts 18 seconds. 2 minute cooldown.
      • New Talent: Maddening Touch – Vampiric Touch has a 50%/100% chance to generate 1 Insanity each time it deals damage.
      • New Talent: Whispers of the Damned – Your Mind Blast and Mind Spike critical strikes generate an additional 3/5 Insanity.
      • New Talent: Piercing Shadows – Your Shadow damage spell casts increase the Shadow damage you deal by 0.5%/1.0% for 25 seconds. Stacks up to 5 times.
      • New Talent: Pain of Death – Increases the damage dealt by Shadow Word: Death by 25%. Shadow Word: Death deals 20% of its damage to all targets affected by your Shadow Word: Pain within 40 yards.
      • New Talent: Derangement – Increases the initial damage of Devouring Plague by 75%. Mind Sear deals damage 20% faster.
      • New Talent: Fiending Dark – Critical damage from Mind Spike and Mind Flay reduces the cooldown of Shadowfiend by 3 seconds/6 seconds and Mindbender by 1 seconds/2 seconds.
      • New Talent: Mastermind – Increases the critical strike chance of Mind Spike and Mind Blast by 3%/6% and increases their critical strike damage bonus by 15%/30%.
      • Mind Flay – Now overrides Smite.
      • Vampiric Touch – Now a baseline ability.
      • Shadowform – Holy spells no longer cancel Shadowform.
      • Mind Sear – Damage increased by 80%.
      • Dispersion – Now also heals the player for 25% of their maximum health over its duration.
      • Intangibility – Dispersion heals you for an additional 25% of your maximum health over its duration and its cooldown is reduced by 30 seconds.
      • Shadow Crash – Now applies Vampiric Touch to 4 targets.
      • Void Eruption – Cooldown increased to 2 minutes (was 90 seconds).
      • Surrender to Madness – Cooldown increased to 2 minutes (was 90 seconds).
      • Void Bolt – Cooldown increased to 9 seconds and damage increased by 23% (was 4.5 seconds).
      • Hungering Void – Debuff duration increased to 12 seconds (was 6 seconds). Damage over time extension increased to 2 seconds and 4 seconds on critical strikes (was 1 second and 2 seconds).
      • Vampiric Insight – No longer gives a charge to Mind Blast passively.
  • ROGUE
    • General
      • Rupture damage increased by 35%.
      • Ambush damage increased by 20%.
      • Instant Poison damage increased by 13%.
      • Wound Poison damage increased by 13%.
      • Instant Poison – Damage reduced by 21%.
    • Class Tree
      • Shiv damage increased by 20%.
      • Sepsis damage increased by 20%.
      • Echoing Reprimand damage increased by 20%.
      • Alacrity – Now grants 1% Haste per stack, up to 5 stacks (was 2%, to 4 stacks).
      • Thistle Tea – Total bonus Mastery granted reduced by 20%.
      • Find Weakness – Armor ignore value reduced to 15/30% (was 20/40%).
      • Added connections and pathing and moved a few talents around.
      • Leeching Poison – Now works with any Lethal poison.
      • Deeper Stratagem – Once again increases finisher damage by 5% in addition to its existing effect.
      • Shadow Dance – Base duration has been reduced to 6 seconds and no longer has a base flat damage increase.
      • Thistle Tea – Grants Mastery for 6 seconds, in addition to its current effect.
      • Kidney Shot now spends up to 5 Combo Points max, scaling up to a 6 second duration.
      • New Talent: Reverberation – Echoing Reprimand damage increased by 75%. This talent is a choice against Resounding Clarity.
      • So Versatile – Renamed to Thief’s Versatility.
    • Assassination
      • Garrote damage increased by 35%.
      • Envenom damage increased by 25%.
      • Mutilate damage increased by 20%.
      • Fan of Knives damage increased by 15%.
      • Deadly Poison damage increased by 13%.
      • Deathmark damage increased by 20%.
      • Internal Bleeding damage increased by 20%.
      • Serrated Bone Spike damage increased by 20%.
      • Crimson Tempest damage increased by 15%.
      • Amplifying Poison damage increased by 13%.
      • Kingsbane damage growth per poison increased to 20% (was 15%).
      • Indiscriminate Carnage cooldown reduced to 60 seconds (was 90 seconds).
      • When Deathmark is applied, it now also duplicates existing eligible debuffs on the target
      • Deathmark duration reduced to 16 seconds (was 20 seconds).
      • All ability damage reduced by 34%.
      • Rupture – Damage increased by 22%.
      • Venomous Wounds – Energy restore reduced to 5 (was 7).
      • Improved Poisons – Bonus poison chance reduced to 5/10% (was 10/20%).
      • Venom Rush – Energy restore reduced to 5 (was 8).
      • Vicious Venoms – Additional Nature damage values restored to 10/20% (was unintentionally 15/20%).
      • Systemic Failure – Bonus damage reduced to 20% (was 30%).
      • Twist the Knife – Bonus duration reduced to 2 seconds (was 3 seconds).
      • Doomblade – Additional Bleed damage reduced to 20% (was 30%).
      • Deathmark – Damage increased by 227%.
      • Tiny Toxic Blade – Bonus damage increased to 500% (was 300%).
      • Poison Bomb – Damage increased by 200%.
      • Sepsis – Damage increased by 60%.
      • Kingsbane – Damage increased by 50%.
      • Significant pathing and talent adjustments have been made to the tree.
      • Cut to the Chase – Now a 1-point talent and extends Slice and Dice by 3 seconds per combo point spent.
      • Internal Bleeding – Now a 1-point talent for the same total effect.
      • The Shiv talent – Renamed to Lightweight Shiv in the Assassination tree.
      • Poisoned Katar – Renamed to Thrown Precision.
      • Poison Damage – Renamed to Fatal Concoction.
      • Maim, Mangle – Renamed to Systemic Failure.
    • Outlaw
      • Dispatch damage reduced by 14%.
      • Pistol Shot damage reduced by 5%.
      • Roll the Bones:
        • Broadside damage bonus reduced to 15% (was 20%).
        • True Bearing cooldown reduction reduced to 0.5 seconds (was 1 second).
        • Ruthless Precision crit bonus reduced to 15% (was 20%).
        • Skull and Crossbones bonus Sinister Strike chance reduced to 25% (was 30%).
        • Buried Treasure Energy regen increased to 5 per seconds (was 4 per second).
      • Opportunity’s Bonus Sinister Strike chance increased to 35% (was 30%).
      • Combat Potency Energy regeneration increased to 25% (was 20%).
      • Fatal Flourish chance to generate Energy increased to 65% (was 60%).
      • Summarily Dispatched max stacks reduced to 5 (was 7).
      • All ability damage reduced by 14%.
      • Opportunity – Sinister Strike chance reduced to 30% (was 35%).
      • Weaponmaster – Bonus strike chance reduced to 5% (was 10%).
      • Combat Potency – Energy regeneration reduced to 20% (was 30%).
      • Swift Slasher – Bonus attack speed per combo point reduced to 2% (was 3%).
      • Fatal Flourish – Chance to restore energy reduced to 60% (was 75%).
      • Quick Draw – Bonus Pistol Shot damage reduced to 20% (was 50%).
      • Summarily Dispatched – Duration reduced to 8/15 seconds (was 10/20 seconds).
      • Greenskin’s Wickers – Bonus Pistol Shot damage reduced to 200% (was 300%).
      • Restless Crew – Removed.
      • New Talent: Improved Adrenaline Rush – Generate full combo points when you gain Adrenaline Rush, and again when it ends.
      • Between the Eyes – Now baseline (was talented).
      • New Talent: Improved Between the Eyes – Critical hits with Between the Eyes deal four times normal damage.
      • Some Outlaw talents have changed positions to account for the above change.
      • Keep it Rolling – Cooldown increased to 7 minutes (was 5 minutes).
      • Dreadblades – Cooldown increased to 2 minutes (was 1.5 minutes).
      • A few new connections have been added at the top and sides of the tree.
      • Heavy Hitter has been implemented and redesigned – Now grants 10% increased damage to all abilities that generate combo points.
      • Deeper Stratagem for Outlaw – Renamed to Devious Stratagem.
      • Fan the Hammer has been adjusted – When Sinister Strike strikes an additional time, gain 1/2 additional stacks of Opportunity. Max 6 stacks. Half-cost uses of Pistol Shot consume 1/2 stacks of Opportunity to fire 1/2 additional shots.
      • Restless Crew has been implemented.
      • Activating Adrenaline Rush no longer breaks Stealth.
      • Slicerdicer – Renamed to Swift Slasher.
      • Long Arm of the Outlaw – Renamed to Deft Maneuvers.
      • Dispatcher – Renamed to Summarily Dispatched.
    • Subtlety
      • Eviscerate damage reduced by 4%.
      • Relentless Strikes Energy restore reduced to 5 (was 6).
      • Improved Shadow Techniques Energy generated reduced to 3 (was 4).
      • Replicating Shadows damage bonus reduced to 20% (was 30%).
      • Veiltouched damage bonus reduced to 5% (was 8%).
      • Deeper Daggers damage bonus reduced to 8/16% (was 10%/20%).
      • All ability damage reduced by 17%.
      • Improved Shadow Dance – Increases duration of Shadow Dance by 1/2 seconds (was 2/4 seconds).
      • Significant pathing and talent adjustments have been made to the tree.
      • Shadow Dance is now learned baseline.
      • Symbols of Death is now learned baseline.
      • Shadow Techniques is now learned baseline.
      • New Talent: Improved Shadow Dance – Increases the duration of Shadow Dance by 2 seconds/4 seconds.
      • New Talent: Swift Death – Reduces the cooldown of Symbols of Death by 5 seconds.
      • New Talent: Improved Shadow Techniques – Energy generated by Shadow Techniques increased by 4.
      • Deeper Stratagem for Subtlety – Renamed to Secret Stratagem.
      • Shroud in Darkness – Movement speed bonus increased to 100% (was 60%).
  • SHAMAN
    • General
      • Stormkeeper, Healing Stream Totem, and Cloudburst Totem should now properly grant 2 charges of the ability when talenting into both nodes on the talent tree.
    • Class Tree
      • Brimming with Life – Now grants Stamina in arena matches even when Reincarnation is on cooldown.
      • 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.
      • Call of the Elements – Renamed to Totemic Recall.
      • Improved Call of the Elements – Renamed to Call of the Elements.
    • Elemental
      • Lightning Bolt (Elemental) damage increased by 17%.
      • Elemental Blast (Elemental) damage increased by 20%. Increases Haste or Crit by 6% (was 3%), or Mastery by 11% (was 6%).
      • Windspeaker’s Lava Resurgence’s Lava Burst damage increased by 10% (was 20%). Now also triggers from Earthquake.
      • Earth Shock damage increased by 5%.
      • When Lava Surge triggers from Heat Wave, the damage of your next Lava Burst is increased by 20%.
      • Liquid Magma Totem damage increased by 125%.
      • Primal Storm Elemental’s Eye of the Storm – Renamed to Tempest.
      • Earthquake – Damage reduced by 25%.
      • Chain Lightning – Damage increased by 25%. (Elemental only)
      • Lava Beam – Damage increased by 25%.
      • Lightning Bolt – Damage reduced by 20%. (Elemental only)
      • Lava Burst – Damage reduced by 20%. (Elemental only)
      • Earth Shock – Damage reduced by 20%.
      • Elemental Blast – Damage reduced by 20%. (Elemental only)
      • Lightning Rod – Deals 20% of Chain Lightning and Lightning Bolt damage (was 25%).
      • New Talent – Heat Wave: Casting Primordial Wave triggers Lava Surge immediately and every 3 seconds for 12 seconds.
      • Primal Storm Elemental no longer moves slower than other Elementals after engaging in combat.
      • Earthquake damage reduced by 40%.
        • Developers’ note: This is not intended to be a nerf, but a damage profile adjustment. Earthquake dominates Elemental’s AoE damage profile in Shadowlands. We’ve also added talents in Dragonflight that improve Earthquake’s output such as Unrelenting Calamity, Eye of the Storm, and Mountains Will Fall which would have continued this trend. The goal is to allow for abilities like Chain Lightning, Lightning Rod, Frost Shock (with Electrified Shocks), Flame Shock, and Lava Burst to contribute more towards Elemental’s AoE.
      • Rolling Magma’s Lava Burst and Lava Burst Overload damage now reduces the cooldown of Primordial Wave by 0.2 seconds/0.5 seconds (was from 0.5 seconds/1 second).
        • Developers’ note: The interactions are with Primordial Wave and Ascendance are intentional, but the cooldown reduction was initially tuned too high.
    • Enhancement
      • Maelstrom Weapon trigger chance lowered to 16% (was 20%).
      • Damage of all Maelstrom Weapon consuming abilities reduced by 10%.
      • Focused Lightning (Conduit) values halved for all ranks.
      • Stormstrike damage increased by 20%.
      • Windstrike damage increased by 20%.
      • Lava lash damage increased by 92%.
      • Hot Hand rank 1 Lava Lash damage bonus lowered to 20% (was 50%). Rank 2 lowered to 40% (was 100%).
      • Ice Strike damage increased by 20%.
      • Sundering damage increased by 75%.
      • Storm’s Wrath values increase changed to +150% (was +100%).
      • Gathering Storms value increased to 25% (was 15%). Maximum stacks lowered to 6 (was 10).
      • Fire Nova damage increased by 25%.
      • Feral Spirit and Elemental Spirits buff effects changed to +20% (was +15%).
      • Doom Winds active Windfury Weapon bonus damage lowered to 10% (was 25%).
      • Doom Winds cooldown increased to 90 seconds (was 60 seconds).
      • Forceful Winds bonus lowered to 40% per stack (was 45%).
      • Corrected an issue that caused Gathering Storms to scale damage incorrectly.
      • Corrected an issue that prevented Crashing Storms from increasing Crash Lightning’s maximum buff stack cap.
      • Corrected an issue with Maelstrom Weapon not counting the correct amount of stacks consumed.
      • Stormflurry – Procs no longer benefit or consume Stormblast’s bonus nature damage effect for Stormstrike.
      • Windstrike – Cooldown lowered to 7.5 seconds to match Stormstrike’s cooldown.
      • Thorim’s Invocation – Will now default to Lightning Bolt if you have not used either Lightning Bolt or Chain Lightning before pressing Ascendance.
      • Thorim’s Invocation – Will no longer consume or benefit from more than 5 Maelstrom Weapon stacks per Windstrike.
      • Corrected an issue where the 5% bonus from Raging Maelstrom wasn’t functioning when Overflowing Maelstrom was selected.
      • Lightning Lasso – Now properly affected by Mastery: Enhanced Elements.
      • Lightning Lasso – Now affected by the Lightning Feral Spirit’s nature damage increase buff.
      • Doom Winds – Global cooldown now scales with Haste.
      • Ice Strike – No longer improperly not usable while silenced.
      • Windfury Totem functionality has been adjusted:
        • Main-hand auto attack interaction is unchanged.
        • Off-hand attacks can trigger an off-hand Windfury attack. This is an actual real “auto attack”, which means things like Flametongue Weapon, or whatever other effects may activate from off-hand attacks, can now potentially happen from this bonus attack.
        • Windfury Totem extra attacks can no longer miss. Targets can still dodge or parry these attacks, they are just no longer able to miss.
        • Enhancement Shaman who are under the effects of Ascendance can now benefit from Windfury Totem if they are auto-attacking from outside of melee range range with Windlash.
      • Selecting both Elemental Blast and Lava Burst will now cause Elemental Blast to replace Lava Burst, and Elemental Blast will have 2 charges.
      • Primal Lava Actuators – Renamed to Ashen Catalyst.
      • Witch Doctor’s Wolf Bones – Renamed to Witch Doctor’s Ancestry.
      • Swirling Maelstrom reduced to 1 stack of Maelstrom Weapon (was 2). Fire Nova interaction clarified that it is 1 stack per Fire Nova caused rather than per Fire Nova ability cast.
      • Feral Lunge is now below Windfury Weapon rather than below Stormflurry.
      • Windfury Totem trigger chance is now back up to 20%. This is also a rank 2 that got lost.
      • Crash Lightning has had the following adjustments:
        • Cooldown increased to 12 seconds (was 9 seconds).
        • Crash Lightning’s buff from hitting 2 or more targets is now 12 seconds (was 10 seconds).
        • Ice Strike can now also cause the bonus damage from Crash Lightning.
        • The initial damage, as well as the bonus damage from Stormstrike, Lava Lash, and Ice Strike has been increased.
        • The initial damage as well as the bonus damage from Stormstrike, Lava Lash, and Ice Strike now deals reduced damage when you are fighting more than 6 targets.
      • Stormbringer is now a part of Mastery for Shaman.
      • New Talent: Storm’s Wrath – Increases the mastery bonus to Stormbringer and Windfury’s chance to trigger by 100%. Replaces Stormbringer.
      • Lava Lash (Rank 2) renamed to Molten Assault.
      • A bunch of talent nodes moved around on the right-hand side of rows 4-8
      • Improved Maelstrom Weapon is now a 2-rank node. Damage increased by 10% per rank.
      • Focused Maelstrom has been removed.
      • Raging Maelstrom now also increases damage and healing by an additional 5% per Maelstrom Weapon stack.
      • Lashing Flames has returned as a talent node on row 7.
      • Feral Spirits and Elemental Spirits have been slightly adjusted:
        • Each wolf type grants you 15% increased damage to the related element. Base wolves count as physical.
        • Alpha Wolf now triggers from Chain Lightning or Crash Lightning.
        • Alpha Wolf’s attack (Spirit Bomb) is now physical and ignores armor (was Nature damage).
        • Spirit Bomb damage increased by 50%.
      • Legacy of the Frost Witch has been redesigned – Every 10 Maelstrom Weapon stacks consumed resets the cooldown of Stormstrike and grants you 5/20% increased Physical damage dealt for 5 seconds.
      • Rearranged various talents and created new pathways and choices.
      • Stormstrike now replaces Primal Strike.
      • Doom Winds now does some minor damage when you activate it.
      • Ice Strike’s Frost Shock buff now highlights Frost Shock
      • Alpha Wolf now works with Chain Lightning, rather than Crash Lightning.
      • Improved Stormbringer renamed Stormblast.
      • Unruly Winds chance raised to 100%.
      • Ascendance is now a choice node with Deeply Rooted Elements.
      • Thorim’s Invocation now remembers whether you last used Lightning Bolt or Chain Lightning, and will use that spell instead of always Lightning Bolt.
      • Chain Lightning Rank 2 has been added into the Chain Lightning/Crash Lightning interactions and is no longer a talent.
      • New Talent: Crashing Storms – Chain Lightning jumps to 2 additional targets, and also increases Crash Lightning damage by 40%.
      • Forceful winds is now 45% damage per stack (was 35%).
      • Gathering Storms is now a 1-point talent (was 2). Value increased to 15%, and there’s a maximum of 10 stacks of Gathering Storms.
      • Hot Hand is now a 2-point talent (was 1).
      • Elemental Assault adjusted to be 10/20% Stormstrike damage (was 7/15%). Maelstrom weapon chance is now 50/100% per rank.
      • Lava Burst is affected by Enhancement mastery.
      • Primal Primer is no longer an option on the tree.
      • Hailstorm now gains bonus damage from up to 10 Maelstrom Weapon charges spent to work better with Overflowing Maelstrom. The bonus targets is still capped at 5.
      • Nature’s Fury now works correctly with the immediate damage from Ascendance.
      • Feral Spirits is now a 90 second cooldown.
      • Elemental Spirits no longer reduces Feral Spirit cooldown.
    • Restoration
      • Earthliving Weapon – Healing increased by 250%.
      • Earthwarden – Renamed to Improved Earthliving Weapon.
      • Water Totem Mastery – Consuming Tidal Waves reduces the cooldown of Cloudburst, Healing Stream, Healing Tide, Mana Spring, Mana Tide, and Poison Cleansing Totem by 0.5 seconds (was 0.25 seconds).
      • Cloudburst Totem now converts 30% of stored healing (was 20%) and cooldown increased to 45 seconds (was 30 seconds).
        • Developers’ note: With some new talents that interact with Cloudburst Totem like Call of the Elements, Totemic Surge, and Totemic Focus, we feel its effectiveness needs to be decreased. We started with its healing effectiveness initially but after some feedback believe it’s more important for each totem cast to feel meaningful rather than having more uses of the totem.
    • Developers’ note: With the Shaman talent trees in Dragonflight, we wanted to hone in on some core concepts that are unique to the class. Totems have long been a special thing for Shaman, and we’re giving some new options to manipulate your totems position, radius, duration, cleanse poisons, or even potentially reset the cooldown. We’re bringing back Alpha Wolf for Enhancement Shaman, spreading some Stormkeeper functionality to Restoration Shaman, and trying out a new variation of Elemental Blast for Elemental Shaman, where it replaces Earth Shock as a more expensive Maelstrom Spender. All three of the Shaman specializations have a distinct style of play, and we’re hoping the new talents allow you to focus on your important totems, utility, and style of damage or healing you enjoy.
  • WARLOCK
    • General
      • Spell Lock has been removed from the talent tree and returned to the Felhunter.
      • Demonic Circle has been moved to row 1 and is granted freely.
      • Abyss Walker has been moved to row 3.
      • Spell Lock in the Talent Tree
        • With Dragonflight, we’ve removed Spell Lock from Felhunters and Spell Lock is now available for Warlocks to learn themselves. With this change, we are aiming to allow for more pet diversity in content where Felhunters feel required like dungeons and PvP.
      • Dark Soul is not in the talent tree for Dragonflight intentionally. There are a few reasons for this:
        • All Warlock specs have access to a powerful summon cooldown that interacts with the rest of their spells where Dark Soul increases a stat by a large amount. We prefer to keep the interactive spell.
        • With cooldown stacking, a high percentage of overall damage is boiled down to the cooldown window. While this can be useful for bursting, but damage output outside of this window tends to be lackluster.
        • Across the classes there are new active spells which we are both excited about and equally cautious of causing keybinding issues by adding. Finding times to pull back on active spells is something we’re on the lookout for.
      • Shadow Bolt and Incinerate base damage has been increased. We’ve increased the damage of Shadow Bolt and Incinerate significantly and lowered modifiers from various talents. Our goal is for these spells to feel more powerful without having to ramp to see benefits from casting it.
      • Shadowflame is returning; however, we don’t want a short-ranged cone spell to be a rotational for a caster, so we’ve removed the damage from the ability.
    • Class Tree
      • Dark Pact is no longer increased by 20% in PvP combat.
      • Abyss Walker – Using Demonic Circle: Teleport or your Demonic Gateway reduces all damage you take by 4% for 10 seconds.
      • Gorefiend’s Resolve – Targets resurrected with Soulstone resurrect with 40% additional health and 30% additional mana.
      • Fel Synergy – Soul Leech also heals you for 25% and your pet for 50% of the absorption it grants.
      • Resolute Barrier – Attacks received that deal at least 5% of your health decrease Unending Resolve’s cooldown by 10 seconds. Cannot occur more than once every 20 seconds.
      • Soul Armor – When your health drops below 35%, the percentage of damage shared via your Soul Link is increased by an additional 5%.
      • Demonic Resilience – Reduces the chance you will be critically struck by 4%. All damage your primary demon takes is reduced by 15%.
      • Summon Soulkeeper (was Summon Jailer) – Summons a Soulkeeper that periodically blasts nearby enemies.
      • Inquisitor’s Gaze– Summons an Inquisitor’s Eye that attacks your enemies.
      • Pact of the Annihilan removed.
      • Pact of the Eredar removed.
      • Pact of the Imp Mother removed.
      • Decimating Bolt removed.
      • Dimensional Rift removed.
      • Rearranged various talents and created new pathways and choices.
      • Claw of Endereth is now a 1-point talent.
      • Soul Conduit refund chance reduced to 10% at max rank (was 15%).
    • Affliction
      • Nightfall – Now causes Drain Soul to channel 50% faster.
      • Malefic Affliction – Malefic Rapture causes your active Unstable Affliction to deal 10% additional damage, up to 30%, for the rest of its duration.
      • Doom Blossom – If Corruption damages a target affected by your Unstable Affliction, it has a 10% chance per stack of Malefic Affliction to deal Shadow damage to nearby enemies.
      • Dread Touch – If Malefic Affliction exceeds 3 stacks, the target instead takes 20% additional damage from your damage over time effects for 6 seconds.
      • Grim Reach – When Darkglare deals damage, it deals 50% of that damage to all enemies affected by your damage over time effects.
      • Soul-Eater’s Gluttony – Whenever Unstable Affliction deals damage, the cooldown of Soul Rot is reduced by 0.5 seconds.
      • Malefic Wrath removed.
      • Deathbolt removed.
      • Death Dealer removed.
      • Pact of the Nathrezim removed.
      • Deliberate Malice removed.
      • Rearranged various talents and created new pathways and choices.
      • Sacrolash’s Dark Strike now extends Curses by 0.5/1 second (was 1/2 seconds).
      • Creeping Death no longer decreases the duration of Agony, Corruption, Unstable Affliction, or Siphon Life.
      • Soul Flame’s icon has been changed.
      • Vile Taint’s cooldown is now 30 seconds (was 20 seconds).
      • Calamitous Crescendo is now a 2-point talent.
      • Vile Taint has been reworked – Unleashes a vile explosion at the target location, dealing Shadow damage over 10 seconds to 8 enemies within 10 yards and applies Agony and Curse of Exhaustion to them.
        • Developers’ note: With this change, we aim to allow Affliction to ramp up faster in dungeon gameplay especially in combination with talents like Agonizing Corruption and Sow the Seeds.
      • Deathbolt is now a base talent.
    • Demonology
      • Dreadlash now increases the damage of Dreadbite by 10% (was 25%).
      • Fel and Steel now increases the damage of Felstorm and Dreadbite by 10% (was 20%).
      • Infernal Command now increases the damage of Wild Imps and Dreadstalkers by 5/10% (was 10/20%).
      • Fel Sunder now increases the damage an enemy takes from you and your pets by 1%, up to 5% (was 2%, up to 10%).
      • Demonic Tyrant’s Demonfire damage increased by 50%.
      • Fixed an issue where the damage from the Pit Lord was not scaling correctly.
      • Fixed an issue where Guillotine was dealing damage twice to enemies.
      • Borne of Blood and Shadow’s Bite have swapped places.
      • Nerzhul’s Volition has been updated – When Nether Portal summons a demon, it has a 15/30% chance to summon an additional demon.
      • Gul’dan’s Ambition has been updated – When Nether Portal ends, you summon a Pit Lord that gains power based on how many demons you summoned, up to 20 demons, while Nether Portal was active. The Pit Lord lasts for 10 seconds.
      • New
        • Reign of Tyranny – Active Wild Imps grant 1 stack of Demonic Servitude. Active greater demons grant 2 stacks of Demonic Servitude. Demonic Tyrant deals 3% additional damage for each stack of Demonic Servitude active at the time of his summon.
        • Guillotine – Your Felguard hurls his axe towards the target location, erupting when it lands and dealing Shadowflame damage every 1 second for 8 seconds to nearby enemies. While unarmed, your Felguard’s basic attacks deal damage to all nearby enemies and attacks 50% faster.
      • Removed
        • Demonic Consumption
      • Changes
        • Ner’zhul’s Volition has been updated – When Nether Portal summons a demon, it has a 2/4% chance per Soul Shard spent to summon an additional demon.
        • Nether Portal’s cast time reduced to 1.5 seconds (was 2.5 seconds).
        • The Expendables and Stolen Power have swapped places and moved to row 9.
    • Destruction
      • Mayhem – Now implemented and updated slightly: Your single target spells have a 25% chance to apply Havoc to a nearby enemy for 5 seconds.
      • Known Issue: Duplicated spells from Mayhem have a chance to trigger Mayhem if Mayhem expires while they are in the air, which allows for Havoc to be applied to your current target.
      • Pandemonium – Tooltip updated. Functionality unchanged.
      • Rolling Havoc – Tooltip updated. Functionality unchanged.
      • Cry Havoc – Tooltip updated. No longer ignores the Havoc target when dealing damage.
      • Rearranged various talents and created new pathways and choices.
      • Combusting Engine – Replaced with Explosive Potential.
      • New Talent: Explosive Potential – Reduces the cooldown of Conflagrate by 2 seconds.
      • Chaos Shards – Replaced with Scalding Flames.
      • New Talent: Scalding Flames – Increases the damage of Immolate by 13%/25%.
      • Infernal Brand – Your Infernal’s melee attacks cause its target to take 3%/6% increased damage from its Immolation, stacking up to 15 times (was 15%/30%).
      • Rolling Havoc – Now stacks up to 5 times (was 10) and lasts 5 seconds (was 8 seconds).
      • Backdraft – Now affects Soul Fire.
      • Chaos Bolt – Damage reduced by 30%.
      • Incinerate – Damage reduced by 30%.
      • Dimensional Rift – Damage reduced by 30%.
      • Immolate – Damage reduced by 17%.
      • Rain of Fire – Damage reduced by 17%.
      • Shadowburn - Damage reduced by 50%.
      • Conflagrate – Damage reduced by 15%.
      • Soul Fire – Damage reduced by 25%.
      • Fire and Brimstone – Incinerate now hits all enemies near your target for 13%/25% damage (was 7%/15%).
      • Mastery: Chaotic Energies – No longer reduces the Warlock’s damage taken.
        • Developers’ note: With its access to powerful defensive talents in the class tree, Destruction Warlocks do not need additional survival bonuses.
      • Backdraft now affects Soul Fire.
      • Mayhem
        • Developers’ note: We are exploring an alternative to Havoc called Mayhem. It’s a passive that gives your single target spells a chance to deal 60% of its damage to a random nearby target. The goal with this talent is to give a more passive two-target option for players who would like to opt out of Havoc gameplay. For tuning, we intend for active Havoc gameplay to be rewarded over playing with Mayhem.

(development notes continued in next post)

over 1 year ago - Linxy - Direct link

(development notes continued in previous post)

  • WARRIOR
    • Class Tree Developer Notes
      • Our focus continues to be on bug fixing and tuning, things are progressing well here, and many small fixes have not been mentioned in the update notes.
      • We’ve also been working on the Rage economy across the Warrior class and have been taking small steps to reduce Rage generation throughout the Beta.
      • We’re purposely taking a measured approach here as we feel all three specializations are in fun places to play and part of that is due to the availability of Rage.
      • In turn, all three specializations should feel their Rage economy reduced a small amount in this update.
      • We’ve removed Wrenching Impact. We’d like to provide a different choice node for Heroic Leap but will not be looking to do this for the launch of Dragonflight as our priorities are currently on stability and tuning.
      • This week our focus has mainly been on bug fixing, testing and tuning. We appreciate all the fantastic feedback Warriors have been providing and will continuing to monitor, evaluate it and react to it where necessary as we progress through the Beta and through the launch of Dragonflight itself!Some of the below updates made it into last weeks build but were not documented in the update notes, so we’ve included them today for more visibility and feedback.
      • This week for the Class, Arms and Fury trees we’ve mostly been fixing errors and tweaking things. We’re happy with where these are at and don’t intend to make any large changes moving forward. Arms and Fury and various options within them seem to be preforming well and people are enjoying them, we’ll be monitoring feedback and tuning things where needed.
        This week, we’ve focused more on the Protection tree and provide more details on this below.
      • We’ve decided to remove Skull Banner, the general consensus across sources of feedback has not been particularly positive and we’ve struggled to find the right home for Skull Banner in each of the talent trees. Therefore, we’ve decided to remove it.
      • No other major updates, some tweaks and bug fixes as we are generally satisfied with the Warrior class tree…
      • We may still switch adjust talent node positions as we move throughout the Beta and monitor feedback.
      • We’ve made some changes to stances; each specialization now only has one damage-based stance available to them. We might revisit this and their specific functionality later, but for now, we want players to have the intended experience when playing in the Beta and that is that Arms uses Battle Stance and Fury uses Berserker Stance and you can opt into defensive stance when you’re expecting heavy incoming damage.
      • There’s some under the hood changes related to auto-attack tuning that lead to the increases and reductions you’ll see.
      • This week we have a fair number of bug fixes as we start to get to a point where the class tree is mostly complete.
      • We’ve customized a few talents to be more spec specific, so they are clearer and more useful in their intention, such as Honed Reflexes, Barbaric Training, and Crushing Force.
      • We’ve heard your feedback regarding Massacre and Sudden Death, so we’ve reverted these changes and made adjustments elsewhere to ensure DPS is still in line with intentions.
      • Massacre is now located on the spec tree for Arms and Protection where there’s a higher opportunity cost per talent point with regards to damage throughput that in the class tree.
      • We have some work to do on the nodes beyond the 20-point gate still, specifically related to Shockwave, Spear of Bastion, and Thunderous Roar.
      • We’re also looking at customizing a few more talents based on your spec to make them clearer in their function and purpose for each spec.
      • Warrior has undergone a tuning pass to bring it more in line with the other classes.
      • This week we’ve experimented a bit more with the Warrior class tree, trying to build in more flexibility and choices throughout the middle of the tree. We’d love to hear your thoughts on this comparative to previous weeks.
      • Stances – No update here, still working on some ideas on our end.
      • We’re experimenting with nodes specific to specs within the Warrior class tree. So, for example, War Machine has different values per spec, this gives us better control of balance and grants more tools to enhance what makes each specialization unique.
      • Signet of Tormented Kings - We’ve added four new nodes in place of Signet, two for Arms and two for Fury and Protection will get its own variants in a future update. These are not final but we’re feeling good about the general approach and would like to hear your feedback on these new talents.
      • Added a few placeholder nodes where there will be new choices in the future to give players an idea of what the complete tree will look like.
      • We’ve had a couple of weeks of big updates for Warriors and want to set expectations that next week’s update will be light.
      • We’re feeling pretty satisfied with the class tree structure but are still experimenting with placements and the content of specific talent nodes while taking onboard internal and community feedback.
      • We’ve seen a new iteration of the class tree each week during the three weeks since the first release of the Warrior tree. In the version going live today there’s the most options due to more pathways and interconnectivity. We’d love to hear from you if you prefer this, or the more streamlined simple tree with obvious pathways that released initially.
      • We want to spend a little more time with stances to try to achieve a version where each feel useful and desirable for different reasons, but we have had a fallback plan since embarking down this path of having an offensive and defensive stance. Fury and Arms would both start at the offensive node and Protection would start at the Defensive node.
      • Thunderous Roar – We are working on this and the subsequent talent node, which will be a choice node internally and we hope to update on this soon.
      • Signet of Tormented Kings – As above, we’re working internally on this, and we hope to have an update soon. We have ideas but haven’t implemented them yet.
      • Shockwave – There has been some feedback about wanting Shockwave to be lower down the tree and easier to obtain. We’re quite confident that if we put it before the 20 points requirement that every Warrior both DPS and Protection would have it. That isn’t our intention, an AOE stun on fairly short cooldown is a powerful ability and we feel there needs to be some opportunity cost to obtain this. We’d like Shockwave’s subsequent node to be a choice so expect a new modifier here in the future.
      • Rend - Our intention with the introduction of Rend to the class talent tree was that Arms and Protection would likely often choose it and that Fury would very rarely. We’ve seen higher uptake and reliance on Rend than we’d like so for this week we’ve moved it to the Arms and Protection trees as a test. We’d like to hear your feedback on this change.
      • There are several very simple nodes on various talent trees, including those of other classes. These serve multiple functions, and we’ll briefly detail some of the reasoning behind their existence.
      • When looking at the talent trees for a class there’s a huge amount of information to absorb and learn. Beyond that, there’s also many choices for players to make. Having some talents that are simple and obvious in their effect helps to lower the overall complexity and functions as a guide for what abilities and stats are important for each specialization.
      • However, we’ve heard your feedback about the secondary stat nodes and have been working to make them more interesting. There are some examples of this in the Fury tree this week.
    • Class Tree
      • Shattering Throw - Now correctly removes immunities.
      • Blood and Thunder has been slightly redesigned – Thunder clap costs 10 more Rage and deals 10% increased damage. If you have Rend, Thunder Clap affects 5 nearby targets with Rend.
      • Refactored all bleed effects to ensure they receive damage modifiers correctly and can critical strike correctly.
      • Barbaric Training (Protection) – Revenge now deals 25% increased damage (was 20%).
      • Avatar now appears on the personal resource bar when on cooldown
      • Seismic Reverberation (Arms / Fury) – The extra hit from Whirlwind now deals 30% of Whirlwind’s damage (was 50%).
      • Barbaric Training (Arms) – Slam and Whirlwind’s damage bonus reduced to 30% (was 40%) and now increases the Rage cost by 10 (was 5).
      • Thunderous Words – Damage bonus for Bleed effects reduced to 15% (was 20%).
      • Avatar – Generates 10 Rage (was 15).
      • Heroic Throw (Protection) – Now has a cooldown of 1 second.
      • Titanic Throw – Now has a cooldown of 3 seconds for Protection and 8 seconds for Arms and Fury.
      • Wrenching Impact has been removed.
      • Sidearm – Tooltip now matches the chance to trigger correctly.
      • Shockwave (Protection) – Base damage increased by 50%.
      • Seismic Reverberation (Protection) – Revenge deals an additional hit at 30% damage (was 50%).
      • Honed Reflexes – Now reduces Pummel by 1 second for Arms and Fury to match the reduction Protection receives.
      • Thunderous Roar – Changed tooltip phrasing to make it clear the damage increase effects your bleeds at all times.
      • Protection specialization – Now gets both stances for free as starting points.
      • Wrenching Impact – Now applies to the 5 farthest targets.
      • Unstoppable Force – Now also increases the damage of Shockwave by 50%.
      • All multi-rank talents should now be working as intended.
      • Shockwave – Fixed an issue causing it to not always crit when talented with Sonic Boom.
      • Crackling Thunder – Now reduces movement speed by an additional 20% (was 10%).
      • Avatar – Now grants 15 Rage (was 20).
      • Thunderous Roar – Grants 10 Rage (was 20).
      • Spear of Bastion – Grants 20 Rage (was 25).
      • Piercing Verdict – Now grants 100% Rage (was 50%).
      • Siphoning Strikes – Renamed to Leeching Strikes.
      • Quick Thinking – Renamed to Wild Strikes.
      • Memory of a Tormented Berserker – Renamed to Berserker’s Torment.
      • Memory of a Tormented Blademaster – Renamed to Blademaster’s Torment.
      • Memory of a Tormented Titan – Renamed to Titan’s Torment.
      • Memory of a Tormented Warlord – Renamed to Warlord’s Torment.
      • Armored to the Teeth (Protection) – Now grants 2% Strength equal to your armor (was 5% per rank).
      • Barbaric Training (Arms) – Slam and Whirlwind deal 30% more damage but now cost 5 more Rage (was 40%).
      • Immovable Object – Activating Avatar or Shield Wall casts the other at reduced effectiveness.
      • Bitter Immunity – Once again more easily available, but now no longer clears Bleeds.
      • Reinforced Plates – The armor values should now be correctly calculated.
      • Battle Stance – Now reduces the effects of Root and Snares by 10% (was 15%).
      • Berserker Stance – Now reduced the effects of incapacitating effects by 10% (was 15%).
      • Inspiring Presence – Tooltip updated to make its effect clearer.
      • Spear of Bastion – Now grants 20 Rage (was 25).
      • Elysian Might – Now extends the duration of Spear of Bastion by 2 seconds (was 4 seconds).
      • Piercing Verdict – Damage and Rage bonus increased to 50% (was 30%).
      • Endurance Training: Fury – Now increases Stamina by 5% and reduces the duration of moment impairing effects on you by 10%.
      • Endurance Training: Arms and Protection – Now increases Stamina by 5% and reduces the duration of Fear, Sap and Incapacitate effects on you by 10%.
      • Thunderous Roar – Now deals damage in a 12 yard radius (was a frontal cone) and also generates 10 Rage.
      • Shockwave – Now generates 10 Rage.
      • Avatar – Now grants 15 Rage (was 20).
      • Crushing Force: Protection – Tooltip should now correctly update granting 5% increased critical damage per rank.
      • Barbaric Training: Protection – Revenge damage reduced to 30% (was 40%).
      • Cruel Strikes – Now increases Critical Strike chance by 1% and increases the critical strike damage of Execute by 5% per rank.
      • Quick Thinking – Now increases Haste by 1% and your auto attack critical strikes increase your auto attack speed by 10% for 10 seconds per rank.
      • Frothing Berserker: Arms Variant – Mortal Strike and Cleave have a 20% chance to immediately refund 20% of the Rage spent.
      • Frothing Berserker: Fury Variant – Rampage has a 20% chance to immediately refund 20% of the Rage spent.
      • Frothing Berserker: Protection Variant – Revenge has a 20% chance to immediately refund 50% of the Rage spent.
      • Switched the positions of Frothing Berserker and Honed Reflexes positions to ensure the node that governs the left branch is more universally desired.
      • Fast Footwork has returned to a 5% speed increase (was 10%).
      • Battle Stance is no longer available in the Fury class tree and Berserker Stance is no longer available in the Arms or Protection class trees.
      • Sidearm has been removed from the Fury tree and is now located in the class tree. There were too many talents in the Fury tree, and we feel this is a cool ability that all specs can make use of.
      • Fast Footwork now increases movement speed by 10% (was 5%).
      • New Talent: Uproar – Thunderous Roar’s cooldown is reduced by 30 seconds to better align it with various cooldowns.
      • Thunderous Roar’s direct damage reduced to 160% (was 175%).
      • Memory of a Tormented Warlord changed to the following – Activating Avatar or Colossus Smash casts Recklessness at reduced effectiveness.
      • Armored to the Teeth has changed position and is now 2 ranks. The Strength granted from Armor is up to 5% per rank (was 3%).
      • Shockwave and Thunderous Roar now have 110-degree cones (was 90 degrees) to allow for a little more error in targeting and to better align with visuals.
      • Ranks of Cruel Strikes for all specs should now work correctly.
      • All version of Sudden Death and Massacre have now returned to the specialization trees.
      • New Talent: Wrenching Impact – Heroic Leap pulls 5 random enemies within 15 yards to you. The cooldown of Heroic Leap will be increased in a future build to compensate for this powerful effect.
      • Berserker Stance – Auto attacks now deal 10% more damage (was 5%).
      • Reinforced Plates is now 1 rank and now increases Armor by 20% (was 15%).
      • Endurance Training is now 1 point and now grants 15% reduction to crowd-control effects.
      • Endurance Training Arms and Endurance Training Protection – Now also reduces the effectiveness of Sap, Fear and Incapacitate effects by 15%.
      • Endurance Training Fury – Now also reduces the effectiveness of movement impairing effects by 15%.
      • Removed the lockout period from Concussive Blows.
      • Fixed the various Tormented memories procing themselves and granting extra durations. They should all be working as intended now.
      • Weapon specialization nodes now only appear relevant to their related specialization (e.g. Two-Handed Specialization only appears on the Arms version of the class tree).
      • New Protection Talent Variant: Crushing Force – Shield Slam deals and additional 5% damage and deals 5% increased critical strike damage per rank.
      • New Talent: Barbaric Training (Arms Variant) – Slam and Whirlwind now deal 40% more damage but now cost 5 more rage.
      • New Talent: Barbaric Training (Fury Variant) – Slam and Whirlwind damage increased by 20% and their critical strike damage is also increased by 10%.
      • New Talent: Barbaric Training (Protection Variant) – Revenge deals 40% more damage but now costs 10 more rage.
      • Rumbling Earth now also increases the range of Shockwave by 6 yards.
      • New Talent: Sonic Boom – Shockwave deals 350% increased damage and will always deal critical strike damage.
      • New Arms Talent Variant: Honed Reflexes – Cooldown of Overpower reduced by 1 second and cooldown of Pummel reduced by 0.5 seconds.
      • New Fury Talent Variant: Honed Reflexes – Cooldown of Raging Blow reduced by 1 second and cooldown of Pummel reduced by 0.5 seconds.
      • New Protection Talent Variant: Honed Reflexes – Cooldown of Shield Slam and Pummel reduced by 1 second.
      • For Arms and Protection specializations Massacre and Sudden Death have switched places between the class and spec trees and increases the execute threshold up to 35% again.
      • Sudden Death procs per minute is now 1.7 (was 1.5).
      • Sudden Death should now refund rage again.
      • Quick Thinking – Now also increases your auto-attack speed by 2.5% per rank.
      • Cruel Strikes – Now also grants an 2.5% critical damage per rank for Overpower, Raging Blow, and Revenge respective to the relevant specialization.
      • Arms and Protection Execute damage reduced by 5%.
      • Spear of Bastion cooldown increased by 50% but instant damage also increased by 50%.
      • Thunderous Roar Damage no longer has a hidden undocumented crit damage bonus.
      • Thunderous Roar now ticks every 2 seconds (was 3 seconds) and has a duration of 8 seconds (was 9 seconds). It now also deals a total of 160% attack power (was 135% across its duration).
      • Thunderous Aftershocks has been redesigned and renamed: Thunderous Words – Now increases the duration of Dragon Roar’s Bleed effect by 4 seconds and increases the damage of your bleed effects by 20%.
      • Changed some pathing and node positions to allow for more flexible choices.
      • Cruel Strikes now grants 1.5% Critical Strike chance per rank. This will be changed in a future build.
      • Quick Thinking now grants 1.5% Haste per rank. This will be changed in a future build
      • Reinforced Plates now increases your armor by 15% per rank (was 30% of your Strength).
      • Removed Dauntless Duelist from the talent tree.
      • Frothing Berserker now applies to only Rampage, Mortal Strike, Cleave and Revenge.
      • Overwhelming rage is now 2 ranks that grant 15 max rage each.
      • Crushing Force is now 2 ranks and grants 30% damage and 7.5% crit chance to Slam per rank.
      • Removed Signet of Tormented Kings.
      • New Fury Talent: Memory of a Tormented Berserker – Activating Avatar or Recklessness casts the other at reduced effectiveness. Effects lasts 4 seconds.
      • New Fury Talent: Memory of a Tormented Titan – Activating Avatar or Reckless casts Odyn’s Fury at reduced effectiveness. Effects last 4 seconds.
      • New Fury Talent: Memory of a Tormented Warlord – Activating Avatar or Thunderous Roar casts Recklessness at reduced effectiveness.
      • New Arms Talent: Memory of a Tormented Blademaster – Activating Avatar or Bladestorm the other at reduced effectiveness. Effects last 4 seconds.
      • War Machine is now split into different versions per spec to allow for different values for each.
      • Massacre now adds 5% to execute range rather than 15% for Arms and Protection to allow for more execute modifiers.
      • Massacred now reduces the cooldown of Execute for Fury by 1.5 seconds.
      • Avatar now generates 20 rage.
      • Elysian Might should now correctly work outside of the Shadowlands.
      • Shattering Throw is now a choice node so players can choose between the existing immunity break ability and a lower cooldown variant that is instant but no longer breaks immunities.
      • Honed Reflexes changed to reduce cooldowns by 0.5 seconds rather than 1 second.
      • Two-Handed Weapon Specialization now grants 5% increased damage (was 10%).
      • Dual Wield Specialization now grants 5% increased damage (was 10%).
      • One-Handed Weapon Specialization now grants 5% increased damage (was 10%).
      • Armored to the Teeth now grants Strength equal to 3.5% of your Armor.
      • Furious Blows has been redesigned to now give 5% auto attack speed.
      • Changed some pathing and node positions to encourage more flexible build choices.
      • Spear of Bastion – Should now work correctly outside of the Shadowlands.
      • Elysian Might – Should now work correctly outside of the Shadowlands.
      • Honed Reflexes – Now reduces cooldowns by 1.0 second (was 1.5 seconds) and reduces the cooldown of Raging Blow (was Bloodthirst).
      • New Talent: Menace – Intimidating Shout will knock back all nearby enemies except your primary target and cause them all to cower in fear for 15 seconds (was flee).
      • Crushing Force has been redesigned – Slam deals an additional 30% damage and it has a 10% increased critical strike chance.
      • Concussive Blows – Now reduces the cooldown of Pummel by 1.0 second (was 1.5 seconds).
      • Titanic Throw – Correctly applies deep wounds to all targets when combined with Improved Heroic Throw.
      • Impending Victory – Heals for 30% (was 40%).
      • Thunder Clap – Costs 30 Rage for Arms or Fury (still costs 0 Rage for Protection).
      • Rend – Removed from the class tree.
      • New Talent: Concussive Blows – Reduce the cooldown of Pummel by 1.5 seconds and successfully interrupting an enemy increases the damage you deal against them by 5% for 10 seconds. This may only occur once every 30 seconds.
      • Rearranged some talent nodes and created more interweaving paths to try and create more build variety.
      • Removed Die by the Sword from the Class tree and returned it to the Arms tree.
      • Improved Heroic Throw should correctly override Heroic Throw.
      • Reduced ranks of Two-Handed and Dual-Wield Specializations to 1.
    • Arms Developer Notes
      • No major updates for the Arms tree. We feel good about the tree and are working on fixing various bugs and tweaking abilities where needed.
      • Deft Experience’s bonus to Rend has been integrated into Bloodborne and will have a new secondary effect in a future build.
      • We’ve changed the pathing and location of various nodes so that Colossus Smash is located in the center of the tree to align with its importance to the Arms specialization.
      • Punishment - We’ve decided to remove Punishment as a talent. Execute damage can make up a very large portion of Arms specialization’s damage, which we like, want to maintain and want players to be able to choose! However, having your target in Execute range for 50% of the fight warps the original intent and identity of the ability. It also means Execute will need to be largely toned down and provide less general output than we’d like when it is intended to be used. When you press Execute, we want it to hit hard and feel good, we want you to see big numbers and even bigger crits, and some constraints here, such as removing Punishment will allow us to better deliver on that.
      • We’re feeling good about where Arms is at and we’ve seen people enjoying the playstyles throughout the Alpha and Beta, so our focus for Arms is now on tuning, bugs and minor changes.
      • Generally happy with where Arms is at, moving forward changes are likely to be small and/or tuning based.
      • Fixed various bugs and triggers so more things should be working correctly in conjunction with each other.
      • We’ve added some extra nodes to try and allow Bladestorm to feel more useful in various situations.
      • The left side of the tree had too many 2-point nodes, so we’ve reduced this to allow for more choices.
      • We did a lot of work this week on rage generation, we want this to feel a bit different that it does in the current live game, we generally don’t want you to feel rage starved but we also don’t want you to be overflowing with it. So, we’ve taken steps to ramp down how much rage you are obtaining while still trying to allow you to use your abilities when you want and need.
      • We’re still planning to put some more time into the central branch of the tree which is still a bit sparse.
      • We’ve also added some placeholder nodes to the Bladestorm choices to give players an idea of what’s to come.
      • We’re feeling confident in the general structure, but we will likely add some extra talents to the middle of the tree where it feels a little bit sparse.
      • Sharpened Blade and Blunt Instruments – As with the simple talents mentioned earlier in this update, having some guidance from talents rather than everything being wide open can be helpful for some of our less knowledgeable players. We’re aware of the polarizing feedback here, but we want to get this in front of more players throughout the Alpha and Beta before we decide if it needs to be removed. If it doesn’t work out as we hope, we’re happy to change it.
      • We’re looking at changing the Bladestorm subsequent talents into choice nodes to give some more options for players to experiment with.
      • Colossus Smash and Warbreaker – We’ve seen some feedback regarding why these are separate talents and require an investment of two talent points. 30% increased damage with the option to apply to multiple targets on a fairly short cooldown is a massive effect. It is worth far more than the average talent, especially for those located before the level 20 gate and we feel it is fair to be split into separate components as it currently is in the live game.
      • There are quite a lot of survivability options and improvements for Warriors in the class tree, but each DPS spec has historically had a major cooldown. For Arms it is Die by the Sword, so you are now purposely forced into pathing through it and one of its subsequent nodes in order to ensure you have a minimum of some survivability.
    • Arms
      • Made some under the hood changes to try and unsure Fatal Mark cannot be parried.
      • Executioner’s Precision - Execute increases the damage of your next Mortal Strike by 30%, up from 25%.
      • Hurricane - Updated Icon and Hurricane now causes you to go into an unstoppable Bladestorm.
      • Whirlwind - No longer shows an incorrect Range on the tooltip.
      • Auto attack damage reduced by 25% (was 10%.)
      • In for the Kill now increases haste by 20% (was 25%) when enemy is under 35% health.
      • Skullsplitter now generates 20 Rage (was 30).
      • Skullsplitter damage reduced by 22%.
      • Mortal Strike damage reduced by 3%.
      • Execute damage reduced by 5%.
      • Juggernaut’s maximum stacks reduced to 12 (was 15).
      • Deep Wounds periodic damage reduced by 6%.
      • Rend periodic damage reduced by 7%.
      • Bloodsurge should again cause periodic damage triggers to generate Rage correctly.
      • Bladestorm now generates 20 Rage.
      • Exhilarating Blows now triggers correctly per cast of Cleave rather than per target hit.
      • Storm of Swords – Damage bonus granted to Whirlwind reduced to 175% (was 200%).
      • Seasoned Soldier – Grants 20% bonus Rage from crits (was 30%).
      • Improved Overpower – Overpower deals 10% increased damage (was 5%).
      • Critical Thinking – Now refunds 5% of the Rage spent on Execute per rank (was 10%).
      • Skullsplitter – Cooldown is no longer modified by Haste.
      • Bloodsurge – Chance to grant Rage reduced to 15% (was 20%).
      • Deft Experience – Grants 0.45% increase to Tactician (was 0.5%).
      • Fracture – Renamed to Tide of Blood.
      • Exploiter – Renamed to Executioner’s Precision.
      • Stormwall – Now has a lockout period of 1 second.
      • Dance of Death – Clarified tooltip to make it clear you are not required to get the killing blow.
      • Exploiter – No longer effects Cleave, the synergy here was odd and didn’t work in practice.
      • Fracture – Updated tooltip to not reference Thunderous Roar.
      • Bloodborne – No longer increased the damage of Rend’s initial strike.
      • Exploit the Weakness – Removed from the talent tree.
      • Deft Experience – Now grants 1% Mastery and increases Tactician’s chance to trigger by 0.5% per rank.
      • Rend – The initial strike of Rend’s damage has been increased to 64% damage (was 32%).
      • Massacre – Updated Massacre visuals.
      • Valor in Victory is now 1% Versatility and a 15 second reduction to the cooldown of Die by the Sword per rank.
      • Critical thinking – Now increase your Critical Strike chance by 1% and Execute refunds 10% of Rage Spent per rank.
      • Bloodborne – Now increases Deep Wounds, Rend and Thunderous Roar’s Bleed effects by 7.5% and Rend’s direct damage is increased by 50% per rank.
      • The Strength bonus from Hurricane should now be calculated correctly.
      • The Strength bonus from Test of Might should now be calculated correctly.
      • Test of Might reverted to 1% Strength per 10 Rage spent (was 5% per 30 Rage).
      • Fracture no longer causes the Bleed effects of Thunderous Roar to expire to lower cooldown alignment and allow Thunderous Roar to be used more freely.
      • Removed Skull Banner.
      • Battlelord now reduces the cost of Mortal Strike and Cleave by 10 (was 15).
      • Warbreaker should again work correctly with Anger Management.
      • Improved Sweeping Strikes removed.
      • Fatality was not providing enough damage output during testing, so now deals 200% damage per stack (was 100%).
      • Blunt Instruments no longer gives an additional benefit to Warbreaker as it is now part of a choice node with Warbreaker.
      • Gathering Storm renamed to Hurricane.
      • Exploiter should now be functioning correctly outside of the Shadowlands and has been reduced to 25% per stack (was 50%).
      • In for the Kill now increases your Haste by 10% and by 25% if the target is under 35% health.
      • Test of Might now grants 5% increased Strength for every 30 Rage spent (was 1% every 10 Rage).
      • Battlelord now also applies to Cleave.
      • Fatal Mark can now also be applied via Cleave.
      • Sharpened Blades now also applies to Cleave.
      • Exhilarating Blows now also applies to Cleave.
      • Rend caused by Blood and Thunder no longer increases stacks of Collateral Damage.
      • Moved Exploit the weakness to a later part of the tree where its power level is more in line with other talents.
      • Skullsplitter now generates 30 Rage.
      • With Storm of Swords talented Whirlwind’s cooldown is now reduced by your Haste.
      • Overpower’s damage reduced to 90% (was 97%).
      • Juggernaut now has a cap of 15 stacks.
      • Execute damage reduced to 220% (was 230%).
      • Arms auto attack damage reduced by 5%.
      • Battlelord chance to trigger reduced to 25% (was 30%) but the rage reduction applied to Mortal Strike has increased to 15 (was 10).
      • Critical Thinking now provides 5% Execute Critical Strike damage per rank (was 3%).
      • New Talent: Gathering Storm – While Bladestorming every 1 second you gain 5% movement speed and 5% Strength, stacking. Lasts 6 seconds.
      • New Talent: Dance of Death – If your Bladestorm kills an enemy your next Bladestorm lasts 3 seconds longer.
      • Unhinged now correctly triggers outside of the Shadowlands.
      • Unhinged, Gathering Storm, and Merciless Bonegrinder now trigger correctly from various Whirlwind sources.
      • Impale is now 1 point and grants 10% increased critical damage (was 7.5% per point).
      • Critical Thinking now grants 2.5% Execute critical damage per rank instead of Cleave and Whirlwind.
      • Juggernaut now lasts 12 seconds (was 8 seconds).
      • Fatality should now always hit unless the target is immune or due to specific encounter mechanics.
      • Bloodsurge chance to trigger increased to 20% (was 10%).
      • Bloodletting now causes your Bleed effects to last for 6 seconds long.
      • Removed Weapon requirements from Sharpened Blades and Concussive Blows.
      • Concussive Blows now correctly effects the damage dealt by Warbreaker.
      • Concussive Blows now correctly increases the duration of the Colossus Smash effect by 3 seconds, and Warbreaker gain and additional 20% damage.
      • Mortal Strike damage reduced to 174% of attack power to allow for talents modifying it (was 194%).
      • Sharpened Blades now deals 10% increased critical damage and increases Execute’s chance to crit by 5%.
      • Sharpened Blades now only effects the critical damage of Mortal Strike and Execute.
      • Impale now grants 7.5% increased critical damage per rank instead of 10%.
      • Exploit the Weakness modifies Tactician by 1% (was 1.6%).
      • Battlelord – Rage reduction changed to 10 (was 15) and now a 30% chance to reset Mortal Strike.
      • Lowered the chance for Bloodsurge to trigger to 10% (was 25%).
      • Bloodborne now grants 7.5% increased bleed damage per rank.
      • Bloodletting now increases the duration of your bleeds by 3 seconds and increases critical strike chance of bleeds by 5%.
      • Sudden Death procs are no longer free and now cost rage.
      • Chance to trigger Sudden Death reduced slightly.
      • Overpower reduced to 97% of attack power to allow for talents modifying it (was 117%).
      • Dreadnaught damage reduced to 31% of attack power (was 46%).
      • Execute’s damage has been reduced to 132% attack power to allow for talents that improve it (was 170%).
      • Rend reduced to 115% of attack power to allow for talents that improve it (was 133%).
      • Deft Experience – Now increases Mastery by 1.5% and also increases the damage of Rend’s initial strike by 50% per rank.
      • Valor in Victory – Increases Versatility by 1.5% and now reduces the cooldown of Die by the Sword by 15 seconds per rank.
      • Critical Thinking – Now increases critical strike chance by 1.5% and now also increases the critical strike damage of Whirlwind and Cleave by 10% per rank.
      • Changed some pathing and the position of some nodes so that players are much more likely to take some healing/utility nodes.
      • Warbreaker – No longer incorrectly replaces Execute and does not require 20 talent points to unlock.
      • Storm of Swords – No longer incorrectly requires 20 talent points to unlock.
      • Fracture – Now causes Rend, Deep Wounds and Thunderous Roar’s Bleed effects to instantly expire and deal all remaining damage over time.
      • Skullsplitter – Cooldown increased to 30 seconds (was 21 seconds).
      • Bloodletting – Also increases the critical strike chance of bleed effects by 10%.
      • Die by the Sword – Should now correctly cost a talent point.
      • Bloodborne – Now 2 ranks and each rank increases the damage of Deep Wounds, Rend and Thunderous Roar’s Bleed effects by 10%.
      • Barbaric Training – Removed from the talent tree.
      • Skull Banner – Should now correctly cost a talent point.
      • Deadly Calm – Removed from the tree for now, iterating on a better version that will be more desired by players.
      • Fueled by Violence – Increased heal amount to 50% (was 30%).
      • Reaping Swings – Lowers the cooldown of Cleave by 3 seconds (was 2 seconds).
      • New Talent: Storm Wall – Whenever you Parry, you heal for 10% of your maximum health.
      • Rend – Added to the Arms tree.
      • Exploit the Weakness now increases Tacticians’ chance to trigger by 1.6% (was 2.6%).
      • New Talent: Skull Banner – You throw down a Skull Banner at your feet, empowering your allies. Increases critical strike damage by 20% for party members within 20 yards of the war banner. Lasts 10 seconds. Removed Concussive Blows from the Arms tree.
      • New Talent: Die by the Sword – Increases your parry chance by 100% and reduces all damage you take by 30% for 8 seconds.
      • Changed some pathing to try and make synergy groups clearer.
      • The Aura applied to enemies by Fatality is now named Fatal Mark and now lasts 60 seconds, refreshing by new stacks.
      • Fatal Mark caused by the Fatality talent can no longer critically strike.
      • Cleaned up the tooltip for Exploit the Weakness.
      • Built old ranks of Colossus Smash into Colossus Smash correctly.
      • Built old ranks of Sweeping Strikes into Sweeping Strikes correctly.
      • Reduced ranks of Improved Mortal Strike and Improved Overpower to 1.
      • Updated Icon for Martial Prowess.
    • Fury Developer Notes
      • Cruelty has historically been a very powerful talent and its position and functionality wasn’t ideal depending on your build. So, we’ve decided to split the damage and cooldown related components. This makes pathing better for various builds and also allows us to better control the power of certain abilities.
      • Made some changes to Annihilator to bring the damage and rage generation down.
      • The rage generation of various abilities such as Annihilator do not synergize with Recklessness, we will be fixing this in a future update.
      • We’ve done some testing internally on two-handed Annihilator builds and will update more to update on here in the future.
      • No other major changes, various bug fixes and tweaks to abilities.
      • Titan’s Grip Fury builds are suffering a little from having more abilities than we’d like and are feeling a little bloated in comparison to other Fury and Arms builds.
      • With the above in mind, we’ve removed Siegebreaker and its follow-on node Deafening Crash. Historically this ability has not been well liked by players and has felt like a weaker version of Colossus Smash, it can also blur the identity and playstyles of Arms and Fury a little more than we’d like and removing it will allow us to put more power into Fury’s core abilities.
      • As mentioned previously we’re looking at opening Annihilator up to two-handed weapons.
      • The choice nodes for Odyn’s Fury and Ravager may see some more iteration.
      • Outside of the above-mentioned points, we are generally happy with where Fury is at and have seen people enjoying the updates to playstyle and abilities throughout the Alpha and Beta, in turn our focus for Fury will now be mostly on tuning, bugs and minor changes.
      • Generally happy with where Fury is and do not expect to make large scale changes in the future. As with Arms, changes are likely to be small/or tuning based.
      • As stated previously, we’re looking at if Annihilator can work for multiple weapon types and if we can open this playstyle up for everyone.
      • Working internally on Odyn’s Fury subsequent nodes and expect to have them functioning shortly.
      • As a result of our tuning pass using two-handed and one-handed weapon builds should now have more similar damage numbers.
      • We’re not happy with Cadence of Fujieda as it is sharing a very similar space with Frenzy and we’re looking at other designs which would probably bring Frenzy back up to four stacks.
      • We’ve also added some placeholder nodes to a few places to give players an idea of what’s to come.
      • We are experimenting internally with the idea of letting the auto attack / Annihilator build not be weapon type specific.
      • We’re doing something fairly experimental with Single-Minded Fury. We’re unsure if it will work out as intended, but we feel it there’s an important issue to try and address here. For a good deal of time there has been a consistent complaint that some players cannot continue to play Fury due to the intense nature of it. Our goal with Annihilator and the related talents is to create a sub spec that would provide a lower APM build that would still allow players to have fun, be competitive and feel like a Fury Warrior.
      • We’ve made Titan’s Grip baseline for various reasons, but primarily because it makes many things much simpler. It will be something players gain as they level up.
      • As with the Arms tree, you are now forced to take Enraged Regeneration to ensure you have a minimum amount of survivability. A dead Warrior deals no DPS.
      • Annihilator is intended to work with most of the Raging Blow modifiers (except those related to cooldown and charges), it is currently working with some, and we hope to have this fully functioning and detailed in tooltips by the next Alpha build.
      • We’re working on the subsequent nodes for Odyn’s Fury and Ravager, these will be choice nodes and we’ll have more to share here in the future.
    • Fury
      1*4 Reckless Abandon – Fixed an issue that caused an error when using Annihilator in combination with Reckless Abandon.
      • Berserker’s Torment – Avatar and Recklessness now last 6 seconds.
      • Onslaught – Now generates 30 Rage (was 20).
      • Onslaught – Now correctly modifies the tooltip to mention enrage if you have Tenderize talented.
      • Tenderize – Now also causes Onslaught to grant you 3 stacks of Slaughtering Strikes.
      • Enraged Regeneration – Now appears on the personal resource bar.
      • Titanic Rage – Now causes Odyn’s Fury to Enrage you, deal 10% increased damage and grants you 2-4 stacks of Whirlwind.
      • Dancing Blades – Multiple instances of Dancing Blades now partially overlap.
      • Bloodthirst damage increased by 7%.
      • Bloodcraze now increases critical strike chance of Bloodthirst by 15% per stack (was 10%).
      • Bloodborne damage bonus granted increased to 20% (was 15%).
      • Cruelty’s Annihilator damage increased during enrage by 10% (was 5%).
      • Raging Blow Damage increased by 3% for each strike.
      • Crushing Blow damage increased by 3% for each strike.
      • Annihilator damage increased by 1.5%.
      • Wrath and Fury’s Raging Blow Damage bonus granted increased to 15% (was 10%).
      • Slaughtering Strikes Raging Blow now increases the damage of each strike of Rampage by 20% per stack (was 10%).
      • Dancing Blades now also increases auto attack damage by 30%.
      • Onslaught now triggers Enrage before damage is dealt.
      • Titanic Rage now triggers Enrage before damage is dealt.
      • Slaughtering Strikes – Now correctly consumed by Rampage when using Annihilator.
      • Berserker Stance – Now increases auto attack damage by 15% (was 10%).
      • Slaughtering Strikes – Auras now apply correctly and will no longer duplicate.
      • Improved Whirlwind – Multi target proc charges now appear in the personal resource bar.
      • Meat Cleaver – Whirlwind damage bonus reduced to 20% (was 25%).
      • Storm of Swords – Damage bonus of Whirlwind reduced to 70% (was 100%) and Whirlwind’s cooldown increased to 7 seconds (was 6 seconds).
      • Odyn’s Fury – Generates 15 Rage (was 20).
      • Raging Blow damage has been increased by 8%.
      • Crushing Blow damage has been increased by 3%.
      • Hurricane – Fixed a tooltip error referencing Bladestorm.
      • Bloodcraze – Fixed an issue that was causing Bloodcraze to increase the crit value of Bloodthirst by less than intended.
      • Pulverize – Renamed to Tenderize.
      • Crushing Impact – Odyn’s Fury greatly empowers Raging Blow for 6 seconds.
      • Unbridled Ferocity – Fixed an issue causing Unbridled Ferocity to trigger less often than intended.
      • Annihilator – Updated tooltip to not be weapon type specific.
      • Frenzied Flurry – Correctly deals increased attack damage not auto attack speed.
      • Annihilator – Now generates 2 Rage per attacks.
      • Dancing Blades – Now triggers from procs correctly.
      • Annihilator – Can now be used with 2-handed weapons.
      • Rampage – Damage reduced to 206% (was 227%).
      • Hack and Slash – Was incorrectly triggering on every Rampage strike instead of casting Rampage. We like this functionality, so now Hack and Slash has a 20% chance with each Rampage strike to refund a charge of Raging Blow.
      • Storm of Steel – Now causes Ravager to generate 15 Rage per hit (was 10).
      • Critical Thinking – Now grants 1% critical strike chance per rank (was 1.5%) and the tooltip now correctly states that it affects Annihilator.
      • Annihilator, Slam, Thunderous Roar, Shockwave, and Odyn’s Fury should now gain extra Rage benefit from Recklessness.
      • Massacre – Updated Massacre visuals.
      • Wrath and Fury – Now increases Raging Blow’s damage by 10% (was 5%).
      • Slaughtering Strikes – Auras now display correctly for both Raging Blow and Annihilator, and it can now be triggered via Crushing Blow.
      • Bloodcraze – Can now be triggered via Bloodbath.
      • Dancing Blades Attack speed bonus reduced to 30% (was 50%).
      • Deft Experience – Now increases Mastery by 1% and reduces the cooldown of Bloodthirst by 0.75 seconds per rank.
      • Swift Strikes – Now increases Haste by 1% and Raging Blow and Annihilator generate and additional 1 Rage.
      • The Strength bonus from Hurricane should now be calculated correctly.
      • Removed the Rage cost from the base version of Whirlwind.
      • Bloodthrist’s Bloodcraze buff duration increased to 20 seconds (was 15 seconds).
      • Removed Skull Banner.
      • Cruelty no longer grants a chance to reset charges of Raging Blow.
      • Cruelty now grants 15% increased damage to Raging Blow and 5% increased damage to Annihilator.
      • Wrath and Fury in addition to increasing the damage of Raging Blow by 5%, now grants a 30% chance to reset charges of Raging Blow while Enraged.
      • Annihilator now grants 3 Rage per hit (was 6).
      • Slaughtering Strikes increases the damage of Rampage via Annihilator by 2% (was 3% per strike).
      • Slam generates 10 Rage through Storm of Swords and its damage reduced to 150% (was 200%).
      • Annihilator damage reduced to 10% (was 19%).
      • Bloodborne damage bonus to periodic effects reduced to 15% (was 30%).
      • Removed Siegebreaker and Deafening Crash talents.
      • Unbridled Ferocity now has a 20% chance to trigger Recklessness (was 10%).
      • Frenzied Flurry is now 1 Rank and increases auto attack damage by 5% and your auto attack critical strikes have a 50% chance to enrage you.
      • Haste no longer reduces the cooldown of Odyn’s Fury.
      • New Talent: Dancing Blades – Odyn’s Fury increases your auto-attack speed by 50% for 10 seconds.
      • Gathering Storm renamed to Hurricane.
      • Cruelty is now 1 rank and increases damage by 15% and chance to reset the cooldown of Raging Blow by 30%.
      • Bloodborne now increases your Bleed damage by 30%.
      • Vicious contempt now increases damage dealt by Bloodthirst by 25% per rank (was 20%).
      • Cold Steel Hot Blood now deals 30% damage (was 20%).
      • Crushing Blow damage reduced to 90% for both main hand and offhand damage (was 94%).
      • Raging Blow damage reduced to 58% for both main hand and offhand damage (was 61%).
      • Meat Cleaver is now 1 rank and has 4 charges, deals 25% increased damage for Whirlwind.
      • Annihilator should correctly generate Rage from each rank of Swift Strikes.
      • Removed Wrath and Fury and replaced it with Massacre which is no longer present on the core tree.
      • Odyn’s Fury should now add to the duration if quickly cast within succession in line with other Bleed effects.
      • Odyn’s Fury’s periodic damage should now correctly be flagged as a Bleed effect.
      • Cruel Strikes now applies to Annihilator correctly.
      • Storm of Swords – Slam’s cooldown is now 12 seconds and damage increased by 200%. It also generates 20 Rage.
      • When using Storm of Swords, Whirlwind’s cooldown is now modified by your Haste.
      • New Talent: Ashen Juggernaut – Execute increases the critical strike chance of Execute by 10% for 12 seconds, stacking up to 5 times.
      • Memory of a Tormented Titan should now trigger Odyn’s Fury without incurring its cooldown.
      • Fury should now only have 1 form of Execute in their spell book.
      • Maximum Frenzy stacks increased to 4 (was 3).
      • Cadence of Fujieda has been redesigned – Now increases your auto attack speed by 5% per stack instead of your Haste and stacks up to four times.
      • As a Fury Warrior if you do not have improved Whirlwind, Whirlwind should now correctly cost 30 Rage.
      • New Talent: Gathering Storm – While Ravager is active, every 1 second you gain 5% movement speed and 5% Strength, stacking. Lasts 6 seconds.
      • Deft Experience decreases the cooldown of Bloodthirst by 0.75 seconds per rank (was 0.5 seconds).
      • Added some pathing and moved some nodes to make for more flexible options.
      • Slaughtering Strikes now grants 10% damage per stack for Raging blow and 3% per stack from Annihilator.
      • Deft Experience now gives 1.5% Mastery per rank, and also reduces the cooldown of Bloodthirst by 0.5 seconds per rank.
      • Swift Strikes now grants 1.5% Haste per rank (was 2% per rank).
      • Critical Thinking now grants 1.5% Critical Strike Chance per rank (was 2% per rank).
      • Depths of Insanity now makes Recklessness lasts 4 seconds longer (was 5 seconds).
      • Dual Wield Specialization now grants 5% increased damage (was 10%).
      • Deafening Crash now increases the duration of Siegebreaker by 2 seconds (was 3 seconds) and increases the critical strike chance of Raging Blow by 5% (was 10%).
      • Cruelty is now 2 ranks and grants 10% increased damage and a 15% chance to reset its own cooldown during enrage, per rank.
      • Frenzy now stacks up to 3 times (was 4).
      • Unbridled Ferocity now works correctly with Reckless Abandon.
      • Odyn’s Fury is now correctly improved by various damage modifiers.
      • Ravager cooldown is now correctly 90 seconds.
      • Gushing wound damage increased to 20% of attack power (was 10%).
      • Rearranged various talents and created new pathways and choices.
      • Titan’s Grip – Now baseline for all Fury Warriors.
      • Hack and Slash – No longer incorrectly requires 20 talent points.
      • Onslaught – Removed the Enrage requirement to use, cooldown reduced to 14 seconds (was 16 seconds) and Rage generated reduced to 20 (was 25).
      • Pulverize – Now increases Enrage by 1 second and causes Onslaught to Enrage you.
      • Odyn’s Fury – Now generates 20 Rage temporarily. We plan for this this to generate Rage based on the targets hit in a future update.
      • Crushing Blow – Removed the auto charge component.
      • Swift Strikes – Now also causes Raging Blow and Annihilator to generate 1 additional Rage per rank.
      • Critical Thinking – Now also increases the critical strike damage of Raging Blow by 5% per rank.
      • Depths of Insanity – Ranks reduced from 2 to 1 and changed to, Recklessness lasts 5 seconds longer.
      • Ravager – Cooldown increased to 90.0 seconds (was 45.0 seconds) but damage increased to 84% (was 42%) and now correctly awards 10 Rage when dealing damage.
      • Siegebreaker – Duration increased to 12 seconds (was 10 seconds), now generates 15 Rage (was 10) and damage increased to 120% (was 110%).
      • Deafening Crash – Now also increases the critical strike chance of Raging Blow and Annihilator during Siegebreaker by 10%.
      • Slaughtering Strikes – Now correctly costs a talent point and correctly improves all Rampage Strikes when caused by both Raging Blow and Annihilator.
      • Slaughtering Strikes damage bonus reduced to 8% per strike (was 10%).
      • Frenzied Flurry – Reduced to 25% (was 50%) chance to trigger Enrage per rank and auto attack damage bonus reduced to 5% per rank (was 10%).
      • Annihilator – Correctly no longer works with the chain effect of Whirlwind.
      • Raging Armaments – Now correctly costs a talent point.
      • Skull Banner – Now correctly costs a talent point.
      • Vicious Contempt – Now 2 ranks at 20% per rank.
      • Storm of Swords – Whirlwind and Slam have a 6.0 seconds cooldown but deal 100% increased damage and Slam generates 5 Rage.
      • Annihilator – Damage reduced by 15%.
      • Unbridled Ferocity – Now correctly cost a talent point.
      • Deft Experience – Partial implementation and not labeled on the tooltip is that each node is intended to also reduce the cooldown of Bloodthirst by 0.5 seconds.
      • New Talent: Unbridled Ferocity – Rampage has a 10% chance to grant you Recklessness for 4 seconds.
      • New Talent: Slaughtering Strikes – Raging Blow causes every strike of your next Rampage to deal and additional 10% damage. Stacks up to 5 times.
      • New Talent: Raging Armaments – Raging Blow gains and extra charge.
      • New Talent: Skull Banner – You throw down a Skull Banner at your feet, empowering your allies. Increases critical strike damage by 20% for party members within 20 yards of the war banner. Lasts 10 seconds.
      • Removed Concussive Blows from the Fury tree and moved to the Class tree.
      • Changed some pathing and node positions to try and make synergy groups clearer and add build diversity.
      • Titan’s Grip and Single-Minded Fury is now a choice talent.
      • Moved Rampage closer to the top of the tree.
      • Fixed a dependency issue with Meat Cleaver.
      • Cold Steel, Hot Blood should now generate 4 rage and references this in the tooltip correctly.
      • Bloodcraze’s Aura tooltip should now display the correct values.
      • Improved Rampage is now built into Rampage.
      • Reduced ranks of Improved Bloodthirst and Improved Raging Blow to 1.
    • Protection Developer Notes
      • We’ve started to put more focus on the Protection tree this week and you’ll see a large update next week also.
      • We’re very happy with how Protection Warriors are playing, but they have been overperforming both in terms of survivability and damage, so we’ve made some tweaks to bring them more in line with the other tanking classes.
      • We don’t intend to make large structural changes to Protection Warrior’s trees, our goals for the next week are mainly around bug fixing, tuning and to make the bottom left and right sides of the tree more appealing.
      • We’ve made some changes to the baseline Vanguard ability to account for the large amount of survivability bonuses available in the talent tree.
      • Protection will see a larger update next week and the week following.
      • We’ve made some quality-of-life changes to target cones to make them a little more forgiving and to better align with visuals.
      • As we wind down attention and focus on Arms and Fury, we’re now putting more focus on Protection internally. Protection will undergo a tuning pass similar to Arms and Fury soon.
      • We’ll be putting more focus on the Protection tree in the coming weeks, so for now there aren’t large changes in this week’s build.
      • We’re looking at doing a tuning pass for Protection in the future both in terms of survivability and DPS output.
      • Shield Charge – The intention for this ability is that it would be used to charge into packs in dungeons or raids as an opener. Shield Charge isn’t competitive enough currently and we’ll be looking into this. We are toying with the idea of no minimum range so that it can be used at any time and would function more as a shield smash when you’re within a certain distance.
      • There are some technical complications with Devastator and Devastate that stopped us from merging them as a node for this week, we are likely to either make them a choice node or have Devastate be baseline.
      • We’re working on subsequent nodes for Ravager and hope to have updates here soon.
      • Battle Scared Veteran - We want this to remain powerful so in terms of changes we’re hopefully going to be able to balance this ability around the lockout period. Protection Warriors are performing well in the game currently but more so than some other tanks there’s a low margin for error. Battle Scared Veteran is intended to be a fall back in case you make a mistake.
    • Protection
      • Execute – Fixed an issue causing Execute to sometimes incur a cooldown if you had Improved Execute talented on a different spec.
      • Fueled by Violence – Should again trigger correctly.
      • Whirlwind – No longer shows an incorrect range on the tooltip.
      • Unbreakable Will now lasts 4 seconds when triggered by Avatar.
      • Unbreakable Will now correctly reduces damage taken for allies by 20% (was 25%).
      • Bloodsurge should again cause periodic damage triggers to generate Rage correctly.
      • Juggernaut now correctly links to the Protection version of Juggernaut rather than the Arms version and maximum stacks increased to 15.
      • Battering Ram now also increases auto-attack damage by 20%.
      • Violent Outburst’s Thunder Clap no longer triggers and invalidates Violent Outburst at 7 stacks.
      • Champion’s Bulwark – Now correctly doesn’t consume charges of Shield Block or trigger cooldowns of Shield Block.
      • Violet Outburst – Now grants 100% increased Rage generation for Shield Slam and Thunderclap and includes benefits any existing rage generation modifiers on those abilities. Its tooltip is now updated to correctly represent its functionality.
      • Unbreakable Will – Now correctly applies to party members.
      • Revenge – Damage reduced to 45% (was 53%).
      • Thunderlord – Each enemy hit by Thunderclap reduces the remaining cooldown of Demoralizing Shout by 1 second up to 3 seconds (was up to 4 seconds).
      • Booming Voice – Generates 30 Rage (was 40).
      • Champion’s Bulwark – Grants 20 bonus Rage (was 30).
      • Violent Outburst – Now causes Shield Slam and Thunderclap to generate 50% additional Rage, rather than 30 and 10 additional Rage.
      • Impenetrable Wall – Now grants Shield Slam 3 extra Rage (was 5).
      • Heavy Repercussions – Now grants Shield Slam 2 extra Rage (was 3).
      • Champion’s Bulwark – No longer consumes a Charge of Shield Block or resets Shield Blocks cooldown.
      • Dance of Death – Now applies to your current Ravager and any future Ravager casts within the next 2 minutes.
      • Bloodsurge – Chance to grant Rage reduced to 15% (was 20%).
      • Bloodborne – Damage bonus granted to Bleeds now 10% (was 15%).
      • Battle-Scarred Veteran – Now correctly triggers at 30% instead of 40%. You take 80% less damage (was 75%) and can now occur every 180 seconds (was 90 seconds).
      • Enduring Alacrity and Focused Vigor now only have 1 rank.
      • Thunderlord – Now reduces the remaining cooldown of Demoralizing Shout by 1 second for each enemy hit with a maximum reduction of 4 seconds (was 1.5 seconds per enemy and a total of 4.5 seconds).
      • Spell Block – Duration increased to 20 seconds and cooldown reduced to 90 seconds.
      • Brace for Impact – Now increases the block value per stack by 5% (was 10%).
      • Disrupting Shout – Cooldown reduced to 90 seconds (was 120 seconds) and range increased to 14 yards (was 12 yards).
      • Spiked Shield – Now ignores Armor.
      • Booming Voice – Has moved to a more appropriate position in the tree for its power level. Also reverted the 10 rage reduction.
      • Instigate – Devastate deals 30% increased damage and Generates 5 Rage. Devastator deals 10% increased damage and generates 1 Rage.
      • Battering Ram – Shield Charge critical strike chance increased by 10%, critical strike damage increased by 25% and Shield Charge increases your auto-attack speed by 20% for 20 seconds.
      • Storm of Steel – Damage penalty is reduced by 40% (was 50%).
      • Last Stand – Cooldown increased to 3 minutes (was 2 minutes).
      • Bolster – Now reduces the cooldown of Last Stand by 1 minute.
      • Spiked Shield – Renamed to Tough as Nails.
      • The Wall – Renamed to Impenetrable Wall.
      • Outburst – Renamed to Violent Outburst.
      • Shield Charge – Now generates Rage and triggers its cooldown when outside of melee range correctly.
      • Shield Charge – Now displays correct animations.
      • Deep Wounds – Should now trigger Bloodsurge correctly.
      • Titanic Throw – Fixed an issue causing Titanic Throw to get the 100% bonus from Improved Heroic Throw twice.
      • Heroic / Titanic Throw – Now has a 3 second cooldown.
      • Auto-attack damage reduced by 20%.
      • Brace for Impact – Aura tooltip should now correctly reference Shield Slam. Now increases Shield Slams damage by 5% per stack (was 10%), but lasts for 15 seconds (was 9 seconds).
      • Spiked Shield – Now causes high threat.
      • New Talent: Dance of Death – If your Ravager helps kill an enemy your next Ravager lasts 2 seconds and deals 20% increased damage.
      • Champion’s Bulwark – Should now add to existing Shield Block durations.
      • Juggernaut – Has a maximum of 10 stacks for Protection specialization but last 20 seconds.
      • Massacre – Updated Massacre visuals.
      • Enduring Alacrity – Now grants 1% Haste per rank (was 2%).
      • Focused Vigor – Now grants 1% critical chance per rank (was 2%).
      • Vanguard – Increases your Stamina by 30% (was 45%), increases your Strength by 70% of your armor value (was 100%), and reduces damage you take by 5% (was 15%).
      • Revenge – Damage reduced to 53% (was 63%).
      • Shield Slam – Damage reduced to 80% (was 85%).
      • Punish – Shield Slam deals 10% increased damage (was 20%).
      • Best Served Cold – Revenge damage is now 10% (was 20%) and 30% when free (was 50%).
      • Unnerving Focus – Now grants 50% rage generation (was 60%).
      • Show of Force – Thunder Clap damage is now 20% (was 25%).
      • Booming Voice – Now generates 30 Rage (was 40).
      • Rend – Initial damage reduced to 32% (was 64%) and periodic damage reduced to 17% (was 23%).
      • Execute – Damage reduced by 8%.
      • Shield Charge no longer has a minimum range.
      • Removed Skull Banner.
      • Devastate should now be baseline at the specialization level and no longer require a talent point.
      • Removed Never Surrender and replaced it with Skull Banner.
      • Revenge has a 110-degree cone (was 90 degrees) to allow for a little more error in targeting and to better align with visuals.
      • New Talent: Storm of Steel – Ravager’s damage is reduced by 50% but it now has 2 charges.
      • Fixed another issue with Seismic Reverberation and Revenge, hopefully the last one!
      • Bloodsurge chance to trigger increased to 20% (was 10%).
      • Battle-Scared Veterans are no longer scared. They are now Battle-Scarred, as it should be!
      • Ravager cooldown is now correctly 90 seconds.
      • Increased damage of Shield Charge to 275% of attack power (was 200%) and increased the area of effect damage to 110% of attack power (was 50%).
      • Fixed another issue causing Seismic Reverberation to trigger many Revenge casts.
      • Moved the position of a few nodes around to create some different options and added some new pathways.
      • Improved Heroic Throw – Now also increases the damage of Heroic Throw and Titanic throw by 100%.
      • Bloodborne – Now 2 ranks and each rank increases the damage of Deep Wounds, Rend and Thunderous Roar’s Bleed effects by 15%.
      • Spiked Shield – Damage increased by 10%.
      • Rend – Added to the Protection tree.
    • Developers’ note: As the Warrior trees were just recently put on Alpha, we’re still processing the large amount of great feedback being provided, so please keep giving us your thoughts as we’re collecting feedback from a wide variety of sources and it all helps!
      Even though we’re still processing the feedback we’ve received, we did want to take some time to respond to a few points of feedback:
      • Multi-level stat nodes in the Warrior tree serve as gates that you need to spend into in order to access the classes ultimate abilities. The intention of the Talent system is that there are choices and not that you can obtain every point. Using multipoint nodes is a way to control that, but also to direct the flow of certain specializations towards groups of talents that are likely better for them. However, we’ve been reading your feedback and are endeavoring to make them more interesting and varied where we can.
      • Players have expressed some negativity around buying back components of old abilities. We’re trying to keep this to a minimum where we can in the warrior class, for example Rampage’s full functionality now comes from one talent. However, in some cases these talents are used for teaching new players during the leveling up process to play their class correctly.
      • We also wanted to clarify some concerns Fury players have regarding needing to obtain 4 weapons to perform optimally in the game. Current tuning aside, our expectation and plan is for Titan’s Grip to be the most competitive specialization for those that engage with progression related content of all forms at the highest levels. However, for those looking for a more relaxed playstyle that is less stressful and skill dependent but still competitive then they have that option also.
    • Known Issues
      • Some talent overrides are not working correctly, and you are able to use both spells (E.G. Annihilator doesn’t replace Raging Blow).
      • Some talent dependencies and combinations are not working correctly. (E.G. Combining Titanic Throw and Improved Heroic Throw doesn’t apply Deep Wounds to all affected targets)
      • Stances are currently a work in progress and undergoing internal iteration. A large part of their goal is to guide the fantasy of each spec but mechanically, the goal for these is not to encourage frantic stance shifting. But rather switching at certain major points in an encounter, such as For DPS Warriors during a painful AOE damage phase, or for Protection Warrior that are off tanking they may temporarily switch to deal more damage.
      • A handful of talents will be getting a choice-node option in a later Alpha build (E.G. Rumbling Earth and Thunderous Aftershocks).
      • Fury has some issues with Execute related to the new player experience that causes you to have both the Arms and Fury versions of Execute (players should use the variant that attacks with both Weapons).
      • Multi Rank nodes are not always awarding full values.
      • We’re still working on the background art for the Fury talent tree, it will be added in a later build.

CLASS SETS

  • Death Knight
    • Unholy
      • (2) Set Bonus: Damage gained by your ghoul increased to 25% (was 10%).
      • (4) Set Bonus: Ghoul attacks have a chance to increase your damage and Haste by 8% (was 10%).
      • (4) Set Bonus: Your primary ghoul attacks have a 8% chance to grant Ghoulish Infusion (was 15%). This chance is increased to 15% while your ghoul has Vile Infusion.
  • Demon Hunter
    • Vengeance
      • (4) Set Bonus: Fixed an issue causing this effect to only apply to one target in the area of effect.
  • DRUID
    • Balance
      • (4) Set Bonus: Fixed an issue preventing this bonus from applying to your next Starfall.
    • Feral
      • (2) Set Bonus: Ferocious Bite and Rip damage bonus increased to 8% (was 5%).
      • (4) Set Bonus: For each combo point spent, finishing moves increase your Bleed damage by 4% and increase the chance for your attacks that generate combo points to Critically Strike by 2% for 4 seconds.
    • Guardian
      • (4) Set Bonus: Increased power of healing effect. It now heals for 2.5 times as much as before.
      • (2) Set Bonus: Using Mangle with Gore also deals 30% of damage dealt to nearby enemies, damage reduced beyond 5 targets. It also increases your damage done and reduces damage you take by 5% for 6 seconds.
      • (4) Set Bonus: Gore has a 5% increased chance to trigger. Using Mangle with Gore heals you over 6 seconds.
    • Restoration
      • (4) Set Bonus: Wild Growth power proc can now only proc once from each tick of Efflorescence. Increase to Wild Growth healing changed to 5% per stack (was 10%).
  • HUNTER
    • Beast Mastery
      • (4) Set Bonus: Barbed Shot damage increased by 5% and Barbed Shot increases damage of your next Kill Command by 20%.
    • Marksmanship
      • Updated 2-set and 4-set descriptions to be correct if Chimaera Shot taken.
      • (2) Set Bonus: Arcane Shot and Multi Shot critical hits cause your next Aimed Shot to cause targets hit to bleed for 40% of damage dealt over 6 seconds.
      • (4) Set Bonus: Increase chance for ranged auto-attacks to trigger effect to 15% (was 10%).
    • Survival
      • (2) Set Bonus: Damage bonus increased to 15% (was 10%).
      • (4) Set Bonus: Raptor Strike / Mongoose Bite, Carve, and Butchery have a 20% chance to make your next Raptor Strike, Mongoose Bite, Carve, or Butchery cost no Focus and deal 50% increased damage.
  • MONK
    • Mistweaver
      • Fixed an issue preventing Mistweaver’s 4-set bonus from working with the Essence Font heal applied by Faeline Stomp.
    • Windwalker
      • (4) Set Bonus: Fists of Fury now enhances your next 3 Rising Sun Kicks or Spinning Crane Kicks and enhanced kicks increase the damage of your next Fists of Fury by 5%, stacking up to 3 times.
  • PALADIN
    • Holy
      • (2) Set Bonus: Updated description to be correct if Radiant Decree is known.
      • (4) Set Bonus: Added Word of the Glory to the list of spells affected in the description of the effect.
      • (2) Set Bonus: Holy Shock increases the critical strike chance of your spells by 4% for 10 seconds.
      • (4) Set Bonus: Holy Light, Flash of Light, Light of Dawn, Word of Glory and Bestow Faith healing is increased by 6% and their critical effects increase the damage or healing of your next Holy Shock by 20%.
    • Retribution
      • (2) Set Bonus: Judgment, Blade of Justice, and Wake of Ashes/Radiant Decree damage increased by 15%.
      • (4) Set Bonus: Templar’s Verdict / Final Verdict and Divine Storm damage increased by 10%.
  • Rogue
    • Assassination
      • (2) Set Bonus: Envenom now increases weapon poison damage by 20% (was 10%).
      • (4) Set Bonus: Septic Wounds now increases Bleed damage by 4% per stack (was 2%).
    • Outlaw
      • (2) Set Bonus: Fixed a bug that was not giving credit for spending 6 combo points.
      • (2) Set Bonus: Dispatch increases the damage of Sinister Strike or Ambush by 8% per combo point spent (down from 20%).
      • (4) Set Bonus: Half-cost uses of Pistol Shot increase Dispatch damage by 25% (down from 50%).
    • Subtlety
      • Fixed a bug causing the set to not work with Gloomblade as well as Backstab.
      • (2) Set Bonus: Fixed a bug that was not giving credit for spending 6 combo points.
      • An incorrect version of the Subtlety (4) Set Bonus was released. The correct bonus is “Backstab, Shadowstrike, and Shuriken Storm critical strikes increase the damage of Eviscerate and Rupture by 12% and the damage of Black Powder by 8% for 3 seconds.”
      • (4) Set Bonus: Reduced damage bonus to Eviscerate and Rupture to 12% (was 15%) and duration of bonus to 3 seconds (was 6 seconds).
  • SHAMAN
    • Elemental
      • (4) Set Bonus: Fixed an issue causing this bonus to give less than the intended amount of Mastery.
      • 2-set and 4-set bonuses now work with Elemental Blast if taken.
      • (2) Set Bonus: Now increases the damage of your next Earth Shock / Elemental Blast or Earthquake by 5%, stacking 5 times (was 2.5% stacking 10 times).
    • Enhancement
      • (2) Set Bonus: Stormstrike increases the damage of your next fire, frost, or nature ability by 10% and causes it to generate 1 stack of Maelstrom Weapon.
      • (4) Set Bonus: Consuming Maelstrom Weapon stacks increases your Haste by 1% for each stack for 4 seconds.
    • Restoration
      • (4) Set Bonus: Your critical heals have 215% effectiveness instead of the usual 200%.
  • WARLOCK
    • Destruction
      • (4) Set Bonus: Your critical strikes deal 208% damage instead of the usual 200%.
  • WARRIOR
    • Protection
      • Ignore Pain granted changed to 5% of damage dealt (was 10%).

DUNGEONS AND RAIDS

  • Castle Nathria, Sanctum of Domination, and Sepulcher of the First Ones now use Group Loot.

ITEMS AND REWARDS

  • New Toy: Seed of Renewed Souls – Embrace the spirits of the weald, transforming into your Soulshape. 5 minute cooldown. Available from Lady Muunn in Heart of the Forest.
  • Dungeon trinkets are now available to test. You can pick them up from Trinketaur in Orgrimmar. He’ll be making his way to Stormwind over the next day or two.

PET BATTLES

  • Added a questline that helps new players learn about the pet battle system.
  • Upgrade stones can now be applied to pets directly through the Pet Journal (was use upgrade stone on a summoned pet).

PLAYER VERSUS PLAYER

  • NEW ARENA: NOKHUDON PROVING GROUNDS
    • Within Clan Nokhud’s stronghold are their Proving Grounds, where the centaurs compete to be named the clan’s greatest warrior. Players will be able enter the Nokhudon Proving Grounds to battle for glory by queueing up for Arenas.
    • The Nokhudon Proving Grounds is a new Arena map being introduced in Dragonflight that has a unique gameplay layout, utilizing ramps, pillars and a middle wall for line of site within the map. During the testing period, The Nokhudon Proving Grounds will be available to queue for as the only map in the pool for queued arena, including Solo Shuffle. So queue up Gladiators - we look forward to your feedback and we’ll see you in the arena!
  • RATED SOLO SHUFFLE
    • Cross-faction has been enabled for Rated Solo Shuffle. Horde and Alliance can now match and play against each other.
    • In Dragonflight, we’re continuing our work on the Solo Shuffle game mode by upping the stakes and adding the ability for players to earn (or lose!) rating, similar to our Rated Battlegrounds and Arenas. In this week’s PTR and Beta build, players will be able to participate in the Rated version of Solo Shuffle. Just like in Rated Battlegrounds and Arenas, you’ll be able to earn seasonal rewards and achievements, credit towards Vicious mounts, weekly great vault progress, and Conquest. Solo Shuffle’s rules and 6-round format continue, with the addition of rating changes based off of the amount of rounds each player has won during the match. We’ll be monitoring and adjusting matchmaking throughout beta to facilitate testing.
      Unique to this Rated game mode, players will have a rating tracked for each of their character’s specializations. Players will select which of their specialization to queue with, and participate in specialization-based ladders and end of season rewards. Players will also notice that we’ve created a minimum item level feature for Rated Solo Shuffle specifically, but we do not have it currently set to our final value for Season 1 of Dragonflight.
      We’re extremely appreciative of all the community feedback we received from our brawl version of Solo Shuffle, please continue to share your thoughts with us in our forums or @WarcraftDevs on twitter. Please keep an eye out for future Play with the Blues events focusing on Solo Shuffle on Beta.
  • WAR MODE
    • Pull out your swords and bows, champions, and turn War Mode on. In this week’s build you’ll be able to see world quests that you’ll only be able to find in war mode. On Alpha, the availability of them will rotate daily for testing purposes. Players can enable and disable War Mode by visiting Stormwind or Orgrimmar depending on their faction, and there are portals in the Seat of the Aspects in Valdrakken you can take to your respective faction’s capitol.
    • Additionally, within Valdrakken you may have spotted Malicia, a Drakonid part of the Black Dragonflight who enjoys chaos and conflict amongst those not in the Dragonflight. She offers valuable goods in exchange for Bloody Tokens, which you’ll only be able to find in War Mode. Keep an eye out in future builds on how to acquire Bloody Tokens.
  • Developers’ note: Greetings Gladiators! With the end game realm on Beta that spun up last week and the beginning of more focused testing on max level PvP, we wanted to discuss some of our thoughts on crowd control in PvP going into Dragonflight.
    The amount of crowd control that classes have access to has progressively increased in the past few expansions; This will be even more prominent in Dragonflight with talent trees providing the option to spend talents points into heavy utility. We recognize that crowd control is a point of concern for players in PvP. We recently added a PvP talent, Precognition, to help casters deal with interrupts as another way to help players handle crowd control.
    Another mechanic we will be introducing that you will see in this week’s build is increasing the power of Gladiator’s Distinction, the PvP trinket 2-set bonus. In addition to its current effect of providing additional stamina and primary stat, the bonus will now also provide a 15% reduction of incoming crowd control effects. With this added built-in bonus, we will also be retiring the Relentless trinket and current versions of the trinket will have a maximum level of 60 requirement.
    We will be continuing to analyze and evaluate how overall crowd control plays in PvP throughout Beta. Additionally, we are discussing some other options for future patches to further address the concern of crowd control, one being adjusting the PvP duration on individual abilities that many have not been changed for years. We are interested to see your feedback on that proposal. For now, we think having a reduction in overall crowd control will help for a healthier state of PvP.
    Thank you again for your continued feedback*.** We’ll be keeping a particularly close eye on PvP related feedback over the next several weeks, so queue up Gladiators – we’ll see you in the arena!*
  • Instanced PvP activities should now be rewarding strongboxes that contain a variety of consumables, profession reagents, and most importantly PvP recipes. You also get more Primal Chaos and a chance at Infusions at high ratings.
  • Gladiator’s Distinction (Trinket Set Bonus) – Now provides 15% reduction to incoming crowd control effects in addition to existing effects.
  • Trinkets with the Relentless effect are now capped at level 60. There are no plans for a Dragonflight Season 1 version of this trinket.
  • CLASSES
    • DEVELOPERS’ NOTE
      • In today’s build players will notice changes to some classes’ PvP talents, and we wanted to share our thoughts on PvP Talents going into Dragonflight. In addition to being one of our tuning knobs for PvP, a general goal for PvP talents is to provide interesting gameplay mechanics unique to PvP while also maintaining classes’ fantasy and combat feel.
      • The talent revamp has a large impact on PvP in multiple ways. Firstly, players will have access to new abilities that are in the class and spec trees as well as the option to customize their builds tailored for specific PvP content and team compositions. These options and talent changes will provide new and exciting gameplay opportunities in PvP at the start of the expansion.
      • Additionally, the talent revamp inherently affected PvP talents for all specs, but to varying degrees – some talent trees integrated existing PvP talents into the core and spec trees, some classes had abilities redesigned that impacted specific PvP talents and many PvP talents require dependencies from the talent trees. After an assessment of the PvP Talents available to each spec we have some notes and changes going into Dragonflight.
      • The new Dragonflight talents trees have made a number of abilities available to an entire class that were previously only available to a single specialization. So, several PvP talents based on these abilities are also now available to the entire class. In the upcoming alpha build, Priests and Mages are the first classes we have updated with this philosophy. At the same time, several PvP talents are now being used Dragonflight talent tree or no longer work due to class changes. In cases where a spec does not have enough PvP talents to meet our minimum criteria, we will be adding new abilities. We will be continuing to evaluate PvP talents when the expansion launches and we intend to take a broader look to PvP talents later in the expansion life cycle, similar to what was done in Shadowlands’ Chains of Domination update.
      • As noted above, PvP talents shine when they lean into gameplay scenarios that are very unique to PvP. One example of a new PvP talent is one Shaman players may have already noticed, Precognition - If an interrupt is used on you while you are not casting, gain 15% Haste and become immune to control effects for 4 seconds. In this week’s build, all caster DPS and healer specializations will have Precognition as an available PvP talent. This talent is intended to elevate the importance of fake-casting gameplay. We look forward to your feedback on it.
    • All ranged spell casting and healing specializations have a new PvP Talent:
      • New PvP Talent: Precognition – If an interrupt is used on you while you are not casting, gain 15% Haste and become immune to control effects for 4 seconds.
    • DEATH KNIGHT
      • Rot and Wither – Now available for all Death Knight specializations (was Blood only).
      • Necrotic Aura – Now available for all Death Knight specializations (was Unholy only).
      • Chill Streak – Removed as a PvP talent (moved into the talent tree).
    • DEMON HUNTER
      • Cover of Darkness – Now available for both Demon Hunter specializations (was Havoc only).
      • Rain from Above – Now available for both Demon Hunter specializations (was Havoc only).
      • Glimpse – Now available for both Demon Hunter specializations (was Havoc only).
      • Sigil Mastery – Now available for both Demon Hunter specializations (was Vengeance only).
    • DRUID
      • Regrowth’s initial heal is no longer reduced by 15% in PvP.
      • Malorne’s Swiftness – Now available for all Druid specializations (was Feral and Guardian only).
      • Reactive Resin – Now available for all Druid specializations (was Restoration only).
      • Reactive Resin’s triggered heal is at 75% effectiveness for Guardian, Feral, and Balance.
    • HUNTER
      • Kill Command no longer deals 15% reduced damage in PvP.
      • Interlope – Now available for all Hunter specializations (was Beast Mastery only).
      • Diamond Ice – Now available for all Hunter specializations (was Survival only).
      • Beast Mastery
        • Kindred Beasts redesigned to work with Tenacity Pet’s new ability, Fortitude of the Bear – While using a Tenacity pet: Command Pet’s unique ability cooldown reduced by 50% and allies within 20 yards of your pet gain 10% increased maximum health for 10 seconds.
      • Marksmanship
        • Aimed Shot no longer deals 15% increased damage in PvP.
        • Rapid Fire no longer deals 10% increased damage in PvP.
    • MAGE
      • General
        • Torment the Weak has been removed.
        • Burst of Cold has been removed.
        • New PvP Talent: Precognition – If an interrupt is used on you while you are not casting, gain 15% Haste and become immune to control effects for 4 seconds.
        • Ice Wall – Now available for all specializations.
        • Ring of Fire – Now available for all specializations.
      • Arcane
        • Arcane Missiles no longer deals 15% increased damage in PvP.
      • Fire
        • Fireball no longer deals 15% increased damage in PvP.
        • Pyroblast no longer deals 15% reduced damage in PvP.
        • New PvP Talent: Glass Cannon – Increase Fireball and Scorch damage by 40%, but reduces your maximum health by 15%.
      • Frost
        • Ice Lance no longer deals 15% increased damage in PvP.
        • Comet Storm no longer deals 10% reduced damage in PvP.
        • New PvP Talent: Snowdrift – Summon a strong Blizzard that surrounds you for 6 seconds that slows enemies by 70% and deals Frost damage every 1 second. Enemies that are caught in Snowdrift for 3 seconds consecutively become Frozen in ice, stunned for 4 seconds.
        • New Talent: Frost Bomb – Places a Frost Bomb on the target. After a 5 seconds the bomb explodes, dealing Frost damage to the target and Frost damage to all other targets within 10 yards. All affected targets are slowed by 70% for 4 seconds.
    • MONK
      • Grapple Weapon – Now available for Brewmaster (was Mistweaver and Windwalker only).
      • Mighty Ox Kick – Now available for all Monk specializations (was Brewmaster only).
      • Dematerialize – Now available for Brewmaster (was was Mistweaver only).
      • Alpha Tiger – Now grants 20% Haste (was 30%) after using Tiger Palm. Available for all Monk specializations (was Windwalker only).
      • Wind Waker – Now available for Brewmaster (was Windwalker only).
      • Mistweaver
        • Enveloping Mist no longer heals for an additional 10% in PvP
        • Vivify no longer heals for an additional 10% in PvP.
    • PALADIN
      • Hallowed Ground – Now available for Retribution (Holy and Protection only).
      • Aura of Reckoning – Now available for all Paladin specializations (was Retribution only). For Holy Paladins: The spells empowers your next Judgement once you get to 50 stacks.
      • Vengeance Aura – Now available for all Paladin specializations (was Retribution only).
      • Divine Favor – Removed from PvP talents and moved into the talent tree.
      • Retribution
        • Divine Storm no longer deals 10% reduced damage in PvP.
    • PRIEST
      • General
      • Power Word: Shield absorb value no longer increased by 10% in PvP.
      • Renew heal is no longer increased by 15% in PvP.
        • Eternal Rest – Now available for all specializations.
        • New PvP Talent: Precognition – If an interrupt is used on you while you are not casting, gain 15% Haste and become immune to control effects for 4 seconds.
        • New PvP Talent: Catharsis – 20% of all damage that you take is stored in the Catharstick. The stored amount cannot exceed 15% of your maximum health. The initial damage of your next Shadow Word: Pain or Purge the Wicked deals this stored damage to your target.
      • Discipline
        • Delivered from Evil and Cardinal Mending PvP talents now available for Discipline.
      • Holy
        • Purification, Purified Resolve, and Strength of Soul PvP talents now available for Holy.
      • Shadow
        • Vampiric Touch no longer deals 10% increased damage in PvP.
        • Cardinal Mending, Strength of Soul, and Delivered From Evil PvP talents now available for Shadow.
    • ROGUE
      • Dagger in the Dark – Now available for all Rogue specializations (was Subtlety only).
        • Each second while Stealth is active, nearby enemies within 10 yards (was 12 yards) take an additional 5% damage from your next Shadowstrike or Ambush for 10 seconds. Stacks up to 8 times (was 10 times).
      • Dagger in the Dark increases Shadowstrike damage for Subtlety, and Ambush damage for Assassination and Outlaw.
      • Veil of Midnight – Now available for all Rogue specializations (was Subtlety only).
      • Control is King – Now available for all Rogue specializations (was Outlaw only).
      • Flying Daggers – Removed as a PvP talent (moved into the talent tree).
      • Intent to Kill – Removed as a PvP talent (moved into the talent tree).
      • Float Like a Butterfly – Removed as a PvP talent (moved into the talent tree).
      • Outlaw
        • Between the Eyes no longer deals 9% reduced damage in PvP.
      • Subtlety
        • Eviscerate no longer deals 10% reduced damage in PvP.
    • SHAMAN
      • Traveling Storms – Now available for all Shaman specializations (was Elemental only).
      • Traveling Storms has been redesigned – Thunderstorm now can be cast on allies within 40 yards, reducing enemies movement speed by 60% and knocks enemies 25% further. Thundershock knocks enemies 100% higher.
      • Tidebringer – Now available for all Shaman specializations (was Restoration only).
      • Lightning Lasso – Removed as a PvP talent (moved into the talent tree).
      • Restoration
        • Riptide’s heal is no longer reduced by 15% in PvP.
    • WARLOCK
      • Call Observer – Now available for all Warlock specializations (was Demonology only).
      • Bonds of Fel – Now available for all Warlock specializations (was Destruction only).
      • Affliction
        • Agony no longer deals 15% increased damage in PvP.
        • Corruption no longer deals 15% increased damage in PvP.
        • Siphon Life no longer deals 15% increased damage in PvP.
        • Shadow Bolt no longer deals 10% increased damage in PvP.
        • Unstable Affliction no longer deals 15% increased damage in PvP.
    • WARRIOR
      • Rebound – Reflected spells now cause 50% extra damage back to the attacker (was 33%). Now available for all Warrior specializations (was Protection only).
      • Battle Trance has been redesigned – You go into a trance causing you to regenerate 3% of your health and generate 3 Rage every 3 seconds for 18 seconds after using Raging Blow twice in a row on a target or striking a target with Annihilator 8 times. Striking a new target with Raging Blow or Annihilator will cancel this effect.
      • Enduring Rage redesigned to also work with Annihilator:
        • Raging Blow functionality – Increases the duration of your Enrage effect by 1 second, and your Raging Blows extend the duration of your Enrage by 1.5 seconds.
        • Annihilator functionality – Increases the duration of your Enrage effect by 1 second, and your Annihilator damage extends the duration of your Enrage by 0.5 seconds.
      • Class Tree
        • Bounding Stride – Cooldown reduction now has 50% effectiveness in PvP. Speed increase now has 70% effectiveness in PvP.
        • Double Time – Cooldown reduction now has 50% effectiveness in PvP.
      • Arms
        • Overpower no longer deals 9% reduced damage in PvP.
        • Execute no longer deals 13% reduced damage in PvP.

(development notes continued in next post)

over 1 year ago - Linxy - Direct link

(development notes continued in previous post)

PROFESSIONS

  • CRAFTING STATIONS
    • Professions now require Crafting Stations for the majority of all crafts, outside of the simplest and easiest recipes. The goal of these stations is to help increase the immersion and fantasy of your chosen profession and enhance the social experience. You will find many of these stations scattered throughout the regions of the Dragon Isles for your convenience during leveling, including a large profession hub in Valdrakken which includes all of the crafting stations in addition to vendors and trainers. Please let us know how this requirement feels, especially if you find the requirement too harsh in certain zones.
  • CRAFTING ORDERS
    • We are happy to introduce the final addition to revamped professions – Crafting Orders. This is a new system which allows everyone to send orders to have specific items crafted for them, including epic soulbound equipment. Once a crafter fulfills an order, it will be sent to the customer in the mail.
    • Crafting Orders will be initially accessible on the Tyrhold realm only, and will be enabled on the Valdrakken realm at a later date.
    • You will find that the Crafting Order Clerks standing on the overlook above The Artisan’s Market in Valdrakken will now accept your crafting orders. Should you wish to try sending a crafting order, speak with one of them. You will be able to browse for an item you wish to order, customize it as you see fit, write a (courteous) message, and post the order. By default, your order will be public, allowing any appropriately knowledgeable crafter on your realm to fulfill it. You can also choose to send a guild order or a personal order to someone in particular with the right profession.
    • For all the crafters out there, this is now your chance to begin filling orders. Find any crafting table for your profession in the Dragon Isles (there are many within the Artisan’s Market in Valdrakken), and either right click the table or open your recipes manually. You will find that the Crafting Orders tab along the bottom of your recipe is accessible. From there, you can search or browse public, guild, and any personal orders you may have received. Once you’ve claimed the order, you can provide any missing reagents, craft the item in question, fill out a (courteous) message back to your customer and complete the order, collecting your commission.
    • We are looking forward to your thoughts and feedback, particularly how understandable and convenient you find the experience. Happy ordering and crafting!
  • Crafting Orders have been enabled on the Valdrakken Realm. Players can submit Crafting Orders via the Clerk Galesong NPC in both Stormwind & Orgrimmar. For Crafters that would like to fulfill Crafting Orders, players can open their Professions UI and navigate to the Crafting Orders tab to view and fulfill orders while they are near the Profession Vendor NPCs in the Trade District & the Valley of Strength.
  • HIGH END CRAFTING UPDATE
    • In this week’s build, we have changed how limits on high end crafted gear works. Instead of limiting you to equipping 5 pieces of high item level crafted gear, you can now equip an unlimited amount of basic high end gear. Some of the more special crafted gear which includes special effects, or has a special effect added through an optional reagent will have a equip limit of 2 though to help limit overall gear complexity.
  • Grand Apothecary Alchetaur, located in Stormwind and Orgrimmar, now also sells Cosmetic Class Glyphs for testing on the Valdrakken server.
  • The Profession trainer and vendors in Orgrimmar and Stormwind have been disabled temporarily.
  • Crafting Recipes now have a more representative Quality difficulty. Feedback on the difficulty of achieving a certain quality for any given piece of crafted gear is very welcome.
  • USER INTERFACE
    • The recipe panel has been updated for better ease of use and clarity:
      • Unlearned & pre-Dragonflight recipes are now found via filters.
        • Favorite recipes are unchanged and are expansion agnostic, so you’ll always see them even if the expansion is not filtered.
      • Recipe skill up chance is now represented through icons instead of recipe name text color. This change is more in-line with the new Recipe frame design while being more accessible to individuals with color vision deficiency.
      • Unlearned recipe names now show a gray color instead of a white color.
      • Recrafting Equipment has its own dedicated section in the recipe panel.
        • Please note that for this Alpha build, Recrafting is not yet implemented.
      • Art and animations added for the Professions Specialization frame.
  • First time recipe crafts will now award experience points.
  • Known Issues:
    • Knowledge spent on Specializations for Tailoring, Blacksmithing, Jewelcrafting, Engineering, and Enchanting has been removed in the process of fixing a larger issue. We apologize for the inconvenience.
  • GATHERING NODES
    • Known Issue: Minimap tracking of Ore, Fish & Herbs can sometimes not display properly. If this is happening, please disable and enable tracking to resolve this.
    • In this Alpha build, players might notice that there are a large amount of mining & herbalism nodes spawned in the Ohn’ahran Plains. While we’re eager for feedback on how these feel, we’re still in the process of setting up the Mining & Herbalism professions and players will not be able to gather these nodes until the Professions have been enabled. In the meantime, please let us know if there are any nodes in unusual positions and are not easily accessed!
  • ALCHEMY
  • BLACKSMITHING
  • COOKING
    • Developers’ note: Firelord Nomi is back and well versed in all of the new Cooking recipes in Dragonflight. He is located next to the other Profession Trainers in the Valley of Strength in Orgrimmar and the Trade District in Stormwind. Players can interact with Firelord Nomi to both train their Cooking skill and obtain reagents for Cooking recipes.
  • ENCHANTING
    • In this Beta build, Enchanting has been enabled and players are able to learn the profession by visiting Enchanting trainers in the Dragon Isles. In addition to feedback on the recipes and new items from the profession, we’re also particularly interested in feedback on the new weapon enchantment effects.
  • ENGINEERING
    • In this Alpha build, Engineering has been enabled and can be trained by the Associate Professor Instructaur in Orgrimmar and Stormwind. There are a few new concepts that we’re exploring for Engineering in Dragonflight:
      • Engineers are able to craft Wrists for each Armor type, which can be socketed with different Tinkers that have a variety of on-use effects (such as temporary invisibility or summoning an Alarm-O-Turret).
      • We’ve added a combat resurrection consumable for non-engineers: the Convincingly Realistic Jumper Cables. These are weaker versions of the engineering variant, the Reusable Jumper Cables, and we’re very interested in hearing feedback on how they play out over the course of Alpha.
      • Various Safety Components can be used as Optional Reagents for crafting Engineering items - these Safety Components can reduce the chance of tinker malfunctions or outright prevent catastrophic malfunctions.
      • Speaking of malfunctions, the chance for engineering items to blow up in the users’ face now scale their success chance with Engineering specialization traits and Engineering Skill level. There will be a meaningful difference in success rate between new engineers that have lower skill and specialization traits and engineers that have maximized their knowledge of the profession.
    • In addition to the above, there’s a plethora of new bombs, tinkers and consumables that the Engineering profession can make. Please send us your feedback!
  • FISHING
    • Fishing has been enabled on Beta! Players can now learn Fishing from Profession trainers all throughout Dragon Isles, and are able to fish in all of the zones.
  • HERBALISM
    • Herbalism trainers have now been enabled across the Dragon Isles. Gatherers in Dragonflight can now pick herbs that can be found all over the the Dragon Isles, and also focus on how they want to grow as a Gatherer through specializations. A large addition to both Herbalism and Mining is the ability to Overload special nodes (such as Windswept and Frigid nodes), which will cause a unique effect based on your rank in Specializations and the node itself. Overload only works on these special herb nodes, it does not do anything to normal nodes. To access the Overload ability, you need unlock it via the Mastering the Elements specialization path.
    • Please note that herb nodes are still a work in progress for the Azure Span and Thaldraszus. Both of these zones will be getting additional node spawn locations in the coming weeks.
  • INSCRIPTION
    • Developer’s note: In this Alpha build, Inscription has been enabled and can be trained by the Associate Professor Instructaur in Orgrimmar and Stormwind. In addition to the traditional Inscription recipes, we’re introducing a new system to Inscription: the Darkmoon Deck Box. Scribes that have fully unlocked the Darkmoon Mysteries specialization tree will be able to make Darkmoon Booster Packs that contain the cards necessary to create traditional Darkmoon Decks much like before. However, Scribes can now use these Darkmoon Decks to craft Darkmoon Deck Boxes, which are higher item level and are able to be inscribed with Scale Sigils that allow them to customize their Darkmoon Deck Box with different attributes, such as removing all Even cards from the deck, shuffling faster or only shuffling when the player jumps. We’re very interested in feedback on this new system, so please let us know how it feels once you’re able to playtest with it!
      Please note that for Alpha purposes, the Darkmoon Ace cards can be bought from Reagent Lord Herbataur. The other remaining cards will need to be crafted by Scribes.
  • JEWELCRAFTING
    • Developers’ note: In this Alpha build, Jewelcrafting has been enabled and can be trained by the Associate Professor Instructaur in Orgrimmar and Stormwind. While cutting gems and Prospecting remain the focus of Jewelcrafting in Dragonflight, we’re also expanding the amount of novelty items that Jewelcrafting can craft, with new Statues, toys and other consumables. We’re also interested in feedback on the new Primalist gems and the Tiered Medallion Setting consumable, which will allow you to add additional sockets to your Dragonflight Necklaces.
  • LEATHERWORKING
    • Developers’ note: In this Alpha build, Leatherworking has been enabled and can be trained by the Associate Professor Instructaur in Orgrimmar and Stormwind. In addition to feedback on the recipes and consumable items from Leatherworking, we’re also interested in feedback on the new Equip and Set effects that can be found on multiple crafted Leathworking pieces.
  • MINING
    • In this week’s build, we’ve updated a large majority of Mining nodes that were previously inaccessible. If you’re an avid Miner, please let us know how the current state of node density and placement feels!
    • In this Alpha build, Mining has been enabled and can be trained by the Associate Professor Instructaur in Orgrimmar and Stormwind. Intrepid miners can now mine ore that can be found in the new Dragonflight zones, and also focus on how they want to grow as a Miner through specializations. A large addition to the Mining is the ability to Overload special ore nodes (such as Molten and Earthen nodes), which will cause a unique effect based on your rank in Specializations and the node itself. Overload only works on these special ore nodes, it does not do anything to normal ore. To access the Overload ability, you need unlock it via the Master the Elements specialization path.
    • Please pick up your pickaxe and mine some ore, and let us know how the Profession feels! We’re particularly interested in hearing about how ore node density feels in the zones, if there are areas that are too sparse or too generously spawned and overall thoughts on the new Overload mechanic.
  • SKINNING
    • Developer’s note: In this Alpha build, Skinning has been enabled and can be trained by the Associate Professor Instructaur in Orgrimmar and Stormwind. While the core gameplay of Skinning remains largely unchanged for Dragonflight, we are adding a new consumable that aims to give Skinners a new form of gameplay: Creature Baits. Skinners will be able to create and place Creature Baits to lure elusive creatures out of hiding.
      Please note that for Alpha purposes, the cooldown on Creature Baits has been removed so that players can use the item and give feedback. These items will have a medium length cooldown in their final version, which can be reduced by Bait Crafter Specialization traits.
  • TAILORING
    • In this Alpha build, Tailoring has been enabled and can be trained by the Associate Professor Instructaur in Orgrimmar and Stormwind. Tailoring, much like the other armor-crafting Professions, has a plethora of new set & item equip effects and we’re particularly interested in hearing feedback about how these new effects feel. Spellthreads are also making a comeback as leg enchants for Intellect users.
  • SPECIALIZATIONS
    • Unlocking Specializations requires 25 skill in that Profession. Once unlocked, players can spend Specialization points to unlock various bonuses for their Profession.
    • Developers’ note: For the purposes of Alpha we’ve added a consumable, Professor Instructataur’s Top Secret Guide, on the Associate Professor Instructaur vendor that gives players 50 Specialization points. Below are a few Specialization paths:
    • ALCHEMY
      • Potion Mastery — Improve at crafting potions and related alchemist stones, gaining +1 Crafting Skill per point in this specialization.
        • Batch Production — Master the art of producing potions more efficiently, gaining +1 Multicraft per point in this specialization.
    • BLACKSMITHING
      • Weaponsmithing — Improve at making weapons and large tools, gaining +1 Crafting Skill per point in this Specialization.
        • Long Blades — Improve at making long bladed weapons and tools such as swords, glaives and sickles, gaining +1 Crafting Skill per point in this Specialization.
    • ENCHANTING
      • Enchantment – Improve at understanding magical properties and their applications, gaining +1 Skill per point in this Specialization.
        • Primal – Learn to harness the primal elements of the Dragon Isles, gaining + 1 Skill per point in this Specialization.
        • Material Manipulation – Improve at modifying equipment for your every need, gaining + 1 Skill per point in this Specialization.
    • ENGINEERING
      • Explosives – Improve in the production of bombs of all types, gaining +1 Skill when crafting bombs per point in this specialization.
        • Short Fuse – Specialize in the creation and use of bombs without safety fuses. Gain +1 Skill when crafting bombs in this specialization.
      • Optimized Efficiency – Specialize in the general precautions and techniques that are invaluable skills for all Engineers. Gain +1 Skill to all engineering crafts per point in this specialization.
        • Scrapper – Specialize in making the most of seemingly useless junk. Gain +5 Multicraft for all Engineering crafts per point in this specialization.
    • HERBALISM
      • Bountiful Harvests – Improve at your general harvesting skills, gaining + 1 Skill per point in this specialization while gathering herbs.
        • Floriculture – Study the anatomy of Saxifrage, gaining +1 Skill per point in this specialization while gathering it.
      • Mastering the Elements – Study the intricacies of the awakening elements within the Dragon Isles and their effects on the plant life, gaining +1 Skill per point in this specialization while gathering elementally-charged herbs.
        • Windswept – Specialize in Windswept herbs, gaining +1 Skill per point in this specialization while gathering them.
    • INSCRIPTION
      • Archiving – Improve at the art of archiving various texts, gaining + 1 Skill per point in this specialization.
        • Darkmoon Mysteries – Improve at understanding the complex mysteries behind Darkmoon Cards, gaining +1 Skill per point in this specialization.
      • Rune Mastery – Improve at the art of Inscription and utilizing various reagents, gaining +1 Skill per point in this specialization.
        • Understanding Flora – Improve at milling various herbs in the Dragon Islands, gaining +1 Resourcefulness per point in this specialization.
    • JEWELCRAFTING
      • Faceting — Improve at cutting gems, gaining + 1 Crafting Skill for all gem cuts per point in this specialization.
        • Fire — Improve at cutting gems with fire, gaining +1 Crafting Skill for all fire cuts per point in this specialization.
      • Enterprising — Improve in the business of jewelcrafting, gaining +1 Crafting Skill for miscellaneous crafts per point in this specialization.
        • Prospecting — Improve in the delicate task of prospecting to increase yield and efficiency, gaining +1 Resourcefulness when prospecting per point in this specialization.
    • LEATHERWORKING
      • Chain Armor Crafting — Improve at making mail armor, gaining +1 Crafting Skill per point in this specialization.
        • Intricate Chain — Improve at making intricate chain armor for the hands, feet, shoulders and waist, gaining + 1 Crafting Skill per point in this specialization.
      • Primordial Leatherworking — Improve at Primordial Leatherworking, gaining + 1 Crafting Skill when crafting elemental, bestial, and decay Leatherworking patters per point in this specialization.
        • Decaying Grasp — Improve at crafting decay patterns, gaining + 1 Crafting Skill per point in this specialization.
    • MINING
      • Mining Process – Study the understanding of proper mining techniques to increase your efficiency in mining and allow for new mining opportunities. Gain +1 Skill per point in this specialization.
        • Surveying – Improve your ability to find deposits and rare materials found within them. Gain +1 Skill per point in this specialization.
      • Mastering the Elements – As elemental chaos runs rampant across the Dragon Isles, experiences miners have discovered new techniques to tap into remnants of these magics found with these precious metals. Gain +1 Skill on all elemental nodes per point in this specialization.
        • Molten – Specializing in Molten Nodes will allow you to acquire additional Rousing Fire and improve your efficiency in mining these nodes. Gain +1 Skill on Molten Nodes per point in this specialization.
    • SKINNING
      • Bait Crafter - Improve your skinning efficiency, gaining +1 Finesse while skinning in the Dragon Isles per point in the Specialization.
        • Elemental Infusion - Hone your eye for detail, gaining +1 Perception while skinning in the Dragon Isles per point in the Specialization.
      • Tanning - Improve your capabilities at gathering general materials from creatures, gaining +1 Skill while skinning in the Dragon Isles per point in the Specialization.
        • Leather Mastery - Bolster your knowledge of leather skinning, gaining +1 Skill while skinning leather creatures in the Dragon Isles per point in the Specialization.
    • TAILORING
      • Draconic Needlework – Source the magic of the Dragon Isles to craft exceptional clothwear with reagents such as Azureweave and Chronocloth, gaining +1 Skill per point in this specialization.
        • Azureweave Tailoring – Focus on the Arcane nature of the Blue Dragonflight in your tailoring, gaining +1 Skill per point in this specialization when making and using Azureweave.
      • Garmentcrafting – Improve at tailoring Cloth Armor to take on the most powerful foes in the Dragon Isles, gaining +1 Skill per point in this specialization.
        • Outerwear – Improve at tailoring the major aspects of an outfit, such as Chest and Leg pieces of armor, gaining +1 Skill per point in this specializations.
  • RECRAFTING
    • Recrafting has been enabled in this week’s build. Recrafting allows players to change out existing item’s Optional Reagents and potentially improve the quality of the crafted equipment. Crafters can learn the Recrafting Recipe from the Associate Professor Instructaur. Please play around with this system and let us know your thoughts!
  • KNOWN ISSUES
    • Knowledge spent on Specializations for Leatherworking in the process of fixing a larger issue. We apologize for the inconvenience.
    • Engineering Bracer discovery recipes are currently not functioning. This will be fixed in a later build.
    • Factors that influence item Quality and optional reagents that add additional effects to a crafted item will not be properly represented in the final preview of the item. This affects the preview for the Crafting & Recrafting result, the item in the Crafting Complete log and when the item is linked in a chat channel. This is only a display issue on the item preview, the resulting item should still craft properly (let us know if it doesn’t!). This will be fixed in a future build.
    • Items that have a limited amounts crafts per day, such as Azureweave Bolt, cannot be crafted if the remaining Uses Available is below the max capacity.
    • Existing Specialization trees will be wiped for this week’s Alpha build. Players will need to re-learn their specialization paths, which can be expedited by buying Specialization points via the Professor Instructataur’s Top Secret Guide consumable on the Associate Professor Instructaur vendor.
    • Inscription: Draconic Treatises are infinitely consumable, this will be fixed in a future build. They will be single-use items that refresh each weekly reset for a small boost to your Profession Knowledge.
    • Leatherworking: Feral Hide Drums cannot be crafted. This will be fixed in a later build.
    • Jewelcrafting: Prospecting Ore does not currently differentiate between different Quality, resulting in the same prospecting output regardless of Ore Quality. This will be fixed in a later build.
    • Skinning: A few of the Specialization trees are missing description text. This will be fixed in a later build.

QUESTS

  • Removed the ability for players who have not started Threads of Fate to access the system.
    • Developers’ notes: The goal with Threads of Fate was to help alleviate the linear path of Shadowlands for alts as it was the only way for players to level from 50 to 60. Now that Shadowlands has been moved into Chromie time and Chromie Time’s level cap has been increased to 60, players have a multitude of methods to reach level 60. Players currently in Threads of fate can continue through it, but the option will not be available for any new characters.
    • We do not have plans to do similar removals with Dragonflight’s Adventure Mode in future expansions. Threads of Fate is a choice to use in Shadowlands and irreversibly changes a player’s character once it is chosen. It previously created two different experiences of Shadowlands, which would double to four with both of the level up and Threads of Fate being accessible within Chromie time. Adventure Mode in Dragonflight is an overlay to the level up experience and is always on once it is earned regardless of decisions the player makes.

USER INTERFACE AND ACCESSIBILITY

  • NEW HUD UI — Get ready for a fully updated and customizable Heads Up Display (HUD) User Interface (UI) that’s been created with contemporary displays in mind, designed to be effective, attractive, and accessible.
    • Unit frames are now in a new default location near the player.
    • Unit frame art updated
      • Target of Target
      • Minor Mobs
      • Boss Frames
      • Player Unit frame
      • Common frames and panel: edges, top bar, and “x” button.
        • Developers’ note: Known issue with some “x” buttons bleeding out of the frame.
      • Inventory frame
      • Looting frame
      • Party frame
      • Experience and Reputation bars
      • Wyvern action bar art for Horde players
      • Main Target Unit Frame (pending Minor Enemies)
        • Developers’ note: We have moved away from the silver dragon border for rare mobs and instead will rely on using an icon. The icon will be placed on the unit frame border and display on the map to better relate these two elements together.
      • Pet Frame
      • New tab art in UI panels
      • Vehicle frame
    • ACTION BARS
      • 3 extra bars are added, enable them by going to Options > Gameplay > Action bars
    • The Guild banner art in the minimap have been updated.
    • EDIT MODE
      • Added a slider to adjust the sizes of Unit Frames of player, target, and party.
      • Edit Mode has an option to enable Snap for UI elements.
        • If Grid is enabled, UI elements will also snap to grid lines.
      • Added Raid Frames
      • Added Boss Frames
      • Added the grid checkbox and slider
      • Added Player, Target and Focus frame
      • Added stance bar
      • Added “Snap to Right Side” to the right action bar settings
      • Added Pet Bar
      • Added Possess Bar
      • Added Cast Bar
      • Added Minimap
      • Added Encounter Bar
      • Added Extra Action Ability
      • Added Buffs & Debuffs
      • Added Party Frames
      • Added Talking Heads
      • Added Chat Frame
      • Added PvP Arena Frames
      • Added Loot Frame
      • Added Help tips are added to the frame as a toggle for more information.
  • Updated login screen
  • Added Dragonflight credits
  • Options Menu:
    • Added Interact Key toggle and keybinding
    • Added Action Targeting toggle
    • Added setting to adjust Minimum Character Name Size
    • Added tooltips to various options
    • Auto-loot option moved from Keybindings to Gameplay > Controls.
    • Various settings from the Raid Profile page are moved to the Interface page while some others are within the Edit Mode.
    • The outdated action bar names are now consistently labeled as Action Bar 1, Action Bar 2, etc.
    • Search results are a bit smarter and prioritizes exact matches to the top.
      • If no search results are found, it will now say no results found.
    • System section moved to the bottom of the list.
    • Right-clicking a keybind will remove the keybind.
  • Added some new Exile’s Reach tutorial help tips.
    • Class and Professions tracking added back to the Minimap tracking toggle.
    • Tracking drop down list added back to the minimap area.
      • Developers’ note: Class based and professions tracking will rejoin the list soon.
    • Updated container/bag display art.
  • Added new Campaign Quest cursor when hovering over an NPC offering a Campaign Quest.
  • NEW OPTION: PRESS AND HOLD CASTING
    • If enabled, allows the player to press and hold a keyboard hotkey to continually cast a spell on an Action Bar without having to repeatedly press the button.
    • This only supports keyboard hotkeys, clicking a spell with the mouse will still cast the spell a single time.
    • Will not work with macros and items.
    • Enable this option under Options > Gameplay > Interface > Combat
  • NEW FEATURES: INTERACT KEY
    • Press the Interact Key to interact with NPCs and objects with a keypress instead of your mouse.
    • Interactive NPCs and objects will highlight as you enter interact range. An icon will appear above NPCs.
    • The default Interact Key is F. If F is not working or is bound to something else, go to the Keybindings menu and make sure “Interact With Target” is bound to a key.
    • Enable this feature by typing “/console SoftTargetInteract 3” in chat. An interface option will be added later.
  • NEW TARGETING SYSTEM: ACTION COMBAT
    • Automatically targets enemies as you approach them, allowing you to start casting abilities immediately.
    • Dynamically switches targets based on where you’re looking.
    • Works alongside the standard targeting system. If you need to lock on to a target, simply press Tab to enter Tab Target Combat.
    • Enable this feature by typing “/console SoftTargetEnemy 3” in chat. An interface option will be added later.
  • NEW OPTION: DISPLAY NAME SIZE ADJUSTMENT
    • Players can now adjust a minimum on-screen text size to keep it legible.
    • The text will also fade to indicate distance rather than shrinking in size.
    • Enable this feature by typing “/console WorldTextMinSize 16” in chat. An interface option will be added later into the Accessibility options.
      • Set to 0 (off), 8 (minimum viable), and 16 (bigger for low vision use).
  • The Barbershop services are now free of cost.
  • Equipment sets, guild bank, and macro icon selection can now be chosen with a drag and drop from certain sources (items, spells, mounts, battle pets, macros).
    • Known issue: Macros do not display their spell icon when the question mark icon is used.
  • Player interactions with NPC and game objects that open UI windows has received an update, changing the way these interactions are handled on the back end.
    • Developers’ note: There is no player facing design change, but we’d like alpha testers to help report bugs if there are any issues with UI dialogues from NPC and game objects.
  • Added an option to play a sound when the player is in range to use the Interact Key
over 1 year ago - Linxy - Direct link

Hello everyone! Here are this week’s Dragonflight Alpha development notes:

DISCOVER THE DRAGON ISLES

  • Ohn’ahran Plains
  • Removed: Thaldraszus

NEW DUNGEONS

Developers’ note: Throughout the testing period, character levels will be scaled when entering Dragonflight dungeons. When this happens, the amount of talent points that your character will have available will reflect the original level, not the scaled level.

  • The Azure Vault
  • Brackenhide Hollow

CHARACTER LEVEL

Developers’ note: With each phase, we encourage players to make a new template character and avoid using their previous characters as they could potentially be in a broken state. After making a new template character, make sure to talk to Questzertauren and he will prepare you for any available content.

  • Level 62 Character Template
  • Maximum Level: 65
  • Mechagnomes have been re-enabled.

CLASSES

  • NEW TALENT SYSTEM
    • Switching Talents and Talent Loadouts no longer requires being in a rested area.
      • Developers’ note: In this Alpha build, we’ve removed the rested area requirement for changing Talents and Loadouts. Players are now be able to change their talents anywhere out in the world, as long as they’re not in combat. Additionally, previous restrictions such as not being in an Active Mythic+ instance or in a Rated PVP match still apply. In tandem with loosening this requirement, we’re adding a 5 second cast time when players change their existing talents/loadouts to prevent players from immediately swapping between different builds. This cast time does not apply to any new Talent points gained, those can be spent and activated immediately. Please let us know your thoughts on this change.
    • Evoker
      • Racial Abilities
        • 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.
      • Class Tree
        • 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.
      • Preservation
        • Developers’ notes: These latest talent changes for Preservation are aimed at improving Temporal Anomaly’s synergy with the rest of the kit, and balancing Bronze-based builds against Green-based ones. We were also unhappy with some talent nodes (Essence Strike and Grove Tender) and replaced them with talents that should encourage a wider variety of spell usage.
        • 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 – Each 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.
    • Hunter
      • Class Changes
        • 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.
      • Class Tree
        • 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.
      • Marksmanship
        • 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.
      • Survival
        • 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.
    • Paladin
      • Holy
        • Developers’ note: The Holy Paladin Talent tree is now enabled in this Alpha build. For Dragonflight, we want to give Holy Paladins more options for caster-focused playstyles by bringing back the Power of the Silver Hand passive effect from the Legion Artifact, in addition to the active button Tyr’s Deliverance.
      • Class Talents
        • Afterimage now correctly only triggers on a Word of Glory cast.
        • Incandescence damage increased by 300%.
          • Developers’ note: This talent was extremely under tuned and did not feel rewarding as a point investment in the talent tree.
      • Protection
        • Changed positions of Strength of Conviction, Resolute Defender, Faith’s Armor, and Guardian of Ancient Kings.
        • Added several additional node connections in center section of tree.
        • Faith’s Armor increased to 10% (was 5%).
        • Blessed Hammer now correctly overrides Crusader Strike.
      • Retribution
        • Removed Talents
          • Last Rites
          • Deemed Unworthy
          • Swift Crusader
          • Long Arm of the Law
            • Developer’s note: We recognize that movement is fun and feels good when attached to short cooldown buttons. That said, our goal for Retribution Paladin is to keep their strengths in removing things that hinder their mobility, or to charge into battle on their Divine Steed, not to give them a short duration burst of movement on a very short cooldown.
          • Liadrin’s Fury
        • New Talents
          • Holy Crusader – Increases mastery by 2%.
          • Seal of Wrath – Judgment has a 25% chance to cast again and deal extra Holy damage to its target.
          • Empyrean Endowment – Judgment empowers your next Templar’s Verdict to automatically trigger Divine Storm with 25% more effectiveness. This effect can only occur every 30 seconds.
          • Executioner’s Wrath – Execution Sentence now instead deals 15% of the damage taken from your abilities to the target and nearby enemies within 8 yards.
          • Sanctified Ground – Your Consecration is 15% larger, and you cannot be slowed below 80% of normal movement speed within Consecration. This effect lasts for 2 seconds after leaving Consecration.
          • Sealed Verdict – Your Holy Power spending abilities increase the damage of your next Blade of Justice by 8/16%.
        • Modified Talents
          • Highlord’s Judgment now has 2 ranks and increases Judgment damage by 8/16% per rank.
          • Calm Before the Storm now causes enemies hit by your Divine Storm to take 100% more damage from your Consecration for 8 seconds (was 50%).
          • Inner Power now grants Holy Power every 12 seconds while you are in combat (was 10 seconds).
            • Developers’ note: This is aimed to tune the Holy Power generation overall and to balance against Sanctification.
        • Developer Notes
          • The area before the 1st gate has been restructured in a way that allows players to bypass the talents that they do not want and save a talent point while trying to go down all 3 sides of the tree. Also, the importance of the new talents such as Timely Judgment and Condemned Blade has been heightened so that players consider them more often when creating a build.
          • Zeal and Blade of Wrath have been moved up and put before the 1st gate.
            • Zeal and Blade of Wrath positional changes are aimed to solidify the foundation of Retribution Paladin. The new positioning will allow the players to get these talents in a simpler and more satisfying way for both leveling and end game content.
          • Crusade and Avenging Wrath: Might choice node has been moved up and put before the 2nd gate. This choice node is now located where Execution Sentence was in the previous build.
          • Execution Sentence and its improvement node has been moved down and put after the 2nd gate.
            • The positional changes to Crusade/AW: Might and Execution Sentence are aimed to provide gameplay defining options after the 2nd gate. The change to Execution Sentence will allow new gameplay options and is now heightened with its improvement nodes aimed at both single target and AOE situations.
          • The area after the 2nd gate has been reconstructed in a way that aims to increase build diversity and choice.
      • Known Issues
        • Not all rank upgrades are implemented.
    • Shaman
      • Elemental
        • New Talent – Heat Wave: Casting Primordial Wave triggers Lava Surge immediately and every 3 seconds for 12 seconds.
        • Primal Storm Elemental no longer moves slower than other Elementals after engaging in combat.
        • Earthquake damage reduced by 40%.
          • Developers’ note: This is not intended to be a nerf, but a damage profile adjustment. Earthquake dominates Elemental’s AoE damage profile in Shadowlands. We’ve also added talents in Dragonflight that improve Earthquake’s output such as Unrelenting Calamity, Eye of the Storm, and Mountains Will Fall which would have continued this trend. The goal is to allow for abilities like Chain Lightning, Lightning Rod, Frost Shock (with Electrified Shocks), Flame Shock, and Lava Burst to contribute more towards Elemental’s AoE.
        • Rolling Magma’s Lava Burst and Lava Burst Overload damage now reduces the cooldown of Primordial Wave by 0.2 seconds/0.5 seconds (was from 0.5 seconds/1 second).
          • Developers’ note: The interactions are with Primordial Wave and Ascendance are intentional, but the cooldown reduction was initially tuned too high.
      • Restoration
        • Cloudburst Totem now converts 30% of stored healing (was 20%) and cooldown increased to 45 seconds (was 30 seconds).
          • Developers’ note: With some new talents that interact with Cloudburst Totem like Call of the Elements, Totemic Surge, and Totemic Focus, we feel its effectiveness needs to be decreased. We started with its healing effectiveness initially but after some feedback believe it’s more important for each totem cast to feel meaningful rather than having more uses of the totem.
    • Warlock
      • Developers’ note: In this Alpha build, we are unveiling the talent trees of our favorite curse slinging, shadow bolt hurling, demon summoning class: the Warlock. These trees were built to emphasize the strong thematic and rotational gameplay that is already present with each specialization.
      • That said, we are making a few changes to address the pain points we’ve experienced while playing and concerns that have been brought up by the community. You can read more about these changes down below and our thoughts regarding why the change was made.
        • Core Changes
          • Spell Lock in the talent tree
            • With Dragonflight, we’ve removed Spell Lock from Felhunters and Spell Lock is now available for Warlocks to learn themselves. With this change, we are aiming to allow for more pet diversity in content where Felhunters feel required like dungeons and PvP.
          • Dark Soul is not in the talent tree for Dragonflight intentionally. There are a few reasons for this:
            • All Warlock specs have access to a powerful summon cooldown that interacts with the rest of their spells where Dark Soul increases a stat by a large amount. We prefer to keep the interactive spell.
            • With cooldown stacking, a high percentage of overall damage is boiled down to the cooldown window. While this can be useful for bursting, but damage output outside of this window tends to be lackluster.
            • Across the classes there are new active spells which we are both excited about and equally cautious of causing keybinding issues by adding. Finding times to pull back on active spells is something we’re on the lookout for.
          • Shadow Bolt and Incinerate base damage has been increased
            • We’ve increased the damage of Shadow Bolt and Incinerate significantly and lowered modifiers from various talents. Our goal is for these spells to feel more powerful without having to ramp to see benefits from casting it.
          • Shadowflame
            • Shadowflame is returning; however, we don’t want a short-ranged cone spell to be a rotational for a caster, so we’ve removed the damage from the ability.
        • Affliction
          • Vile Taint revamp
            • Vile Taint has been reworked – Unleashes a vile explosion at the target location, dealing X Shadow damage over 10 seconds to 8 enemies within 10 yards and applies Agony and Curse of Exhaustion to them.
            • With this change, we aim to allow Affliction to ramp up faster in dungeon gameplay especially in combination with talents like Agonizing Corruption and Sow the Seeds.
          • Deathbolt is now a base talent
            • Through Deathbolt and its modifying talents we aim to give Affliction an interesting alternative to Malefic Rapture when the situation calls for single target damage.
        • Destruction
          • An Alternative to Havoc
            • We are exploring an alternative to Havoc called Mayhem. It’s a passive that gives your single target spells a chance to deal 60% of its damage to a random nearby target. The goal with this talent is to give a more passive two-target option for players who would like to opt out of Havoc gameplay. For tuning, we intend for active Havoc gameplay to be rewarded over playing with Mayhem.
      • Along with these changes you’ll see both new spells and some old friends returning. Soul Rot and Decimating Bolt will be coming with us from the Shadowlands, Dimensional Rift returns from Legion, and many more.
      • While the core rotations of each specialization will remain familiar, these talents offer new options that will allow you to modify your gameplay and choose what’s important to you.
      • Welcome back to Azeroth, Warlocks. We look forward to hearing tales of the chaos you’ll rain down across the Dragon Isles. Be sure to let us know your thoughts, our Eye of Kilrogg will be actively watching your discussions.
    • Warrior
      • Developers’ note: As the Warrior trees were just recently put on Alpha, we’re still processing the large amount of great feedback being provided, so please keep giving us your thoughts as we’re collecting feedback from a wide variety of sources and it all helps!
      • Even though we’re still processing the feedback we’ve received, we did want to take some time to respond to a few points of feedback:
        • Multi-level stat nodes in the Warrior tree serve as gates that you need to spend into in order to access the classes ultimate abilities. The intention of the Talent system is that there are choices and not that you can obtain every point. Using multipoint nodes is a way to control that, but also to direct the flow of certain specializations towards groups of talents that are likely better for them. However, we’ve been reading your feedback and are endeavoring to make them more interesting and varied where we can.
        • Players have expressed some negativity around buying back components of old abilities. We’re trying to keep this to a minimum where we can in the warrior class, for example Rampage’s full functionality now comes from one talent. However, in some cases these talents are used for teaching new players during the leveling up process to play their class correctly.
        • We also wanted to clarify some concerns Fury players have regarding needing to obtain 4 weapons to perform optimally in the game. Current tuning aside, our expectation and plan is for Titan’s Grip to be the most competitive specialization for those that engage with progression related content of all forms at the highest levels. However, for those looking for a more relaxed playstyle that is less stressful and skill dependent but still competitive then they have that option also.
      • Class Talents
        • New Talent: Concussive Blows – Reduce the cooldown of Pummel by 1.5 seconds and successfully interrupting an enemy increases the damage you deal against them by 5% for 10 seconds. This may only occur once every 30 seconds.
        • Rearranged some talent nodes and created more interweaving paths to try and create more build variety.
        • Removed Die by the Sword from the Class tree and returned it to the Arms tree.
        • Improved Heroic Throw should correctly override Heroic Throw.
        • Reduced ranks of Two-Handed and Dual-Wield Specializations to 1.
      • Arms
        • New Talent: Skull Banner – You throw down a Skull Banner at your feet, empowering your allies. Increases critical strike damage by 20% for party members within 20 yards of the war banner. Lasts 10 seconds. Removed Concussive Blows from the Arms tree.
        • New Talent: Die by the Sword – Increases your parry chance by 100% and reduces all damage you take by 30% for 8 seconds.
        • Changed some pathing to try and make synergy groups clearer.
        • The Aura applied to enemies by Fatality is now named Fatal Mark and now lasts 60 seconds, refreshing by new stacks.
        • Fatal Mark caused by the Fatality talent can no longer critically strike.
        • Cleaned up the tooltip for Exploit the Weakness.
        • Built old ranks of Colossus Smash into Colossus Smash correctly.
        • Built old ranks of Sweeping Strikes into Sweeping Strikes correctly.
        • Reduced ranks of Improved Mortal Strike and Improved Overpower to 1.
        • Updated Icon for Martial Prowess.
      • Fury
        • New Talent: Unbridled Ferocity – Rampage has a 10% chance to grant you Recklessness for 4 seconds.
        • New Talent: Slaughtering Strikes – Raging Blow causes every strike of your next Rampage to deal and additional 10% damage. Stacks up to 5 times.
        • New Talent: Raging Armaments – Raging Blow gains and extra charge.
        • New Talent: Skull Banner – You throw down a Skull Banner at your feet, empowering your allies. Increases critical strike damage by 20% for party members within 20 yards of the war banner. Lasts 10 seconds.
        • Removed Concussive Blows from the Fury tree and moved to the Class tree.
        • Changed some pathing and node positions to try and make synergy groups clearer and add build diversity.
        • Titan’s Grip and Single-Minded Fury is now a choice talent.
        • Moved Rampage closer to the top of the tree.
        • Fixed a dependency issue with Meat Cleaver.
        • Cold Steel, Hot Blood should now generate 4 rage and references this in the tooltip correctly.
        • Bloodcraze’s Aura tooltip should now display the correct values.
        • Improved Rampage is now built into Rampage.
        • Reduced ranks of Improved Bloodthirst and Improved Raging Blow to 1.

PROFESSIONS

  • User Interface
    • The recipe panel has been updated for better ease of use and clarity:
      • Unlearned & pre-Dragonflight recipes are now found via filters.
        • Favorite recipes are unchanged and are expansion agnostic, so you’ll always see them even if the expansion is not filtered.
      • Recipe skill up chance is now represented through icons instead of recipe name text color. This change is more in-line with the new Recipe frame design while being more accessible to individuals with color vision deficiency.
      • Unlearned recipe names now show a gray color instead of a white color.
      • Recrafting Equipment has its own dedicated section in the recipe panel.
        • Please note that for this Alpha build, Recrafting is not yet implemented.
  • Gathering Nodes
    • In this Alpha build, players might notice that there are a large amount of mining & herbalism nodes spawned in the Ohn’ahran Plains. While we’re eager for feedback on how these feel, we’re still in the process of setting up the Mining & Herbalism professions and players will not be able to gather these nodes until the Professions have been enabled. In the meantime, please let us know if there are any nodes in unusual positions and are not easily accessed!
  • Engineering
    • In this Alpha build, Engineering has been enabled and can be trained by the Associate Professor Instructaur in Orgrimmar and Stormwind. There are a few new concepts that we’re exploring for Engineering in Dragonflight:
      • Engineers are able to craft Wrists for each Armor type, which can be socketed with different Tinkers that have a variety of on-use effects (such as temporary invisibility or summoning an Alarm-O-Turret).
      • We’ve added a combat resurrection consumable for non-engineers: the Convincingly Realistic Jumper Cables. These are weaker versions of the engineering variant, the Reusable Jumper Cables, and we’re very interested in hearing feedback on how they play out over the course of Alpha.
      • Various Safety Components can be used as Optional Reagents for crafting Engineering items - these Safety Components can reduce the chance of tinker malfunctions or outright prevent catastrophic malfunctions.
      • Speaking of malfunctions, the chance for engineering items to blow up in the users’ face now scale their success chance with Engineering specialization traits and Engineering Skill level. There will be a meaningful difference in success rate between new engineers that have lower skill and specialization traits and engineers that have maximized their knowledge of the profession.
    • In addition to the above, there’s a plethora of new bombs, tinkers and consumables that the Engineering profession can make. Please send us your feedback!
  • Tailoring
    • In this Alpha build, Tailoring has been enabled and can be trained by the Associate Professor Instructaur in Orgrimmar and Stormwind. Tailoring, much like the other armor-crafting Professions, has a plethora of new set & item equip effects and we’re particularly interested in hearing feedback about how these new effects feel. Spellthreads are also making a comeback as leg enchants for Intellect users.
  • Specializations
    • Unlocking Specializations requires 25 skill in that Profession. Once unlocked, players can spend Specialization points to unlock various bonuses for their Profession.
    • Developers’ note: For the purposes of Alpha we’ve added a consumable, Professor Instructataur’s Top Secret Guide, on the Associate Professor Instructaur vendor that gives players 50 Specialization points. Below are a few Specialization paths.
    • Engineering
      • Explosives – Improve in the production of bombs of all types, gaining +1 Skill when crafting bombs per point in this specialization.
        • Short Fuse – Specialize in the creation and use of bombs without safety fuses. Gain +1 Skill when crafting bombs in this specialization.
      • Optimized Efficiency – Specialize in the general precautions and techniques that are invaluable skills for all Engineers. Gain +1 Skill to all engineering crafts per point in this specialization.
        • Scrapper – Specialize in making the most of seemingly useless junk. Gain +5 Multicraft for all Engineering crafts per point in this specialization.
    • Tailoring
      • Draconic Needlework – Source the magic of the Dragon Isles to craft exceptional clothwear with reagents such as Azureweave and Chronocloth, gaining +1 Skill per point in this specialization.
        • Azureweave Tailoring – Focus on the Arcane nature of the Blue Dragonflight in your tailoring, gaining +1 Skill per point in this specialization when making and using Azureweave.
      • Garmentcrafting – Improve at tailoring Cloth Armor to take on the most powerful foes in the Dragon Isles, gaining +1 Skill per point in this specialization.
        • Outerwear – Improve at tailoring the major aspects of an outfit, such as Chest and Leg pieces of armor, gaining +1 Skill per point in this specializations.
  • Known Issues
    • Inscription: Draconic Treatises are infinitely consumable, this will be fixed in a future build. They will be single-use items that refresh each weekly reset for a small boost to your Profession Knowledge.

USER INTERFACE AND ACCESSIBILITY

  • New HUD UI
    • Unit frame art updated
      • Party frame
    • Edit Mode
      • Added Cast Bar
      • Added Minimap
      • Added Encounter Bar
over 1 year ago - Linxy - Direct link

Hello everyone! Take a look at this week’s Dragonflight Alpha updates:

DISCOVER THE DRAGON ISLES

  • All Dragonflight zones are available

NEW FEATURES

  • 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.
    • 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
    • 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)
      • 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.
    • 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
      • Progression
        • Fishing Work Bench: Gather reagents for tuskarr craftsmen to improve the capability of harpoons, nets, and biome fishing.
    • 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!
      • Progression
        • Train with the Shikaar clan to prepare yourself for the hunt!
    • 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.
    • 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.

NEW DUNGEONS
Developers’ note: Throughout the testing period, character levels will be scaled when entering Dragonflight dungeons. When this happens, the amount of talent points that your character will have available will reflect the original level, not the scaled level.

  • The Nokhud Offensive

CHARACTER LEVEL
Developers’ note: With each phase, we encourage players to make a new template character and avoid using their previous characters as they could potentially be in a broken state. After making a new template character, make sure to talk to Questzertauren and he will prepare you for any available content.

  • Any Level Character Template
  • Maximum Level: 70

CLASSES

  • NEW TALENT SYSTEM
    • HUNTER
      • Class Tree
        • 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.
      • Marksmanship
        • 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.
    • MONK
      • Developers’ note: In today’s build, you’ll see an early-access version of the Monk talent trees. Our goal with the class tree is to allow a player to construct different visions of their character and play with the hybrid nature and cheerful mobility that exemplifies a Monk. For Brewmaster, our primary goal was to allow players the flexibility to lean into different flavors – to emphasize a brew-heavy playstyle, or go the way of the wily martial arts master – while also providing situationally-interesting decisions for survivability. For Mistweaver, we want to offer support for both the caster and melee playstyles while maintaining a variety of choices for both builds. We also wanted to take a look at Mistweaver’s multi-target damage profile through returning and new talents such as Zen Pulse and Ancient Concordance. And for Windwalkers, we wanted to allow players the flexibility to focus on different styles of damage dealing, as well as offering opportunities to customize their ability loadout in ways that bring back old friends or lean into focus on specific abilities. We’re excited for Monks to be joining the Dragonflight Alpha and we look forward to hearing your feedback!
      • Known Issues
        • There are several talents that are not fully implemented yet. These are tagged with NYI (Not Yet Implemented) in their Talent name.
        • The Talent Frame background for Mistweaver is incorrectly using Windwalker art. This will be corrected in a later build.
    • PALADIN
      • Retribution
        • Divine Protection has been added as a choice node with Shield of Vengeance. Cooldown increased to 2 minutes.
        • Justicar’s Vengeance now costs 3 Holy Power and deals 7% less damage.
        • The talent locations of Ashes to Ashes and Divine Toll have been swapped.
    • WARLOCK
      • Soul Conduit refund chance reduced to 10% at max rank (was 15%).
      • Destruction
        • Backdraft now affects Soul Fire.
    • WARRIOR
      • Class Developer Notes
        • We’re feeling pretty satisfied with the class tree structure but are still experimenting with placements and the content of specific talent nodes while taking onboard internal and community feedback.
        • We’ve seen a new iteration of the class tree each week during the three weeks since the first release of the Warrior tree. In the version going live today there’s the most options due to more pathways and interconnectivity. We’d love to hear from you if you prefer this, or the more streamlined simple tree with obvious pathways that released initially.
        • We want to spend a little more time with stances to try to achieve a version where each feel useful and desirable for different reasons, but we have had a fallback plan since embarking down this path of having an offensive and defensive stance. Fury and Arms would both start at the offensive node and Protection would start at the Defensive node.
        • Thunderous Roar – We are working on this and the subsequent talent node, which will be a choice node internally and we hope to update on this soon.
        • Signet of Tormented Kings – As above, we’re working internally on this, and we hope to have an update soon. We have ideas but haven’t implemented them yet.
        • Shockwave – There has been some feedback about wanting Shockwave to be lower down the tree and easier to obtain. We’re quite confident that if we put it before the 20 points requirement that every Warrior both DPS and Protection would have it. That isn’t our intention, an AOE stun on fairly short cooldown is a powerful ability and we feel there needs to be some opportunity cost to obtain this. We’d like Shockwave’s subsequent node to be a choice so expect a new modifier here in the future.
        • Rend - Our intention with the introduction of Rend to the class talent tree was that Arms and Protection would likely often choose it and that Fury would very rarely. We’ve seen higher uptake and reliance on Rend than we’d like so for this week we’ve moved it to the Arms and Protection trees as a test. We’d like to hear your feedback on this change.
        • There are several very simple nodes on various talent trees, including those of other classes. These serve multiple functions, and we’ll briefly detail some of the reasoning behind their existence.
        • When looking at the talent trees for a class there’s a huge amount of information to absorb and learn. Beyond that, there’s also many choices for players to make. Having some talents that are simple and obvious in their effect helps to lower the overall complexity and functions as a guide for what abilities and stats are important for each specialization.
        • However, we’ve heard your feedback about the secondary stat nodes and have been working to make them more interesting. There are some examples of this in the Fury tree this week.
      • Class Updates
        • Changed some pathing and node positions to encourage more flexible build choices.
        • Spear of Bastion – Should now work correctly outside of the Shadowlands.
        • Elysian Might – Should now work correctly outside of the Shadowlands.
        • Honed Reflexes – Now reduces cooldowns by 1.0 second (was 1.5 seconds) and reduces the cooldown of Raging Blow (was Bloodthirst).
        • New Talent: Menace – Intimidating Shout will knock back all nearby enemies except your primary target and cause them all to cower in fear for 15 seconds (was flee).
        • Crushing Force has been redesigned – Slam deals an additional 30% damage and it has a 10% increased critical strike chance.
        • Concussive Blows – Now reduces the cooldown of Pummel by 1.0 second (was 1.5 seconds).
        • Titanic Throw – Correctly applies deep wounds to all targets when combined with Improved Heroic Throw.
        • Impending Victory – Heals for 30% (was 40%).
        • Thunder Clap – Costs 30 Rage for Arms or Fury (still costs 0 Rage for Protection).
        • Rend – Removed from the class tree.
      • Arms Developer Notes
        • We’re feeling confident in the general structure, but we will likely add some extra talents to the middle of the tree where it feels a little bit sparse.
        • Sharpened Blade and Blunt Instruments – As with the simple talents mentioned earlier in this update, having some guidance from talents rather than everything being wide open can be helpful for some of our less knowledgeable players. We’re aware of the polarizing feedback here, but we want to get this in front of more players throughout the Alpha and Beta before we decide if it needs to be removed. If it doesn’t work out as we hope, we’re happy to change it.
        • We’re looking at changing the Bladestorm subsequent talents into choice nodes to give some more options for players to experiment with.
        • Colossus Smash and Warbreaker – We’ve seen some feedback regarding why these are separate talents and require an investment of two talent points. 30% increased damage with the option to apply to multiple targets on a fairly short cooldown is a massive effect. It is worth far more than the average talent, especially for those located before the level 20 gate and we feel it is fair to be split into separate components as it currently is in the live game.
        • There are quite a lot of survivability options and improvements for Warriors in the class tree, but each DPS spec has historically had a major cooldown. For Arms it is Die by the Sword, so you are now purposely forced into pathing through it and one of its subsequent nodes in order to ensure you have a minimum of some survivability.
      • Arms Updates
        • Changed some pathing and the position of some nodes so that players are much more likely to take some healing/utility nodes.
        • Warbreaker – No longer incorrectly replaces Execute and does not require 20 talent points to unlock.
        • Storm of Swords – No longer incorrectly requires 20 talent points to unlock.
        • Fracture – Now causes Rend, Deep Wounds and Thunderous Roar’s Bleed effects to instantly expire and deal all remaining damage over time.
        • Skullsplitter – Cooldown increased to 30 seconds (was 21 seconds).
        • Bloodletting – Also increases the critical strike chance of bleed effects by 10%.
        • Die by the Sword – Should now correctly cost a talent point.
        • Bloodborne – Now 2 ranks and each rank increases the damage of Deep Wounds, Rend and Thunderous Roar’s Bleed effects by 10%.
        • Barbaric Training – Removed from the talent tree.
        • Skull Banner – Should now correctly cost a talent point.
        • Deadly Calm – Removed from the tree for now, iterating on a better version that will be more desired by players.
        • Fueled by Violence – Increased heal amount to 50% (was 30%).
        • Reaping Swings – Lowers the cooldown of Cleave by 3 seconds (was 2 seconds).
        • New Talent: Storm Wall – Whenever you Parry, you heal for 10% of your maximum health.
        • Rend – Added to the Arms tree.
        • Exploit the Weakness now increases Tacticians’ chance to trigger by 1.6% (was 2.6%).
      • Fury Developer Notes
        • We’re doing something fairly experimental with Single-Minded Fury. We’re unsure if it will work out as intended, but we feel it there’s an important issue to try and address here. For a good deal of time there has been a consistent complaint that some players cannot continue to play Fury due to the intense nature of it. Our goal with Annihilator and the related talents is to create a sub spec that would provide a lower APM build that would still allow players to have fun, be competitive and feel like a Fury Warrior.
        • We’ve made Titan’s Grip baseline for various reasons, but primarily because it makes many things much simpler. It will be something players gain as they level up.
        • As with the Arms tree, you are now forced to take Enraged Regeneration to ensure you have a minimum amount of survivability. A dead Warrior deals no DPS.
        • Annihilator is intended to work with most of the Raging Blow modifiers (except those related to cooldown and charges), it is currently working with some, and we hope to have this fully functioning and detailed in tooltips by the next Alpha build.
        • We’re working on the subsequent nodes for Odyn’s Fury and Ravager, these will be choice nodes and we’ll have more to share here in the future.
      • Fury Updates
        • Rearranged various talents and created new pathways and choices.
        • Titan’s Grip – Now baseline for all Fury Warriors.
        • Hack and Slash – No longer incorrectly requires 20 talent points.
        • Onslaught – Removed the Enrage requirement to use, cooldown reduced to 14 seconds (was 16 seconds) and Rage generated reduced to 20 (was 25).
        • Pulverize – Now increases Enrage by 1 second and causes Onslaught to Enrage you.
        • Odyn’s Fury – Now generates 20 Rage temporarily. We plan for this this to generate Rage based on the targets hit in a future update.
        • Crushing Blow – Removed the auto charge component.
        • Swift Strikes – Now also causes Raging Blow and Annihilator to generate 1 additional Rage per rank.
        • Critical Thinking – Now also increases the critical strike damage of Raging Blow by 5% per rank.
        • Depths of Insanity – Ranks reduced from 2 to 1 and changed to, Recklessness lasts 5 seconds longer.
        • Ravager – Cooldown increased to 90.0 seconds (was 45.0 seconds) but damage increased to 84% (was 42%) and now correctly awards 10 Rage when dealing damage.
        • Siegebreaker – Duration increased to 12 seconds (was 10 seconds), now generates 15 Rage (was 10) and damage increased to 120% (was 110%).
        • Deafening Crash – Now also increases the critical strike chance of Raging Blow and Annihilator during Siegebreaker by 10%.
        • Slaughtering Strikes – Now correctly costs a talent point and correctly improves all Rampage Strikes when caused by both Raging Blow and Annihilator.
        • Slaughtering Strikes damage bonus reduced to 8% per strike (was 10%).
        • Frenzied Flurry – Reduced to 25% (was 50%) chance to trigger Enrage per rank and auto attack damage bonus reduced to 5% per rank (was 10%).
        • Annihilator – Correctly no longer works with the chain effect of Whirlwind.
        • Raging Armaments – Now correctly costs a talent point.
        • Skull Banner – Now correctly costs a talent point.
        • Vicious Contempt – Now 2 ranks at 20% per rank.
        • Storm of Swords – Whirlwind and Slam have a 6.0 seconds cooldown but deal 100% increased damage and Slam generates 5 Rage.
        • Annihilator – Damage reduced by 15%.
        • Unbridled Ferocity – Now correctly cost a talent point.
        • Deft Experience – Partial implementation and not labeled on the tooltip is that each node is intended to also reduce the cooldown of Bloodthirst by 0.5 seconds.
      • Protection Developer Notes
        • Shield Charge – The intention for this ability is that it would be used to charge into packs in dungeons or raids as an opener. Shield Charge isn’t competitive enough currently and we’ll be looking into this. We are toying with the idea of no minimum range so that it can be used at any time and would function more as a shield smash when you’re within a certain distance.
        • There are some technical complications with Devastator and Devastate that stopped us from merging them as a node for this week, we are likely to either make them a choice node or have Devastate be baseline.
        • We’re working on subsequent nodes for Ravager and hope to have updates here soon.
        • Battle Scared Veteran - We want this to remain powerful so in terms of changes we’re hopefully going to be able to balance this ability around the lockout period. Protection Warriors are performing well in the game currently but more so than some other tanks there’s a low margin for error. Battle Scared Veteran is intended to be a fall back in case you make a mistake.
      • Protection
        • Moved the position of a few nodes around to create some different options and added some new pathways.
        • Improved Heroic Throw – Now also increases the damage of Heroic Throw and Titanic throw by 100%.
        • Bloodborne – Now 2 ranks and each rank increases the damage of Deep Wounds, Rend and Thunderous Roar’s Bleed effects by 15%.
        • Spiked Shield – Damage increased by 10%.
        • Rend – Added to the Protection tree.

PLAYER VERSUS PLAYER

  • RATED ARENA SOLO QUEUE
    • Observant Alpha testers will notice that there is now a Solo Rated PvP option in the Player vs. Player UI. Players will not be able to queue for this mode yet as its still being worked on, but we will have more information to share in a later build.

PROFESSIONS

  • USER INTERFACE
    • Art and animations added for the Professions Specialization frame.

USER INTERFACE AND ACCESSIBILITY

  • NEW HUD UI
    • Edit Mode
      • Added Extra Action Ability
    • Tracking drop down list added back to the minimap area.
      • Developer Note: Class based and professions tracking will rejoin the list soon.
  • Player interactions with NPC and game objects that open UI windows has received an update, changing the way these interactions are handled on the back end.
    • Developers’ note: There is no player facing design change, but we’d like alpha testers to help report bugs if there are any issues with UI dialogues from NPC and game objects.
over 1 year ago - Linxy - Direct link

Hello Adventurers! Here are Dragonflight’s development notes for this week:

NEW FEATURES

  • 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.
      • Developers’ note: We discovered early in Alpha that we’d need a solution for players who rely on /follow or similar features to engage with World of Warcraft, as following wasn’t immediately compatible with Dragonriding. To address this, we’ve added “Ride Along”. Dragonriders can speak with Lithragosa (the Dragonriding Trainer) to opt into this new functionality. With Ride Along on, a player in your party may interact with your Dragon Isle Drake to transform into a whelp that will follow alongside your drake. If you are someone who has relied on /follow or have other players help guide you around Azeroth (or find Ride Along to be an interesting accessibility option for other reasons), please try this feature out and share your feedback with us!

NEW DUNGEONS
Developers’ note: Throughout the testing period, character levels will be scaled when entering Dragonflight dungeons. When this happens, the amount of talent points that your character will have available will reflect the original level, not the scaled level.

  • Halls of Infusion

CLASSES

  • NEW TALENT SYSTEM
    • 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.
    • DEATH KNIGHT
      • Class Tree
        • 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).
      • Unholy
        • Rearranged various talents and created new pathways and choices.
        • 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!
        • Removed
          • Deadly Coil
          • Improved Scourge Strike
        • 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.
    • DEMON HUNTER
      • Havoc
        • 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!
        • Known Issues
          • There are several talents that are not fully implemented yet. These are tagged with NYI (Not Yet Implemented) in their Talent name.
    • EVOKER
      • Class Tree
        • 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).
      • Devastation
        • 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%).
      • Preservation
        • 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.
    • HUNTER
      • Class Tree
        • 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.
      • Beast Mastery
        • 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.
      • Marksmanship
        • 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.
      • Survival
        • 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.
    • MAGE
      • Class Tree
        • Rearranged various talents and created new pathways and choices.
        • New
          • 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.
        • Class Talents
          • 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%).
      • Arcane
        • 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).
      • Fire
        • 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.
      • Frost
        • 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.
    • MONK
      • Class Talents
        • New Talent: Summon White Tiger Statue – Summons a White Tiger Statue at the target location for 30 seconds, pulsing damage to all enemies every 2 seconds for 30 seconds.
          • Developer note: This medium-duration area of effect cooldown is designed to bring the pain to enemies who dare doubt the wrath of the White Tiger.
        • Roll Rank 2 now correctly communicates that it grants an extra charge.
        • Windwalking tooltip now correctly displays speed increase instead of size change.
        • Generous Pour, Close to Heart, and Save Them All talents are now implemented.
      • Mistweaver
        • Unison – Soothing Mist heals a second injured ally within 15 yards for 100% of the amount healed (was 50%).
        • Awakened Faeline, Misty Peaks, Rapid Diffusion, Invoke Yu’lon’s Enveloping Mist mana reduction, and Ancient Concordance are now implemented.
        • Zen Reverberation triggers a second Zen Pulse at 50% effectiveness (was 30%).
        • Accumulating Mist increases Zen Pulse’s damage and healing by 15% per stack (was 10%).
        • Invoker’s Delight now scales its duration down to 8 seconds when talented into Gift of the Celestials.
        • Jade Bond’s Gust of Mist buff increased to 25% (was 12%).
        • Known Issue: Ancient Concordance’s tooltip displays the incorrect target count for Blackout Kick’s cleave. The intended functionality of this is to hit 2 targets with 1 point and 3 targets with 2 points.
    • SHAMAN
      • Elemental
        • Earthquake – Damage reduced by 25%.
        • Chain Lightning – Damage increased by 25%. (Elemental only)
        • Lava Beam – Damage increased by 25%.
        • Lightning Bolt – Damage reduced by 20%. (Elemental only)
        • Lava Burst – Damage reduced by 20%. (Elemental only)
        • Earth Shock – Damage reduced by 20%.
        • Elemental Blast – Damage reduced by 20%. (Elemental only)
        • Lightning Rod – Deals 20% of Chain Lightning and Lightning Bolt damage (was 25%).
      • Enhancement
        • Rearranged various talents and created new pathways and choices.
        • Stormstrike now replaces Primal Strike.
        • Doom Winds now does some minor damage when you activate it.
        • Ice Strike’s Frost Shock buff now highlights Frost Shock
        • Alpha Wolf now works with Chain Lightning, rather than Crash Lightning.
        • Improved Stormbringer renamed Stormblast.
        • Unruly Winds chance raised to 100%.
        • Ascendance is now a choice node with Deeply Rooted Elements.
        • Thorim’s Invocation now remembers whether you last used Lightning Bolt or Chain Lightning, and will use that spell instead of always Lightning Bolt.
        • Chain Lightning Rank 2 has been added into the Chain Lightning/Crash Lightning interactions and is no longer a talent.
        • New Talent: Crashing Storms – Chain Lightning jumps to 2 additional targets, and also increases Crash Lightning damage by 40%.
        • Forceful winds is now 45% damage per stack (was 35%).
        • Gathering Storms is now a 1-point talent (was 2). Value increased to 15%, and there’s a maximum of 10 stacks of Gathering Storms.
        • Hot Hand is now a 2-point talent (was 1).
        • Elemental Assault adjusted to be 10/20% Stormstrike damage (was 7/15%). Maelstrom weapon chance is now 50/100% per rank.
        • Lava Burst is affected by Enhancement mastery.
        • Primal Primer is no longer an option on the tree.
        • Hailstorm now gains bonus damage from up to 10 Maelstrom Weapon charges spent to work better with Overflowing Maelstrom. The bonus targets is still capped at 5.
        • Nature’s Fury now works correctly with the immediate damage from Ascendance.
        • Feral Spirits is now a 90 second cooldown.
        • Elemental Spirits no longer reduces Feral Spirit cooldown.
      • Restoration
        • Water Totem Mastery – Consuming Tidal Waves reduces the cooldown of Cloudburst, Healing Stream, Healing Tide, Mana Spring, Mana Tide, and Poison Cleansing Totem by 0.5 seconds (was 0.25 seconds).
    • WARLOCK
      • Class Talents
        • New
          • Abyss Walker – Using Demonic Circle: Teleport or your Demonic Gateway reduces all damage you take by 4% for 10 seconds.
          • Gorefiend’s Resolve – Targets resurrected with Soulstone resurrect with 40% additional health and 30% additional mana.
          • Fel Synergy – Soul Leech also heals you for 25% and your pet for 50% of the absorption it grants.
          • Resolute Barrier – Attacks received that deal at least 5% of your health decrease Unending Resolve’s cooldown by 10 seconds. Cannot occur more than once every 20 seconds.
          • Soul Armor – When your health drops below 35%, the percentage of damage shared via your Soul Link is increased by an additional 5%.
          • Demonic Resilience – Reduces the chance you will be critically struck by 4%. All damage your primary demon takes is reduced by 15%.
          • Summon Soulkeeper (was Summon Jailer) – Summons a Soulkeeper that periodically blasts nearby enemies.
          • Inquisitor’s Gaze– Summons an Inquisitor’s Eye that attacks your enemies.
        • Removed
          • Pact of the Annihilan
          • Pact of the Eredar
          • Pact of the Imp Mother
          • Decimating Bolt
          • Dimensional Rift
        • Changes
          • Rearranged various talents and created new pathways and choices.
          • Claw of Endereth is now a 1-point talent.
      • Affliction
        • New
          • Malefic Affliction – Malefic Rapture causes your active Unstable Affliction to deal 10% additional damage, up to 30%, for the rest of its duration.
          • Doom Blossom – If Corruption damages a target affected by your Unstable Affliction, it has a 10% chance per stack of Malefic Affliction to deal Shadow damage to nearby enemies.
          • Dread Touch – If Malefic Affliction exceeds 3 stacks, the target instead takes 20% additional damage from your damage over time effects for 6 seconds.
          • Grim Reach – When Darkglare deals damage, it deals 50% of that damage to all enemies affected by your damage over time effects.
          • Soul-Eater’s Gluttony – Whenever Unstable Affliction deals damage, the cooldown of Soul Rot is reduced by 0.5 seconds.
        • Removed
          • Malefic Wrath
          • Deathbolt
          • Death Dealer
          • Pact of the Nathrezim
          • Deliberate Malice
        • Changes
          • Rearranged various talents and created new pathways and choices.
          • Sacrolash’s Dark Strike now extends Curses by 0.5/1 second (was 1/2 seconds).
          • Creeping Death no longer decreases the duration of Agony, Corruption, Unstable Affliction, or Siphon Life.
          • Soul Flame’s icon has been changed.
          • Vile Taint’s cooldown is now 30 seconds (was 20 seconds).
          • Calamitous Crescendo is now a 2-point talent.
      • Destruction
        • Infernal Brand – Your Infernal’s melee attacks cause its target to take 3%/6% increased damage from its Immolation, stacking up to 15 times (was 15%/30%).
        • Rolling Havoc – Now stacks up to 5 times (was 10) and lasts 5 seconds (was 8 seconds).
        • Backdraft – Now affects Soul Fire.
        • Chaos Bolt – Damage reduced by 30%.
        • Incinerate – Damage reduced by 30%.
        • Dimensional Rift – Damage reduced by 30%.
        • Immolate – Damage reduced by 17%.
        • Rain of Fire – Damage reduced by 17%.
        • Shadowburn - Damage reduced by 50%.
        • Conflagrate – Damage reduced by 15%.
        • Soul Fire – Damage reduced by 25%.
        • Fire and Brimstone – Incinerate now hits all enemies near your target for 13%/25% damage (was 7%/15%).
        • Mastery: Chaotic Energies – No longer reduces the Warlock’s damage taken.
          • Developers’ note: With its access to powerful defensive talents in the class tree, Destruction Warlocks do not need additional survival bonuses.
      • Demonology
        • New
          • Reign of Tyranny – Active Wild Imps grant 1 stack of Demonic Servitude. Active greater demons grant 2 stacks of Demonic Servitude. Demonic Tyrant deals 3% additional damage for each stack of Demonic Servitude active at the time of his summon.
          • Guillotine – Your Felguard hurls his axe towards the target location, erupting when it lands and dealing Shadowflame damage every 1 second for 8 seconds to nearby enemies. While unarmed, your Felguard’s basic attacks deal damage to all nearby enemies and attacks 50% faster.
        • Removed
          • Demonic Consumption
        • Changes
          • Ner’zhul’s Volition has been updated – When Nether Portal summons a demon, it has a 2/4% chance per Soul Shard spent to summon an additional demon.
          • Nether Portal’s cast time reduced to 1.5 seconds (was 2.5 seconds).
          • The Expendables and Stolen Power have swapped places and moved to row 9.
    • WARRIOR
      • General Developer Notes
        • Warrior has undergone a tuning pass to bring it more in line with the other classes.
        • This week we’ve experimented a bit more with the Warrior class tree, trying to build in more flexibility and choices throughout the middle of the tree. We’d love to hear your thoughts on this comparative to previous weeks.
        • Stances – No update here, still working on some ideas on our end.
        • We’re experimenting with nodes specific to specs within the Warrior class tree. So, for example, War Machine has different values per spec, this gives us better control of balance and grants more tools to enhance what makes each specialization unique.
        • Signet of Tormented Kings - We’ve added four new nodes in place of Signet, two for Arms and two for Fury and Protection will get its own variants in a future update. These are not final but we’re feeling good about the general approach and would like to hear your feedback on these new talents.
        • Added a few placeholder nodes where there will be new choices in the future to give players an idea of what the complete tree will look like.
        • We’ve had a couple of weeks of big updates for Warriors and want to set expectations that next week’s update will be light.
      • Class Tree
        • Changed some pathing and node positions to allow for more flexible choices.
        • Cruel Strikes now grants 1.5% Critical Strike chance per rank. This will be changed in a future build.
        • Quick Thinking now grants 1.5% Haste per rank. This will be changed in a future build
        • Reinforced Plates now increases your armor by 15% per rank (was 30% of your Strength).
        • Removed Dauntless Duelist from the talent tree.
        • Frothing Berserker now applies to only Rampage, Mortal Strike, Cleave and Revenge.
        • Overwhelming rage is now 2 ranks that grant 15 max rage each.
        • Crushing Force is now 2 ranks and grants 30% damage and 7.5% crit chance to Slam per rank.
        • Removed Signet of Tormented Kings.
        • New Fury Talent: Memory of a Tormented Berserker – Activating Avatar or Recklessness casts the other at reduced effectiveness. Effects lasts 4 seconds.
        • New Fury Talent: Memory of a Tormented Titan – Activating Avatar or Reckless casts Odyn’s Fury at reduced effectiveness. Effects last 4 seconds.
        • New Fury Talent: Memory of a Tormented Warlord – Activating Avatar or Thunderous Roar casts Recklessness at reduced effectiveness.
        • New Arms Talent: Memory of a Tormented Blademaster – Activating Avatar or Bladestorm the other at reduced effectiveness. Effects last 4 seconds.
        • War Machine is now split into different versions per spec to allow for different values for each.
        • Massacre now adds 5% to execute range rather than 15% for Arms and Protection to allow for more execute modifiers.
        • Massacred now reduces the cooldown of Execute for Fury by 1.5 seconds.
        • Avatar now generates 20 rage.
        • Elysian Might should now correctly work outside of the Shadowlands.
        • Shattering Throw is now a choice node so players can choose between the existing immunity break ability and a lower cooldown variant that is instant but no longer breaks immunities.
        • Honed Reflexes changed to reduce cooldowns by 0.5 seconds rather than 1 second.
        • Two-Handed Weapon Specialization now grants 5% increased damage (was 10%).
        • Dual Wield Specialization now grants 5% increased damage (was 10%).
        • One-Handed Weapon Specialization now grants 5% increased damage (was 10%).
        • Armored to the Teeth now grants Strength equal to 3.5% of your Armor.
        • Furious Blows has been redesigned to now give 5% auto attack speed.
      • Arms Developer Notes
        • We did a lot of work this week on rage generation, we want this to feel a bit different that it does in the current live game, we generally don’t want you to feel rage starved but we also don’t want you to be overflowing with it. So, we’ve taken steps to ramp down how much rage you are obtaining while still trying to allow you to use your abilities when you want and need.
        • We’re still planning to put some more time into the central branch of the tree which is still a bit sparse.
        • We’ve also added some placeholder nodes to the Bladestorm choices to give players an idea of what’s to come.
      • Arms
        • Mortal Strike damage reduced to 174% of attack power to allow for talents modifying it (was 194%).
        • Sharpened Blades now deals 10% increased critical damage and increases Execute’s chance to crit by 5%.
        • Sharpened Blades now only effects the critical damage of Mortal Strike and Execute.
        • Impale now grants 7.5% increased critical damage per rank instead of 10%.
        • Exploit the Weakness modifies Tactician by 1% (was 1.6%).
        • Battlelord – Rage reduction changed to 10 (was 15) and now a 30% chance to reset Mortal Strike.
        • Lowered the chance for Bloodsurge to trigger to 10% (was 25%).
        • Bloodborne now grants 7.5% increased bleed damage per rank.
        • Bloodletting now increases the duration of your bleeds by 3 seconds and increases critical strike chance of bleeds by 5%.
        • Sudden Death procs are no longer free and now cost rage.
        • Chance to trigger Sudden Death reduced slightly.
        • Overpower reduced to 97% of attack power to allow for talents modifying it (was 117%).
        • Dreadnaught damage reduced to 31% of attack power (was 46%).
        • Execute’s damage has been reduced to 132% attack power to allow for talents that improve it (was 170%).
        • Rend reduced to 115% of attack power to allow for talents that improve it (was 133%).
        • Deft Experience – Now increases Mastery by 1.5% and also increases the damage of Rend’s initial strike by 50% per rank.
        • Valor in Victory – Increases Versatility by 1.5% and now reduces the cooldown of Die by the Sword by 15 seconds per rank.
        • Critical Thinking – Now increases critical strike chance by 1.5% and now also increases the critical strike damage of Whirlwind and Cleave by 10% per rank.
      • Fury Developer Notes
        • As a result of our tuning pass using two-handed and one-handed weapon builds should now have more similar damage numbers.
        • We’re not happy with Cadence of Fujieda as it is sharing a very similar space with Frenzy and we’re looking at other designs which would probably bring Frenzy back up to four stacks.
        • We’ve also added some placeholder nodes to a few places to give players an idea of what’s to come.
        • We are experimenting internally with the idea of letting the auto attack / Annihilator build not be weapon type specific.
      • Fury
        • Added some pathing and moved some nodes to make for more flexible options.
        • Slaughtering Strikes now grants 10% damage per stack for Raging blow and 3% per stack from Annihilator.
        • Deft Experience now gives 1.5% Mastery per rank, and also reduces the cooldown of Bloodthirst by 0.5 seconds per rank.
        • Swift Strikes now grants 1.5% Haste per rank (was 2% per rank).
        • Critical Thinking now grants 1.5% Critical Strike Chance per rank (was 2% per rank).
        • Depths of Insanity now makes Recklessness lasts 4 seconds longer (was 5 seconds).
        • Dual Wield Specialization now grants 5% increased damage (was 10%).
        • Deafening Crash now increases the duration of Siegebreaker by 2 seconds (was 3 seconds) and increases the critical strike chance of Raging Blow by 5% (was 10%).
        • Cruelty is now 2 ranks and grants 10% increased damage and a 15% chance to reset its own cooldown during enrage, per rank.
        • Frenzy now stacks up to 3 times (was 4).
        • Unbridled Ferocity now works correctly with Reckless Abandon.
        • Odyn’s Fury is now correctly improved by various damage modifiers.
        • Ravager cooldown is now correctly 90 seconds.
        • Gushing wound damage increased to 20% of attack power (was 10%).
      • Protection Developer Notes
        • We’ll be putting more focus on the Protection tree in the coming weeks, so for now there aren’t large changes in this week’s build.
        • We’re looking at doing a tuning pass for Protection in the future both in terms of survivability and DPS output.
      • Protection
        • Battle-Scared Veterans are no longer scared. They are now Battle-Scarred, as it should be!
        • Ravager cooldown is now correctly 90 seconds.
        • Increased damage of Shield Charge to 275% of attack power (was 200%) and increased the area of effect damage to 110% of attack power (was 50%).
        • Fixed another issue causing Seismic Reverberation to trigger many Revenge casts.

PET BATTLES

  • Added a questline that helps new players learn about the pet battle system.

PLAYER VERSUS PLAYER

  • WAR MODE
    • Pull out your swords and bows, champions, and turn War Mode on. In this week’s build you’ll be able to see world quests that you’ll only be able to find in war mode. On Alpha, the availability of them will rotate daily for testing purposes. Players can enable and disable War Mode by visiting Stormwind or Orgrimmar depending on their faction, and there are portals in the Seat of the Aspects in Valdrakken you can take to your respective faction’s capitol.
    • Additionally, within Valdrakken you may have spotted Malicia, a Drakonid part of the Black Dragonflight who enjoys chaos and conflict amongst those not in the Dragonflight. She offers valuable goods in exchange for Bloody Tokens, which you’ll only be able to find in War Mode. Keep an eye out in future builds on how to acquire Bloody Tokens.

PROFESSIONS

  • MINING
    • In this Alpha build, Mining has been enabled and can be trained by the Associate Professor Instructaur in Orgrimmar and Stormwind. Intrepid miners can now mine ore that can be found in the new Dragonflight zones, and also focus on how they want to grow as a Miner through specializations. A large addition to the Mining is the ability to Overload special ore nodes (such as Molten and Earthen nodes), which will cause a unique effect based on your rank in Specializations and the node itself. Overload only works on these special ore nodes, it does not do anything to normal ore. To access the Overload ability, you need unlock it via the Master the Elements specialization path.
    • Please pick up your pickaxe and mine some ore, and let us know how the Profession feels! We’re particularly interested in hearing about how ore node density feels in the zones, if there are areas that are too sparse or too generously spawned and overall thoughts on the new Overload mechanic.
  • SPECIALIZATIONS
    • Unlocking Specializations requires 25 skill in that Profession. Once unlocked, players can spend Specialization points to unlock various bonuses for their Profession.
    • Developers’ note: For the purposes of Alpha we’ve added a consumable, Professor Instructaur’s Top Secret Guide, on the Associate Professor Instructaur vendor that gives players 50 Specialization points. Below are a few Specialization paths for Mining:
    • Mining
      • Mining Process – Study the understanding of proper mining techniques to increase your efficiency in mining and allow for new mining opportunities. Gain +1 Skill per point in this specialization.
        • Surveying – Improve your ability to find deposits and rare materials found within them. Gain +1 Skill per point in this specialization.
      • Mastering the Elements – As elemental chaos runs rampant across the Dragon Isles, experiences miners have discovered new techniques to tap into remnants of these magics found with these precious metals. Gain +1 Skill on all elemental nodes per point in this specialization.
        • Molten – Specializing in Molten Nodes will allow you to acquire additional Rousing Fire and improve your efficiency in mining these nodes. Gain +1 Skill on Molten Nodes per point in this specialization.
  • RECRAFTING
    • Recrafting has been enabled in this week’s build. Recrafting allows players to change out existing item’s Optional Reagents and potentially improve the quality of the crafted equipment. Crafters can learn the Recrafting Recipe from the Associate Professor Instructaur. Please play around with this system and let us know your thoughts!
  • KNOWN ISSUES
    • Factors that influence item Quality and optional reagents that add additional effects to a crafted item will not be properly represented in the final preview of the item. This affects the preview for the Crafting & Recrafting result, the item in the Crafting Complete log and when the item is linked in a chat channel. This is only a display issue on the item preview, the resulting item should still craft properly (let us know if it doesn’t!). This will be fixed in a future build.
    • Items that have a limited amounts crafts per day, such as Azureweave Bolt, cannot be crafted if the remaining Uses Available is below the max capacity.

USER INTERFACE AND ACCESSIBILITY

  • NEW HUD UI
    • Edit Mode
      • Added Buffs & Debuffs
      • Added Party Frames
    • Class and Professions tracking added back to the Minimap tracking toggle.
  • Added new Campaign Quest cursor when hovering over an NPC offering a Campaign Quest.
  • NEW OPTION: PRESS AND HOLD CASTING
    • If enabled, allows the player to press and hold a keyboard hotkey to continually cast a spell on an Action Bar without having to repeatedly press the button.
    • This only supports keyboard hotkeys, clicking a spell with the mouse will still cast the spell a single time.
    • Will not work with macros and items.
    • Enable this option under Options > Gameplay > Interface > Combat
  • NEW FEATURE: INTERACT KEY
    • Press the Interact Key to interact with NPCs and objects with a keypress instead of your mouse.
    • Interactive NPCs and objects will highlight as you enter interact range. An icon will appear above NPCs.
    • The default Interact Key is F. If F is not working or is bound to something else, go to the Keybindings menu and make sure “Interact With Target” is bound to a key.
    • Enable this feature by typing “/console SoftTargetInteract 3” in chat. An interface option will be added later.
  • NEW TARGETING SYSTEM: ACTION COMBAT
    • Automatically targets enemies as you approach them, allowing you to start casting abilities immediately.
    • Dynamically switches targets based on where you’re looking.
    • Works alongside the standard targeting system. If you need to lock on to a target, simply press Tab to enter Tab Target Combat.
    • Enable this feature by typing “/console SoftTargetEnemy 3” in chat. An interface option will be added later.





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