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World of Warcraft Reveals Undermine(d) Content Update 11.1 Patch Notes

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Summary

  • World of Warcraft Patch 11.1, Undermine(d), will introduces a huge number of class balance changes, quality-of-life improvements, and new content on February 25.
  • Players can look forward to more campaign chapters, side quests, a new raid, a dungeon, and much more.

World of Warcraft has officially revealed the full patch notes for Patch 11.1, Undermine(d), which include a huge amount of class balance adjustments, quality-of-life improvements, and new content. These patch notes ensure that players know exactly what they’re getting into once the next update for World of Warcraft releases on February 25.

Undermine(d) is the first major content update to be released since the launch of World of Warcraft: The War Within. First revealed at the Warcraft Direct in late 2024, this patch brings the heroes of World of Warcraft to Undermine, the heart of Goblin civilization, as they team up with Orweyna, Gazlowe, and Renzik “The Shiv” to thwart the schemes of Xal’atath and Gallywix.

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World of Warcraft Reveals Twitch Drop for Patch 11.1 Update

World of Warcraft reveals an adorable new item players can get for free as a Twitch Drop to celebrate the upcoming launch of Patch 11.1, Undermined.

With the update right around the corner, World of Warcraft has officially shared the full patch notes for Undermine(d). The new Undermine zone and the Cartels of Undermine Renown Faction are front and center in World of Warcraft Patch 11.1. As players zip around the city using the D.R.I.V.E. system, they will encounter terrifying enemies like the Gobfather world boss, charming local stories and side quests, and at least two batches of campaign chapters: three available right when the update goes live on February 25, and two more that unlock on March 3, the latter of which were never tested on the PTR.

There are tons of new instances for fans to enjoy in Patch 11.1 as well. The Liberation of Undermine raid, Operation: Floodgate dungeon, and Side Street Sluice and Excavation Site 9 Delves provide brand-new challenges for players to discover, but fans will also find Gnome and Goblin-themed variations of most other World of Warcraft: The War Within Delves as they venture forth with Brann, who can now fill the tank role. Were that not exciting enough, the Cage of Carnage Arena map promises a close-quarters clash for players jumping into PvP in the new update.

The bulk of these patch notes consist of class balance changes. While every class received some big changes, none were as drastic as what Hunters will get in World of Warcraft Patch 11.1. Marksmanship sees a complete rework, featuring new sharpshooter-focused talents, a spotter eagle, and a lack of a pet in the core class. All three Hunter Hero Talents will also receive significant reworks, and all Hunter pets can now be freely swapped between the Cunning, Tenacity, and Ferocity specializations.

This has only scratched the surface of the massive Patch 11.1 update. Tons of quality-of-life improvements, the addition of collectible campsites, and the ability to reset World of Warcraft profession specialization points are just some of the changes coming in the new update, so fans will have a lot to discover once Undermine(d) is officially live.

World of Warcraft Patch 11.1 Undermine(d) Patch Notes

As the adventure continues in The War Within, travel deep into the capital of the goblin’s trade empire—Undermine. Continue the pursuit of Xal’atath and confront Gallywix’s forces in the sprawling city streets of a city suffering from the conflict between the four major Cartels—Bilgewater, Blackwater, Steamwheedle, and Venture Co.

Welcome to Undermine

Travel deep into the goblin city of Undermine, the capital of the goblin’s trade empire! It is a city like no other seen before in World of Warcraft and stands as a testament to goblin intelligence and creativity as experts in both technology and alchemy. As our adventures continue, we’ll learn more about goblin culture and society that we have never been able to see before. We’ll learn what’s important to them, the problems they are trying to solve —everything that makes them truly unique, and what they’re capable of as a society. We’ll dig a bit deeper beyond just their humor and explosions, though there will still be explosions and a LOT of mayhem to be found.

Carve Out a Rewarding Career in Undermine Cartels

While in Undermine, you’ll meet the four major goblin cartels: Bilgewater, Steamwheedle, Blackwater, and the Venture Company. Notorious goblins like Monte Gazlowe, Baron Revilgaz, Marin Noggenfogger, and more run each cartel. A secret fifth cartel waits in the wings for players to learn about a bit later. Which of these cartels you align with is up to you; your experience will change within the Undermine depending on which one you choose every week. [LEARN MORE]

  • Bilgewater: Led by Monte Gazlowe, this cartel is home to some of the brightest goblins, including inventors and explosive geniuses. Their base is located in Bilgewater Flats near Demolition Dome.
  • Steamwheedle: Under the leadership of Marin Noggenfogger, this cartel is the oldest and largest in Undermine, focusing on premium-grade alchemy. They can be found in The Vatworks area.
  • Blackwater: Headed by Baron Trade Prince Revilgaz, this newer cartel excels in shipping and luxury vacations. Their operations are based out of Blackwater Marina.
  • Venture Co.: Known for its resource acquisition methods, Venture Co. operates in The Heaps. Grimla Fizzlecrank manages their operations in the absence of a top goblin.

No License Needed to D.R.I.V.E.

A cool acronym needs a cool meaning, and the goblins haven’t skimped on the meaning of D.R.I.V.E. Standing for Dynamic and Revolutionary Improvements to Vehicular Experiences, you’ll want to make sure you have your sweet ride to roll around town in. Players can earn the customizable G-99 Breakneck vehicle to use exclusively in their adventures within Undermine. You’ll push the boundaries of locomotion on the roads speeding through its causeways and byways at a higher rate than a ground mount can.

As a part of the progression with your car, you’ll meet up with Nanny Talullah who will send you out on “Shipping and Handling” jobs to earn rewards.

Players can adjust the car’s characteristics such as adjusting its color or by buying parts to add a little extra grip to hug the roads or adjust to slide and glide as they drift around corners. Want to accelerate faster? Then, you may have to sacrifice a little speed. How you customize your car’s characteristics is up to you.

Liberation of Undermine Raid

Despite the best efforts of the united cartels, Jastor Gallywix has holed himself away in the Gallagio and called in every favor ever owed him… leaving a mountain of would-be oppressors between the goblins of Undermine and the Chrome King. Gazlowe and the rest of goblinkind will need to find their way into the Gallagio to rid themselves of Gallywix for good.

Raid Unlock Schedule:

  • Week of March 4: Raid Finder Wing 1: Shock and Awesome (Cauldron of Carnage; Rik Reverb), Normal, Heroic, Mythic Difficulty
  • Week of March 11: Raid Finder Wing 2: Maniacal Machinist (Sprocketmonger Lockenstock; Stix Bunkjunker), Story Mode
  • Week of March 18: Raid Finder Wing 3: Two Heads Are Better (Vexie and the Geargrinders; One-Armed Bandit; Mug’Zee)
  • Week of March 25: Raid Finder Wing 4: The Chrome King (Chrome King Gallywix)

Operation: Floodgate Dungeon

It’s a race against time to stop the Darkfuse and Venture Co. from sabotaging a dam that would have disastrous effects on the Ringing Deeps. Operation: Floodgate is a four-boss dungeon in the Ringing Deeps and will be available across Heroic, Mythic, and Mythic+ difficulties.

Cage of Carnage PvP Arena

Found in the Demolition Dome, the Cage of Carnage is a close-quarter gladiatorial arena where players are dropped in through trap doors separated only by a haphazard metal platform equipped with ramps at every corner. This map is available in Arenas and Rated Solo Shuffle.

The War Within Season 2

Take on all new challenges in The War Within Season 2 with a new raid, new Delves, an updated rotation of challenging Mythic+ dungeons, and a new PvP season. This season also features familiar exclusive rewards such as the Ahead of the Curve and Cutting Edge achievements for raids, Keystone Master achievements, rewards for Mythic+, and Gladiator rewards for PvP.

NEW CLASS SETS

  • Death Knight: Cauldron Champion’s Encore
  • Demon Hunter: Fel-Dealer’s Contraband
  • Druid: Roots of Reclaiming Blight
  • Evoker: Opulent Treasurescale’s Hoard
  • Hunter: Tireless Collector’s Bounties
  • Mage: Jewels of the Aspectral Emissary
  • Monk: Ageless Serpent’s Foresight
  • Paladin: Oath of the Aureate Sentry
  • Priest: Confessor’s Unshakeable Virtue
  • Rogue: Spectral Gambler’s Last Call
  • Shaman: Currents of the Gale Sovereign
  • Warlock: Spliced Fiendtrader’s Influence
  • Warrior: Enforcer’s Backalley Brawlplate

New Class sets will be available for players to collect. Each set consists of nine total pieces: Head, Shoulders, Back, Chest, Wrist, Hands, Waist, Legs, and Feet. The two and four-piece bonuses can be gained by owning any combination of the Chest, Hands, Head, Legs, and Shoulder pieces.

NEW DUNGEON ROTATION

The War Within Season 2 features a new dungeon rotation for Mythic+. Five dungeons from The War Within are included, with three dungeons from previous expansions returning:

  • Operation: Floodgate
  • Cinderbrew Meadery
  • The Rookery
  • Darkflame Cleft
  • Priory of the Sacred Flame
  • The MOTHERLODE!! (Battle for Azeroth)
  • Mechagon – Workshop (Battle for Azeroth)
  • Theatre of Pain (Shadowlands)

The new seasonal rewards for Mythic+ include the two new titles: “the Enterprising” and “the Enterprising Hero”, dungeon teleports, and the two mounts: Crimson Shreddertank and Enterprising Shreddertank.

NEW DELVES AND DELVER’S JOURNEY REWARDS

The launch of Undermine(d) will introduce two new delves—Sidestreet Sluice and Excavation Site 9—along with a new tank specialization for Brann. Delves in season 2 will introduce new rewards, curios, new variants to previous delves, a new nemesis, and improved rewards at the highest difficulty! Season 2 will also increase the difficulty of all delves from tier 4 and above.

Along the Delver’s Journey progression, unlock customizations for your Delver’s Gob-Trotter—the newest Delve mount attainable during Season 2 from The War Within: Undermine(d)—along with the Delve-O-Bot 7001—a toy that delivers you to a random Bountiful Delve. Treat your Warband to a fresh place to set up camp with a new underground Campsite scene—Nightfall Sanctum—unlocked once the Season 2 Delver’s Journey is completed.

NEW PVP SEASON

The new season also brings a new PvP Ladder, increased item level gear, and new rewards: Arena title: “Prized Gladiator”, Rated Solo Shuffle title: “Prized Legend”, Rated Battleground Blitz title: “Prized Marshal” (Alliance) or “Prized Warlord” (Horde), a new weapon illusion: Jackpot, tabard, cloak, pennants, weapon appearances, Prized Gladiator’s Fel Bat, and new Vicious mounts–Alliance and Horde-themed Electro Eels.

THE GOBFATHER WORLD BOSS

Once a source of pride for the Bilgewater Cartel, this mech was a force to be reckoned with in the Demolition Dome. A pinnacle of goblin innovation…until someone forgot to give it an oil change. Now, the King of the Demo Dome has gone haywire, running amok and threatening to unleash havoc upon the citizens of Undermine.

Classes

  • DEATH KNIGHT

    • Developers’ notes: Currently Frost and Unholy Death Knights are incredibly survivable often boasting lower death rates then tanks and far above any other specs in the game. From a fantasy perspective it makes sense for Death Knights to be incredibly durable and their kit lends itself well to it, but it currently leans too far in the unkillable direction. We fully expect Frost and Unholy Death Knight to continue being one of the more survivable specs but this should bring them closer to a more sane level.
    • Blood

      • All ability damage increased by 20%.

        • Developers’ notes: We have noticed damage dealt by tanks has not been keeping pace with damage dealers, we are adjusting damage of all tank specs to bring them into a closer alignment with DPS specs.
    • Frost

      • All ability damage increased by 5%.
      • Obliterate damage increased by 20%.
      • Frost Strike damage increased by 15%.
      • Rime now increases the damage of Howling Blast by 275% (was 225%).
      • Breath of Sindragosa damage increased by 10%.
      • Veteran of the Third War now increases Stamina by 12% (was 20%), and 6% in PvP combat (was 10%).
      • Null Magic now reduces the magical damage you take by 5% (was 8%), and 3% in PvP combat (was 4%).
      • Permafrost now generates an absorb shield at 30% of your auto attack damage (was 40%).
      • Glacial Advance visual has been updated.
    • Unholy

      • All ability and pet damage increased by 5%.
      • Soul Reaper damage increased by 35%.
      • Clawing Shadows damage increased by 15%. Does not affect Vampiric Strike.
      • Scourge Strike damage increased by 15%. Does not affect Vampiric Strike.
      • Gargoyle Strike damage increased by 50%.
      • Apocalypse ghoul damage increased by 25%.
      • Magus of the Dead damage increased by 55%.
      • Doomed Bidding now summons a Magus of the Dead for 6 seconds (was 8 seconds).
      • Commander of the Dead now increases the damage of Gargoyle and Army of the Dead by 45% (was 35%).
      • Apocalypse and Raise Dead now summon ghouls instantly and visuals have been updated.
      • Veteran of the Third War now increases Stamina by 12% (was 20%), and 6% in PvP combat (was 10%).
      • Null Magic now reduces the magical damage you take by 5% (was 8%), and 3% in PvP combat (was 4%).
      • Permafrost now generates an absorb shield at 30% of your auto attack damage (was 40%).
      • Rider of the Apocalypse

        • All Horsemen damage increased by 10%. Does not include Undeath and Trollbane’s Icy Fury.
  • DEMON HUNTER

    • Lost in Darkness has been redesigned – Spectral Sight has 5 second reduced cooldown and no longer reduces movement speed.
    • Spectral Sight has been reworked:

      • No longer removed upon taking an action.
      • No longer removed when taking damage.
      • Now removed by loss-of-control effects.
      • Now Magic-dispelled.
      • Movement penalty reduced to 20% (was 30%).
    • Immolation Aura damage increased by 6%.
    • The Hunt damage increased by 8%.
    • Sigil of Spite damage increased by 8%.
    • Sigil of Flame damage increased by 6%.
    • Imprison now breaks based on a small damage threshold instead of any damage.
    • Activating Vengeful Retreat now enforces a brief cooldown for Felblade, similar to its behavior with Fel Rush.
    • Activating Felblade shortly after activating Vengeful Retreat will now cancel Vengeful Retreat’s movement if Felblade’s target is too close to dash to it.
    • Hero Talents

      • Aldrachi Reaver

        • Wounded Quarry has been updated – Expose weaknesses in the target of your Reaver’s Mark, causing your Physical damage to any enemy to also deal 20% of the damage dealt to your marked target as Chaos, and sometimes shatter a Lesser Soul Fragment.

          • Developers’ notes: We are mostly happy with Wounded Quarry’s new effect in Undermine(d), but the soul generation component of its previous effect was important to the pacing of Aldrachi Reaver’s gameplay and mechanics. In order to match the overall intended gameplay we are updating the damage effect to have a chance to generate a Lesser Soul Fragment.
        • Fixed an issue where Wounded Quarry damage was not scaling with some damage multipliers.
        • Fixed an issue where several abilities were double-dipping on Thrill of the Fight’s ability damage bonus.
        • Fixed an issue causing Wounded Quarry to double-dip with Thrill of the Fight’s damage bonus and Mastery: Demonic Presence.
        • Fixed an issue causing Reaver’s Glaive to double-dip with Thrill of the Fight.
      • Fel-Scarred

        • Demonsurge damage increased by 65% and now deals reduced damage beyond 8 targets.
        • Flamebound now increases Immolation Aura critical damage bonus by 50% (was 25%).
        • Student of Suffering bonus Mastery value reduced by 33% and duration reduced to 6 seconds (was 8 seconds).
    • Havoc

      • New Talent: Screaming Brutality – Blade Dance automatically triggers Throw Glaive on your primary target for 100% damage and each slash has a 50% chance to Throw Glaive an enemy for 35% damage.
      • Momentum renamed Exergy and has been updated – The Hunt and Vengeful Retreat increase your damage by 5% for 20 seconds.
      • Inertia has been updated – The Hunt and Vengeful Retreat cause your next Fel Rush or Felblade to empower you, increasing damage by 18% for 5 seconds.
      • Unbound Chaos has been updated – The Hunt and Vengeful Retreat cause your next Fel Rush or Felblade to deal 500% increased damage.
      • Cycle of Hatred has been redesigned – Eye Beam reduces the cooldown of your next Eye Beam by 2.5/5 seconds, stacking up to 10/20 seconds.
      • Cycle of Hatred additional aura stacks generated now persist until the Demon Hunter has been out of combat for 60 seconds without casting Eye Beam.
      • Mastery: Demonic Presence effectiveness increased by 25%.
      • All ability damage increased by 5%.
      • Blade Dance damage increased by 33% (does not affect Death Sweep).
      • Immolation Aura damage increased by 12%.
      • Soulscar damage reduced to 80% of your Throw Glaive (was 100%).
      • A Fire Inside now also causes your Immolation Aura to deal Chaos damage instead of Fire, in addition to its existing effects.
      • Fixed an issue that caused Demon Hide to apply an inflated bonus for Immolation Aura, Sigil of Flame, The Hunt, Sigil of Spite, and Burning Wound.
      • Exergy and Inertia choice node has swapped locations with Unbound Chaos.
      • Cycle of Hatred is now a 1-point talent (was 2).
      • Any Means Necessary has been removed.
      • Fel-Scarred

        • Enduring Torment now increases Blade Dance and Chaos Strike damage while not in Demon Form by 15% (was 10%).
        • Burning Blades now deals 50% of listed ability damage over 6 seconds (was 35%).
        • Demonsurge now causes Metamorphosis to increase Fury generated by Demon Blades by 3 (was 5).
        • Flamebound radius bonus now also affects Ragefire.
    • Vengeance

      • All ability damage increased by 20%.

        • Developers’ notes: We have noticed damage dealt by tanks has not been keeping pace with damage dealers, we are adjusting damage of all tank specs to bring them into a closer alignment with DPS specs.
      • Burning Blood bonus to Fire damage reduced to 8% (was 10%).
      • Fiery Demise bonus to Fire damage dealt to targets affected by your Fiery Brand reduced to 15/30% (was 20/40%).
      • Demon Spikes duration increased to 8 seconds (was 6 seconds).
      • Cycle of Binding effect is now triggered by Sigil of Flame (was all Sigil skills) and reduces Sigil skill cooldowns by 5 seconds (was 2 seconds).
      • Fallout’s chance to generate Soul Fragments has been increased at lower target counts, with 1 guaranteed Soul Fragment generated when striking a single target. Maximum possible remains 5.
      • Feed the Demon is now a 1-point talent (was 2).
      • Feed the Demon now reduces the cooldown of Demon Spikes by 0.35 seconds per Soul Fragment consumed (was 0.25/0.5 seconds).
      • Fel-Scarred

        • Demonsurge damage reduced by 10%.
        • Burning Blades now deals 40% of listed ability damage over 6 seconds (was 35%).
        • Fixed an issue where Fel Devastation did not share a cooldown with Fel Desolation.
  • DRUID

    • New Talent: Grievous Wounds – Rake, Rip, and Thrash damage increased by 10%.
    • New Talent: Gale Winds – Increases Typhoon’s radius by 20% and its range by 5 yards.
    • New Talent: Incessant Tempest – Reduces the cooldown of Typhoon by 5 seconds.
    • New Talent: Circle of the Wild – Physical damage dealt by your abilities increased by 5% (25% for Restoration Druids).
    • New Talent: Circle of the Heavens – Magical damage dealt by your spells increased by 5% (25% for Restoration Druids).
    • New Talent: Lycara’s Meditation – You retain Lycara’s Teachings’ bonus from your most recent shapeshift form for 5 seconds after shifting out of it.

      • Developers’ notes: Lycara’s Meditation is meant to retain some power when you shapeshift. It is not intended as a buff you would want to always maintain, and since Druids can swap into humanoid form instantly at no cost, the humanoid form bonus is not retained. Druids must also stay in Cat Form for 2 seconds to retain the Cat Form bonus if they entered Cat Form by casting Skull Bash with Fluid Form.
    • New Talent: Symbiotic Relationship – Form a bond with an ally. Your self-healing also heals your bonded ally for 10% of the amount healed. Your healing to your bonded ally also heals you for 8% of the amount healed.
    • New Talent: Aessina’s Renewal – When a hit deals more than 12% of your maximum health, instantly heal for 10% of your health. This effect cannot occur more than once every 30 seconds.
    • New Talent: Perfectly-Honed Instincts – Well-Honed Instincts can trigger up to once every 90 seconds.
    • Ursoc’s Spirit has been updated – Stamina increased by 4%. Stamina in Bear Form increased by an additional 5%.

      • Developers’ notes: These bonuses multiply together, so Druids’ health in Bear Form remains unchanged.
    • Light of the Sun replaces Skull Bash for Balance Druids only – The remaining cooldown of Solar Beam is reduced by 15 seconds when it interrupts its primary target.
    • Improved Rejuvenation has been changed to Lingering Healing – Rejuvenation’s duration is increased by 3 seconds. Regrowth’s duration is increased by 3 seconds when cast on yourself.
    • Instincts of the Claw is now a 1-point talent (was 2) and has been updated – Ferocious Bite and Maul damage increased by 8%.
    • Lore of the Grove is now a 1-point talent (was 2) and has been updated – Moonfire and Sunfire damage increased by 10%.
    • Fluid Form has been updated – Skull Bash can now be used in any form and shifts you into Cat Form if necessary.
    • Fluid Form causes Wrath and Starfire to transform you into Moonkin Form at the end of their casts, instead of at their starts.

      • Developers’ notes: It should always take a global cooldown to transform to a shapeshift form, either from a direct transformation or a Fluid Form ability. Starting a Wrath or Starfire cast and cancelling it allowed Druids to transform into Moonkin without a global cooldown.
    • Moonkin Form has been added to the Class talent tree in Sunfire’s previous position.

      • Developers’ notes: Restoring Moonkin Form to the class talent tree empowers Restoration Druids to use Convoke the Spirits for magic damage, like they can currently use Cat Form for physical damage.
    • Rejuvenation healing increased by 5%.
    • Wild Growth healing increased by 5%.
    • Rip damage reduced by 9%.
    • Shred damage increased by 10%.
    • Swipe damage increased by 10%.
    • Ferocious Bite damage reduced by 8%.
    • Cyclone duration is now 5 seconds (was 6 seconds).
    • Improved Sunfire’s effect is now included in Sunfire.
    • Disorienting Roar now breaks based on a small damage threshold instead of any damage.
    • Many talents have changed positions in the class tree.
    • Rising Light, Falling Night has been removed.
    • Hero Talents

      • Druid of the Claw

        • Ravage damage reduced by 8%.
    • Balance

      • Balance Druids now learn Moonkin Form in the Class talent tree upon reaching level 10.
      • Light of the Sun has been moved to the Class Talent Tree for Balance Druids.
      • Power of Goldrinn damage increased by 100%.
      • Starsurge damage increased by 5%.
      • Touch the Cosmos chances increased to 18% from Wrath (was 15%) and 25% for Starfire (was 22%).
    • Feral

      • Feral Druids now learn Thrash in the Class talent tree upon reaching level 10.
      • All ability damage increased by 8%.
      • Melee auto-attack damage increased by 25%.
      • Adaptive Swarm damage over time increased by 25%.
      • Brutal Slash damage increased by 10%.
      • Killer Instinct no longer increases damage dealt by Moonfire cast with Lunar Inspiration.
      • Wildstalker

        • Bursting Growth damage increased 20%.
    • Guardian

      • New Talent: Ursol’s Warding – Gain magical damage reduction equal to 5/10% of your damage reduction from armor.
      • Reinvigoration has been updated – Frenzied Regeneration heals over 1/2 additional seconds, and casts Rejuvenation and Regrowth on you at 100/200% effectiveness.
      • Raze has been updated – Strike with the might of Ursoc, dealing Physical damage to your target and to all other enemies in front of you. Damage reduced beyond 5 targets.

        • Developers’ notes: This change causes Raze to always deal increased damage to the primary target, even if other targets exist.
      • Guardian Druids now learn Verdant Heart in the Class talent tree upon reaching level 10.
      • All ability damage increased by 26%.

        • Developers’ notes: We have noticed damage dealt by tanks has not been keeping pace with damage dealers, we are adjusting damage of all tank specs to bring them into a closer alignment with DPS specs.
      • Moonfire damage increased by 20%.
      • Mangle damage increased by 10%.
      • Maul damage reduced by 8%.
      • Raze damage reduced by 8%.
      • Raze now replaces Maul.
      • Layered Mane has been removed.
      • Elune’s Chosen

        • Fury of Elune damage increased by 80%.
    • Restoration

      • Restoration Druids now learn Improved Nature’s Cure in the Class talent tree upon reaching level 10.
      • Mastery: Harmony effectiveness increased by 45%. Now reduces its bonus with each additional heal over time effect.

        • Developers’ notes: This update to Mastery: Harmony is intended to reward more heavily the first few heal over time effects applied to allies while tempering the scaling at large heal over time counts. This scaling will still always make it a bonus to have additional heal over time effects on targets.
      • All damage reduced by 20%.

        • Developers’ notes: This damage reduction keeps Restoration Druid’s physical or magic damage dealt equivalent to previous updates when selecting the Circle of the Wilds or Circle of the Heavens talents. We are making this change with the goal of moving Restoration Druids towards utilizing either their damaging physical abilities or magic spells instead of weaving between them both in order to reduce the damage rotation complexity.
      • Tranquility channel time reduced to base 5 seconds (was 8 seconds). Total healing unchanged.
      • Nature’s Swiftness now increases the healing of Regrowth by 200% (was 100%).
      • Flourish now causes an initial heal effect on affected allies, split evenly among them.
      • Master Shapeshifter now refunds 30% less mana from caster form spells.
  • EVOKER

    • Rescue now clears movement impairing effects from you and your target.
    • Sleep Walk now has a 1.7 second cast time (was 1.5 seconds).
    • Disintegrate now displays a more subtle visual when viewed by allies in raids and dungeons.
    • Hero Talents

      • Flameshaper

        • Developers’ notes: We’re looking to improve some of the weaker talents for Flameshaper and enable them to be more effective in dungeon content. Instead of increasing duration and spreading Fire Breath and Dream Breath, Flameshapers can now cast Fire Breath and Dream Breath more often, and have them deal more damage/healing in a compressed window of time. In addition, we’re adding a way to opt out of Enkindle so that Echo builds can function better with Flameshaper.
        • New Talent: Fulminous Roar – Fire Breath and Dream Breath deal their damage and healing in 20% less time.
        • Traveling Flame renamed to Flame Siphon and has been redesigned – No longer increases Dream Breath or Fire Breath duration and spreads. Instead, reduces the cooldown of Fire Breath or Dream Breath by 6 seconds when you cast Engulf.
        • Engulf cooldown reduced to 27 seconds (was 30 seconds) and is now reduced by Haste.
        • Titanic Precision no longer references Reversion critically striking for Preservation, as it cannot critically heal on application.
        • Conduit of Flame Critical Strike chance increased to 15% (was 10%). Now correctly specifies that it increases critical strike chance above 50% health for Preservation.
        • Consume Flame now consumes 2 seconds of Fire Breath and Dream Breath (was 4 seconds). Consume Flame damage is now 900% of the amount consumed (was 375%) and healing is now 300% of the amount consumed (was 150%).
        • Consume Flame damage is now increased by Scorching Embers.
        • Consume Flame will now properly have its radius increased when striking larger enemies.
        • Draconic Instincts chance to trigger from smaller damage events has been significantly increased.
        • Expanded Lungs increases the damage or healing over time of Fire Breath and Dream Breath by 30% (was 25%).
        • Expanded Lungs is now a choice talent against Enkindle.
        • Fixed an issue where Engulf’s damage was being increased by damage over time effects from other Evokers.
        • Fan the Flames has been removed.
    • Augmentation

      • New Talent: Rockfall – Upheaval reaches maximum empower level 20% faster and has a 60% chance to grant Essence Burst.
      • Close as Clutchmates has been re-added – Ebon Might and Breath of Eons are now 10% more effective outside of raid.
      • Developers’ notes: The following change is intended to reduce the defensive power of Augmentation in dungeons. Augmentation has consistently been overperforming in pushing high keys, so we’re making Ebon Might only apply to damage dealers. At the same time, we’re increasing Ebon Might’s effectiveness so that Augmentation’s damage throughput is increased to make up for the lost utility of buffing tanks and healers.
      • Ebon Might no longer applies to tanks and healers.
      • Motes of Possibility chance to trigger increased to 25% (was 15%).
      • Rumbling Earth deals 30% of Upheavals damage (was 50%).
      • Breath of Eons now accumulates 8% of damage taken (was 10%).
      • Shifting Sands Versatility effectiveness reduced by 20%.
      • While in dungeons and raids, allies can no longer see additional Upheavals from Rumbling Earth.
      • Seismic Slam talent has moved to PvP talents.
    • Devastation

      • New Talent: Azure Celerity – Disintegrate ticks 1 additional time, but deals 10% less damage.
      • All spell and ability damage increased by 10%.
      • Fire Breath’s damage over time increased by 15%.
      • Eternity Surge damage increased by 20%.
      • Eternity Surge now targets enemies within a 25 yard radius around the Evoker (was a 12 yard radius around the target).
      • Scintillation triggers Eternity Surge at 40% power (was 50%).
      • Firestorm damage increased by 50% and duration reduced to 6 seconds (was 10 seconds).
      • Scorching Embers damage increase now scales with empower level, up to a maximum of 40%, similar to Molten Embers for Augmentation.
      • Hoarded Power has been removed.
    • Preservation

      • Dream Breath now heals yourself and 5 injured allies (was 5 injured allies).

        • Developers’ notes: This guarantees a Dream Breath heal over time effect will always be on yourself, so you never have to purposely miss allies with the breath cone.
      • Dream Breath and Reversion no longer snapshot with Mastery: Lifebinder. Instead, they will re-evaluate the Mastery bonus each time they tick based on the target’s current health and yours.

        • Developers’ notes: Emerald Blossom has historically triggered Echo for consistency reasons, but this has made it difficult to weave these spells together effectively. We’re updating Echo to no longer trigger from Emerald Blossom so players who want to make use of Emerald Blossom can do so without “wasting” any active Echoes.
      • Emerald Blossom may no longer be Echoed.
      • Echo’s tooltip has been updated. It now states that Essence spells cannot be Echoed.
  • HUNTER

    • Kindling Flare has been redesigned – Now increases the radius of flare by 50%.
    • Territorial Instincts has been redesigned – Now reduces the cooldown of Intimidation by 10 seconds and no longer summons a pet for you if you do not have a pet out.
    • Wilderness Medicine has been updated – Now additionally increases the cooldown reduction effect of Natural Mending by 0.5 seconds.
    • No Hard Feelings has been updated – Now additionally reduces the cooldown of Misdirection by 5 seconds.
    • Roar of Sacrifice has been updated for Marksmanship Hunters only – Instructs your pet to protect a friendly target from critical strikes, making attacks against that target unable to be critical strikes. Lasts 12 seconds. While Roar of Sacrifice is active, your Spotting Eagle cannot apply Spotter’s Mark.
    • Intimidation now has a unique variant when you’re in Marksmanship spec that does not require line of sight and uses your Spotting Eagle.
    • Eyes of the Beast is now only learned by Survival and Beast Mastery Hunters.
    • Eagle Eye is now only learned by Marksmanship Hunters.
    • Freezing Trap now breaks based on a small damage threshold instead of any damage.
    • Implosive Trap knock up radius increased to 8 yards (was 5 yards).
    • Explosive Shot and Tranquilizing Shot travel speeds increased.
    • Panthara cats no longer require Fresh Talbuk Meat to tame.
    • Many talents have changed positions in the class and specialization trees.
    • The following abilities have had their visuals updated:

      • Aspect of the Cheetah
      • Counter Shot
      • Disengage
      • Hi-Explosive Trap
      • Implosive Trap
      • Posthaste
    • Hero Talents

      • Dark Ranger

        • Withering Fire has been updated – Withering Fire now triggers from casting Black Arrow during Trueshot/Bestial Wrath and no longer auto-fires Black Arrow instead of gaining Deathblow.

          • Developers’ notes: A common complaint of Withering Fire is its consistency. The goal with this change is to raise Withering Fire’s randomness floor while lowering its ceiling, still allowing for exciting high-roll moments where you get many Deathblow procs rapidly and reducing the times where nothing happens during Withering Fire.
        • Shadow Hounds has been updated – Dark Hounds now deal damage to nearby enemies when they attack for Marksmanship and Beast Mastery Hunters (was Beast Mastery only).
        • Fixed an issue preventing Bleak Powder’s cone from dealing damage over its intended area.
        • Fixed an issue causing Dark Hounds to trigger less often than intended.
      • Pack Leader

        • New Talent: Howl of the Pack Leader – Every 30 seconds, your next Kill Command summons the aid of a Bear, Wyvern, or Boar. Your Bear leaps into the fray, rending the flesh of up to 8 nearby enemies dealing heavy damage over time. Your Wyvern increases the damage you and your pets deal. Your Boar charges into battle, dealing heavy damage to your target and moderate damage to nearby enemies.
        • New Talent: Better Together – Howl of the Pack Leader’s cooldown is reduced to 25 seconds. Your pets gain an extra 5% of your attack power.
        • New Talent: Dire Summons – Kill Command reduces the cooldown of Howl of the Pack Leader by 1 second. Cobra Shot/Raptor Strike/Mongoose Bite reduces the cooldown of Howl of the Pack Leader by 1 second.
        • New Talent: Pack Mentality – Howl of the Pack Leader causes your next Kill Command to deal 50% increased damage/generate an additional stack of Tip of the Spear. Summoning a Beast reduces the cooldown of Barbed Shot/Wildfire Bomb by 10 seconds.
        • New Talent: Ursine Fury – Your Bear’s periodic damage has a 10% chance to reduce the cooldown of Kill Command/Butchery or Flanking Strike by 1 second/2 seconds.
        • New Talent: Envenomed Fangs – Initial damage from your Bear will consume Serpent Sting from up to 8 nearby targets, dealing 100% of its remaining damage instantly.
        • New Talent: Fury of the Wyvern – Your pet’s attacks increase your Wyvern’s damage bonus by 1%, up to 10%. Casting Kill Command/Wildfire Bomb extends the duration of your Wyvern by 1 second/5 seconds, up to 10 additional seconds.
        • New Talent: Hogstrider – Each time your Boar deals damage, your next Cobra Shot/Raptor Strike/Mongoose Bite strikes 1 additional target. Beast Mastery Hunters also gain 25% increased damage to their next Cobra Shot and it stacks up to 4 times. Survival Hunters have a 25% chance to gain Mongoose Fury.
        • New Talent: No Mercy – Damage from your Kill Shot sends your pets into a rage, causing all active pets within 20 yards and your Bear to pounce to the target and attack it.
        • New Talent: Shell Cover – When dropping below 60% health, summon the aid of a Turtle, reducing the damage you take by 10% for 6 seconds. This effect can only occur once every 1.5 minutes.
        • New Talent: Slicked Shoes – When Disengage removes a movement impairing effect, its cooldown is reduced by 4 seconds.
        • New Talent: Horsehair Tether – When an enemy is stunned by Binding Shot, it is dragged to the center of the Binding Shot.
        • New Talent: Lead From the Front – Casting Bestial Wrath/Coordinated Assault summons the aid of a Beast and increases the damage dealt by your Beasts by 25% and your pets by 15%/30% for 12 seconds.
        • The following talents have been removed:

          • Beast of Opportunity
          • Cornered Prey
          • Covering Fire
          • Cull the Herd
          • Den Recovery
          • Frenzied Tear
          • Furious Assault
          • Howl of the Pack
          • Pack Assault
          • Pack Coordination
          • Scattered Prey
          • Tireless Hunt
          • Vicious Hunt
          • Wild Attacks
      • Sentinel

        • Developers’ notes: Our goal with these changes is to help make Lunar Storm feel like more of a “moment” be reducing its frequency and increasing its damage. We’re also looking to increase its usability by allowing it to slowly track its target. Since Lunar Storm is spawned at your enemy’s position, and in most content, Hunters have very little agency over where enemy’s are moving, we felt that allowing it to slowly follow your target is more justifiable relative to other ground / area spells.
        • Lunar Storm damage increased by 25%.
        • Lunar Storm’s radius increased to 12 yards (was 8 yards).
        • Lunar Storm’s duration increased to 12 seconds (was 8 seconds).
        • Lunar Storm now triggers once every 30 seconds (was 15 seconds).
        • Lunar Storm now does initial damage in addition to its periodic damage.
        • Lunar Storm’s visual effects have been updated.
        • Lunar Storm’s cooldown can now be tracked via an aura on the player.
        • Lunar Storm will now present an aura on the personal resource display when it is ready to be fired.
        • Lunar Storm now follows its target very slowly.
    • Beast Mastery

      • Developers’ notes: We’re happy with how Beast Mastery Hunter is playing and performing, we are just adding more hooks to ensure that this spec has appropriate area of effect tunability.
      • New Talent: Dire Cleave – When summoned, Dire Beasts gain Beast Cleave at 100% effectiveness for 8 seconds.
      • New Talent: Poisoned Barbs – Direct damage from Barbed Shot has a 30% chance to explode on impact, applying Serpent Sting and dealing Nature damage to nearby enemies. Damage reduced beyond 8 targets.
      • New Talent: Solitary Companion – Your pet damage is increased by 35% and your pet’s size is increased by 10%.

        • Developers’ notes: Our vision for Beast Mastery’s fantasy is tied to Animal Companion, but for players who would like to opt-in to solo-pet Beast Mastery, this talent should allow you to enjoy that playstyle with only a marginal throughput loss. We’ve taken some initial steps to ensure that this talent doesn’t dramatically increase the throughput of spells like Call of the Wild and we’ll be making changes as necessary if issues arise.
      • New Talent: Thundering Hooves – Casting Explosive Shot causes all active pets to Stomp at 200% effectiveness.
      • Stomp has been updated – Now deals separate damage instances between its primary target and secondary targets.
      • All damage dealt reduced by 8%.
      • Kill Command damage increased by 10%.
      • Serpent Sting damage increased by 50%.
      • Barrage damage increased by 100%.
      • Barrage focus cost reduced to 40 (was 60).
      • Bestial Wrath damage bonus increased to 30% (was 25%).
      • Beast Cleave effectiveness reduced to 80% (was 90%).
      • Kill Cleave effectiveness reduced to 80% (was 90%).
      • Alpha Predator now increase Kill Command’s damage multiplicatively rather than additively.
      • Additional Kill Shots fired from Hunter’s Prey will now target enemies regardless of health percentage.
      • Call of the Wild now reduces the cooldown of Barbed Shot and Kill Command by 25% per pet summoned (was 50%).
      • Dire Command summon chance reduced to 20% (was 30%).
      • Dire Beast’s visual effects have been updated.
      • Dire Beasts now leap to their target when summoned.
      • Dire Frenzy is now a 2-point talent and replaces Basilisk Collar.
      • Barbed Shot’s travel speed increased and visuals have been updated.
      • Solitary Companion’s aura will now be removed and applied more consistently.
      • Serpent Sting is no longer tracked on nameplates for Beast Mastery only.
      • Fixed an issue causing Dire Command to grant stacks to Huntmaster’s Call.
      • The following talents have been removed:

        • Basilisk Collar
        • Explosive Venom
        • Venom’s Bite
      • Dark Ranger

        • Black Arrow damage increased by 26%.
        • Withering Fire has been updated:

          • Now triggers from Call of the Wild (was every 3 Bestial Wraths) and lasts for the duration of Call of the Wild.
          • No longer allows Black Arrow to ignore health requirements.
          • Now grants Deathblow every 4 seconds for the duration of Withering Fire.
          • Developers’ notes: These changes are targeted at simplifying Withering Fire and improving its consistency for Beast Mastery.
        • Fixed an issue causing Unnatural Causes to benefit Black Arrow’s direct damage rather than just its periodic damage.
    • Marksmanship

      • Developers’ notes: Moving into Undermine(d), we are looking to reimagine Marksmanship’s Sharpshooter fantasy and reconcile some large spec friction points such as Lone Wolf. Undermine(d) is seeing Marksmanship lose their pet functionalities and it is instead joined in battle by a unique Eagle pet that will exist outside of the game space but continue to support you in combat in a uniquely Marksmanship way.
      • New Ability: Harrier’s Cry – Your Eagle descends from the skies with a screech, giving the signal to attack. Increases Haste by 30% for all party and raid members for 40 seconds. Allies receiving this effect will become Sated and unable to benefit from Harrier’s Cry or similar effects again for 10 minutes. Learned at level 48.
      • New Passive: Manhunter – Damaging a player with Aimed Shot applies Grievous Injury, reducing the healing they receive by 25%. Learned at level 11.

        • Developers’ notes: Marksmanship lost access to Mortal Wounds by losing pet access, so we’re returning Aimed Shot’s ability to apply Mortal Wounds.
      • New Passive: Eyes in the Sky – Gain the aid of a Spotting Eagle. Damaging an enemy with an ability empowered by Precise Shots has a 30% chance to cause your Spotting Eagle to mark your target. Enemies marked by your Spotting Eagle take 10% increased damage from your Aimed Shot. Replaces Call Pet and all associated Pet abilities. Learned at level 13.
      • New Talent: Aspect of the Hydra – Aimed Shot, Rapid Fire, and Arcane Shot now hit a second nearby target for 60% of their damage.
      • New Talent: Improved Spotter’s Mark – Spotter’s Mark’s damage bonus is increased by 20%.
      • New Talent: Moving Target – Consuming Precise Shots increases the damage of your next Aimed Shot by 20% and grants Streamline.
      • New Talent: Obsidian Arrowhead – The damage of Auto Shot is increased by 25% and its critical strike chance is increased by 15%.
      • New Talent: Shrapnel Shot – Damaging an enemy with Explosive Shot increases the damage they receive from your next Arcane Shot or Multi-Shot by 30%.
      • New Talent: Magnetic Gunpowder – Consuming Precise Shots reduces the cooldown of Explosive Shot by 2 seconds. Consuming Lock and Load reduces the cooldown of Explosive Shot by 8 seconds.
      • New Talent: Precision Detonation – Casting Explosive Shot grants Streamline. When Aimed Shot damages a target affected by your Explosive Shot, Explosive Shot instantly explodes, dealing 25% increased damage.
      • New Talent: On Target – Consuming Spotter’s Mark grants 4% increased Haste for 10 seconds, stacking up to 4 times. Multiple instances of this effect can overlap.
      • New Talent: Quickdraw – Lock and Load now increases the damage of Aimed Shot by 15%.
      • New Talent: Target Acquisition – Consuming Spotter’s Mark reduces the cooldown of Aimed Shot by 2 seconds.
      • New Talent: Eagle’s Accuracy – Spotter’s Mark’s Aimed Shot damage bonus is increased by 5/10%.
      • New Talent: Headshot – Kill Shot can now benefit from Precise Shots at 25% effectiveness. Kill Shot now consumes Precise Shots.
      • New Talent: Feathered Frenzy – Trueshot sends your Spotting Eagle into a frenzy, instantly applying Spotter’s Mark to your target. During Trueshot, your chance to apply Spotter’s Mark is increased by 100%.
      • New Talent: Tensile Bowstring – While Trueshot is active, consuming Precise Shots extends Trueshot’s duration by 1 second, up to 5 seconds. Additionally, Trueshot now increases the effectiveness of Streamline by 50%.
      • New Talent: Incendiary Ammunition – Bulletstorm now increases your critical strike damage by 2% and Bulletstorm now stacks up to 5 more times.
      • New Talent: Bullet Hell – Damage from Multi-Shot reduces the cooldown of Rapid Fire by 0.3 seconds. Damage from Volley reduces the cooldown of Rapid Fire by 0.5 seconds. Damage from Aimed Shot reduces the cooldown of Volley by 0.25 seconds.
      • New Talent: Improved Streamline – Streamline’s cast time reduction effect is increased to 30%.
      • New Talent: Windrunner Quiver – Precise Shots can now stack up to 2 times, but its damage bonus is reduced to 90%. Casting Aimed Shot has a 100% chance to grant an additional stack of Precise Shots.
      • New Talent: Eagle’s Accuracy – Aimed Shot and Rapid Fire’s damage is increased by 2.5/5%.
      • New Talent: Cunning – Your Spotting Eagle gains the Cunning specialization, granting you Master’s Call and Pathfinding.
      • New Talent: Tenacious – Your Spotting Eagle gains the Tenacity specialization, granting you Air Superiority and Endurance Training.
      • New Talent: Ohn’ahran Winds – When you Eagle applies Spotter’s Mark, it has a 25% chance to apply a Spotter’s Mark to up to 3 additional nearby enemies.
      • New Talent: Double Tap – Casting Trueshot or Volley grants Double Tap, causing your next Aimed Shot to fire again at 80% power, or your next Rapid Fire to fire 80% additional shots during its channel. This talent’s effectiveness is reduced by 50% in PvP combat.
      • New Talent: Killer Mark – Spotter’s Mark now additionally increases the critical strike chance of Aimed Shot by 15%.
      • New Talent: Deadeye – Kill Shot now has 2 charges and has its cooldown reduced by 2 seconds.

        • Developers’ notes: Headshot has substantial rotational implications, and Deadeye should provide a simpler option for players who want to improve Kill Shot’s throughput without substantially increasing cognitive load.
      • New Talent: Unbreakable Bond – Regain access to Call Pet. While outdoors, your pet deals 15% increased damage and takes 15% reduced damage.

        • Developers’ notes: While Marksmanship’s unique Eagle pet will continue to be the source of their pet utility, such as Master’s Call, Bloodlust, and similar effects, we want to provide the option for Marksmanship Hunters to be able to continue to traverse Azeroth with their beloved companions.
      • Streamline has been updated – Rapid Fire’s damage is increased by 15%. Casting Rapid Fire grants Streamline. Streamline: Your next Aimed Shot has a 20% reduced cast time. Stacks up to 2 times.
      • Precise Shot renamed to Precise Shots and has been updated – Aimed Shot causes your next Arcane Shot or Multi-Shot to deal 100% more damage and cost 40% less Focus. Your Auto Shot damage is increased by 100% and increases the time between Auto Shots by 2 seconds.
      • Focused Aim has been updated – Precise Shots reduces the cooldown of Aimed Shot by 0.75 seconds.
      • Trueshot has been redesigned – Increases your critical strike chance by 10% and critical strike damage by 15 seconds. Reduces the cooldown of Aimed Shot and Rapid Fire by 60%.
      • Razor Fragments has been updated – Now only triggers when Deathblow is gained (was when Trick Shots was consumed or Deathblow was gained).
      • Calling the Shots has been updated – Consuming Spotter’s Mark reduces the cooldown of Trueshot by 2 seconds.
      • Bulletstorm has been updated – Damage from Rapid Fire increases the damage of Aimed Shot by 2% for 15 seconds, stacking up to 15 times. New stacks do not refresh duration and are removed upon casting Rapid Fire. This talent’s effectiveness is reduced by 50% in PvP combat.
      • In the Rhythm has been updated – Channeling Rapid Fire decreases the time between Auto Shots by 1 second for 12 seconds.
      • Intimidation has been updated – Now requires line of sight against non-players.
      • Fan the Hammer renamed to Ammo Conservation and has been updated – Now also reduces Aimed Shot’s cooldown by 1 second.
      • Nerub-ar Palace 4-set bonus updated – Now increases Aimed Shot and Rapid Fire damage by 4%.
      • Multi-Shot now learned at level 10 (was a talent).
      • All damage dealt increased by 6%.
      • Aimed Shot damage increased by 26%.
      • Aimed Shot cast time increased to 3 seconds (was 2.5 seconds).
      • Rapid Fire now grants 2 Focus per shot (was 1).
      • Volley damage increased by 100%.
      • Steady Shot damage increased by 30%.
      • Steady Shot now grants 20 Focus.
      • Trueshot now increases your critical strike damage by 20% (was 10%).
      • Spotter’s Mark damage bonus increased to 20% (was 10%).
      • Small Game Hunter now increases Explosive Shot’s damage by 15% (was 25%).
      • Pin Cushion’s functionality is now baseline to Steady Shot (was a talent).
      • Salvo is now passive and only triggers from Volley.
      • Surging Shots will now properly highlight Rapid Fire when its cooldown is reset.
      • Many tooltips, talents, and aura descriptions have been updated for clarity.
      • Bullseye is now a 2-point talent.
      • The following talents have been removed:

        • Barrage
        • Careful Aim
        • Chimera Shot
        • Crack Shot
        • Heavy Ammo
        • Hydra’s Bite
        • Improved Steady Shot
        • Legacy of the Windrunners
        • Light Ammo
        • Lone Wolf
        • Multi-Shot (now learned at level 10)
        • Pin Cushion (effect added to Steady Shot)
        • Rapid Fire Barrage
        • Readiness
        • Serpentstalker’s Trickery
        • Steady Focus
        • Tactical Reload
        • Wailing Arrow
      • Dark Ranger

        • Withering Fire has been updated – No longer allows Black Arrow to ignore health requirements.

          • Developers’ notes: Marksmanship does not struggle to produce Deathblow procs, so this effect was being largely wasted.
        • Black Arrow damage increased by 15%.
        • Fixed issues with Phantom Pain’s interactions with Double Tap and Aspect of the Eagle.
        • Fixed an issue causing Unnatural Causes to benefit Black Arrow’s direct damage rather than just its periodic damage.
        • Fixed an issue causing Black Arrow to deal more damage than intended in PvE only.
    • Survival

      • Developers’ notes: We’re mostly happy with Survival Hunter’s gameplay after the 20th Anniversary Celebration update, but the spec continues to have a lot of cognitive load around what buttons to press and when. To better condense Survival’s rotational decision space, we’re making access to Butchery and Flanking Strike mutually exclusive. Both spells have their own strengths and nuances, but having access to both at all times creates a crowded rotation that is absent of filler spells like Raptor Strike or Mongoose Bite.
      • New Talent: Cull the Herd – Kill Shot increases the damage units receive from your Bleed effects by 30% for 6 seconds.

        • Developers’ notes: The emergent power of Survival’s bleed effects paired with old Pack Leader’s Cull the Herd mechanic was compelling, so we thought we’d preserve it and expand upon it in the spec tree to ensure some spec depth isn’t lost with the Pack Leader rework.
      • New Talent: Born to Kill – Your chance to gain Deathblow is increased by 5% and the duration of Cull the Herd is increased by 2 seconds. Cull the Herd now additionally increases the damage taken from your Kill Shot by 25%.
      • New Talent: Wildfire Arsenal – Quick Shot and auto attacks with two-handed weapons increase the direct damage of your next Wildfire Bomb by 4%, stacking up to 3 times. Casting Coordinated Assault grants 3 stacks of Wildfire Arsenal.
      • Frenzy Strikes has been updated – Now additionally causes Flanking Strike to deal 15% increased damage and increases your attack speed by 25% for 12 seconds.
      • Merciless Blow has been updated – Now additionally causes enemies damaged by Flanking Strike to suffer a heavy bleed over 8 seconds.

        • Developers’ notes: The damage of Flanking Strike’s Merciless Blow damage is equivalent to 20th Anniversary Celebration update Butchery’s Merciless Blow damage.
      • Spearhead has been updated – Now also benefits your pet’s abilities and attacks.
      • Deadly Duo has been updated – Now also benefits your pet’s abilities and attacks.
      • Viper’s Venom has been updated – Now also increases Mongoose Bite and Raptor Strike damage by 15%.
      • Contagious Reagents has been updated – Now spreads Serpent Sting to 4 nearby targets (was 2).
      • Explosives Expert has been updated – Now increases Wildfire Bomb and Explosive Shot damage by 2.5/5%.
      • Bombardier has been updated – Now grants 1 charge of Wildfire Bomb (was 2).
      • Wildfire Bomb damage increased by 6%.
      • Mongoose Bite damage increased by 30%.
      • Raptor Strike damage increased by 10%.
      • Wildfire Bomb damage increased by 10%.
      • Flanking Strike damage increased by 30%.
      • Fury of the Eagle damage increased by 20% and damages up to 8 targets (was 5).
      • Alpha Predator now increase Kill Command’s damage multiplicatively rather than additively.
      • Merciless Blow’s Butchery bleed damage reduced by 50%.
      • Tactical Advantage now additionally increases the damage of Butchery.
      • Fixed an issue where casting Flanking Strike from range could occasionally leave you with an incorrect number of Tip of the Spear stacks.
      • Flanking Strike and Butchery are now on a choice node.
      • The following talents have been removed:

        • Exposed Flank
        • Improved Wildfire Bomb
  • MAGE

    • Mass Barrier mana cost reduced to 8% base mana (was 12%).
    • Polymorph health regeneration reduced by 50%.
    • Polymorph now breaks based on a small damage threshold instead of any damage.
    • Time Anomaly procs now ignore mana costs.
    • Mirror Images now have their Frostbolt missiles hidden for allies in raids and dungeons.
    • Hero Talents

      • Frostfire

        • Developers’ notes: Our updates for Frostfire Mage are focused on reducing the incentive to track auras and to make the talents more connected and conducive with each other.
        • Excess Fire now triggers when you cast Meteor or Comet Storm (was reach max stacks of Fire Mastery).
        • Excess Fire may now stack up to 2 times.
        • Frostfire Burst damage increased by 70%.
        • Excess Frost now triggers when you consume Excess Fire (was reach max stacks of Frost Mastery) and may stack up to twice. Excess Frost now casts Ice Nova at 200% effectiveness (was 125%).
        • The cooldown reduction of Excess Frost has been reduced to 3 seconds (was 5 seconds).
        • The talent locations of Excess Frost, Excess Fire, Isothermic Core, Imbued Warding, and Meltdown have changed.
        • Frostfire Bolt will now appropriately consume Overflowing Energy when it critically strikes.
        • Frostfire Empowerment is now tracked on the personal resource display.
      • Sunfury

        • Consuming Glorious Incandescence while at or around max range will now appropriately summon Meteorites.
    • Arcane

      • New Talent: Aether Fragment – Intuition’s damage bonus increased by 20%.
      • New Talent: Intuition – Casting a damaging spell has a 5% chance to make your next Arcane Barrage deal 50% increased damage and generate 4 Arcane Charges.
      • New Talent: Arcane Rebound – When Arcane Barrage hits more than 2 targets, it explodes, dealing light Arcane damage to all enemies within 10 yards of the primary target.
      • Resonance has been updated – Now increases Arcane Barrage damage by 15% per target it hits beyond the first.
      • Leydrinker has been updated:

        • Now triggers from consuming Clearcasting (was consuming Nether Precision).
        • Chance to trigger increased to 40% (was 25%).
        • Echo damage increased to 70% (was 60%).
        • Leydrinker’s visuals have been updated.
        • Developers’ notes: Our goal with these changes is to increase the likelihood that you’ll have Nether Precision available when Leydrinker procs.
      • Enlightened has been updated – Arcane damage dealt is increased based on your current mana, up to 6% at full mana. Mana regen is increased based on your current mana, up to 20% when out of mana.
      • Nerub-ar Palace 4-set bonus updated – Now increases Arcane Missiles and Arcane Orb damage by 15%.

        • Developers’ notes: With Intuition’s inclusion into the Arcane talent tree, the Season 1 tier bonus needs to be replaced.
      • Arcane Barrage damage increased by 45%.
      • Arcane Explosion damage increased by 35%.
      • High Voltage bad luck protection chance increased to 15% (was 10%).
      • Arcane Surge is now tracked on the personal resource display.
      • Arcane Echo’s impact visual is now caster only.
      • Concentration has been removed.
      • Sunfury

        • Burden of Power has been updated – Now benefits Arcane Barrage.

          • Developers’ notes: To alleviate having to swap to Arcane Blast in AOE, we’re letting Burden of Power work on Arcane Barrage to help things continue to flow across all target counts.
        • Burden of Power is now tracked on the personal resource display.
        • Arcane Soul has been updated – Additionally causes each cast of Arcane Barrage during Arcane Soul to increase Arcane Barrage’s damage by 15%.
        • Fixed an issue that caused the Arcane Phoenix to occasionally cast the player’s version of Meteorite.
    • Fire

      • Developers’ notes: Fire’s resource economy post-The War Within has been too generous, which has made certain spells like Fireball and Scorch feel unnecessary while also impacting how we can tune Pyroblast and Flamestrike. Our goal here is to reduce access to Phoenix Flames and less-so Fire Blast while amping up your spenders to help increase skill expression, increase your reliance on casting, and make exciting spells hit a bit harder.
      • Heat Shimmer has been updated – No longer makes Scorch instant-cast. Now increases Scorch damage by 10%.
      • Pyrotechnics has been updated – Critical chance increased to 20% (was 10%).
      • Controlled Destruction has been updated – Now also triggers from Fireball.
      • Master of Flame has been updated – Now increases Ignite and Fireball’s damage by 15% when Combustion is not active.
      • Call of the Sun King has been updated – No longer grants an additional charge of Phoenix Flames and now grants 15% increased Phoenix Flames damage.
      • Fire Blast cooldown increased to 14 seconds (was 12 seconds).
      • Hyperthermia duration reduced to 5 seconds (was 6 seconds).
      • Hyperthermia’s chance to trigger has been reduced.
      • Pyroblast damage increased by 10%.
      • Pyroblast mana cost reduced to 1.5% base mana (was 2.5%).
      • Flamestrike damage increased by 10%.
      • Flamestrike mana cost reduced to 1.5% base mana (was 2.5%).
      • Unleashed Inferno damage bonus increased to 70% (was 60%).
      • Phoenix Reborn now refunds 1 Phoenix Flame charge on use (was 2).
      • Phoenix Reborn’s Phoenix Flames damage bonus increased to 200% (was 100%).
      • Phoenix Reborn’s description, auras, and tooltips have been updated to better communicate their effects.
      • Fixed an issue that caused Pyromaniac to grant Hyperthermia more often than it should.
      • You can no longer trigger Hyperthermia when you already have it and it’s chance to trigger has been reduced.
      • Frostfire

        • Frostfire Infusion damage reduced by 10%.
        • Excess Fire Phoenix Flames cooldown reduction reduced to 5 seconds (was 10 seconds).
        • Excess Frost cooldown reduction reduced to 5 seconds (was 10 seconds).
        • Excess Frost Ice Nova effectiveness decreased to 150% (was 200%).
        • Excess Frost now reduces the cooldown of Meteor by 5 seconds when consumed (was 3 seconds).
        • Isothermic Core now causes Comet Storm at 250% effectiveness (was 200%).
        • Flash Freezeburn can no longer trigger from Combustions granted from Sun King’s Blessing or Time Anomaly.

          • Developers’ notes: Flash Freezeburn combined with Sun King’s Blessing was a large contributor to the resource and proc overflow Fire Mages can experience while using this Hero Talent tree. To remain consistent, we’ve also adjusted the effect for Frost Mages as well.
      • Sunfury

        • Glorious Incandescence Fire Blast cooldown reduction increased to 2 seconds when a meteorite strikes (was 1 second).
        • Memory of Al’ar will now extend an existing Hyperthermia instead of replacing it.
        • Fixed an issue causing Ignite the Future to not increase Mana Cascade stacks.
        • Fixed an issue that caused the Arcane Phoenix to occasionally cast the player’s version of Meteorite.
    • Frost

      • Freezing Winds has been redesigned – Now causes Frozen Orb to deal 15% more damage to units affected by your Blizzard.

        • Developers’ notes: Freezing Winds was impacting our ability to increase access to Frozen Orb or put more power into Fingers of Frost. With the addition of Hero Talents, Frost is more flooded with Fingers of Frost than ever before, and we’d like to reduce Fingers of Frost’s proc rate so it can feel more meaningful when you have it while also giving us the design space to do more with it in the future.
      • Wintertide has been updated – Now grants 2/4% increased Icicle and Glacial Spike damage, stacking up to 2 times. Glacial Spike no longer consumes Wintertide.
      • Ice Lance damage increased by 20%.
      • Blizzard damage increased by 8%.
      • Blizzard increased to a 12 yard radius (was 8 yards).
      • Blizzard duration increased to 12 seconds (was 8 seconds).

        • Developers’ notes: We’re interested in increasing Blizzard’s usability so it remains a compelling option when Frost Mages are in area of effect scenarios without requiring too much cognitive load.
      • Winter’s Chill duration increased to 8 seconds (was 6 seconds).
      • Fingers of Frost’s Frozen Orb chance to trigger reduced to 5% (was 10%).
      • Ice Lances empowered by Fingers of Frost no longer consume Winter’s Chill.
      • Glacial Assault’s description has been updated to better communicate its effects.
      • Permafrost Lance’s talent icon has been updated to match its aura icon.
      • Fixed an issue with Wintertide’s aura being removed inconsistently.
      • Water Jet is now hidden for allies in raids and dungeons.
      • Frostfire

        • Frostfire Infusion damage reduced by 10%.
        • Excess Frost cooldown reduction reduced to 5 seconds (was 10 seconds).
        • Excess Frost Ice Nova effectiveness decreased to 150% (was 200%).
        • Flash Freezeburn can no longer trigger from Icy Veins granted by Time Anomaly.

          • Developers’ notes: To remain consistent with Fire Mage’s updates to Frostfire, we are updating Flash Freezeburn for Frost to not trigger from Icy Veins procs.
      • Spellslinger

        • Consuming Fingers of Frost or Winter’s Chill now generates a Splinter (was Winter’s Chill).

          • Developers’ notes: Fingers of Frost not consuming Winter’s Chill means that Spellslinger would now not generate Splinters in many situations they would’ve previously. This adjustment is to make the flow of generating Splinters feel more consistent from your core rotation while pulling back on the Splinter generation from ancillary effects.
        • Splintering Orbs now generates 4 Splinters for Frost Mages (was 6).
        • All Splinter damage increased by 8%.
        • Spellfrost Teachings’ Frozen Orb damage bonus reduced to 15% (was 30%).
        • Spellfrost Teachings chance to trigger reduced to 2% (was 2.5%).
  • MONK

    • Paralysis now breaks based on a small damage threshold instead of any damage.
    • Brewmaster

      • All ability damage increased by 15%.

        • Developers’ notes: We have noticed damage dealt by tanks has not been keeping pace with damage dealers, we are adjusting damage of all tank specs to bring them into a closer alignment with DPS specs.
      • Invoke Niuzao now absorbs 40% of Staggered damage while active (was 25%).
      • Invoke Niuzao’s Stomp damage increased by 22%.
      • Purified Chi maximum stacks reduced to 6 (was 10) and now increases Celestial Brew’s absorb amount by 35% per stack (was 20%).
    • Mistweaver

      • Developers’ notes: We’re making several updates to Mistweaver focused on smoothing out their healing output on varying target sizes and making it more obvious when to optimally use offensive spells.
      • New Talent: Emperor’s Favor – Sheilun’s Gift’s healing is increased by 150% and its cast time is reduced by 100%, but it now only heals a single ally.
      • Dance of the Wind has been redesigned – Now reduces physical damage taken by 10% and an additional 10% every 4 seconds until you receive a physical attack.
      • Jade Empowerment has been redesigned – Increases Crackling Jade Lightning’s damage by 2500% to its primary target and cleaves 4 additional enemies at 15% effectiveness.
      • Jade Bond has been redesigned – Chi Cocoons now apply Enveloping Mist for 4 seconds when they expire or are consumed, and Chi-Ji’s Gusts of Mists healing is increased by 20% and Yu’lon’s Soothing Breath healing is increased by 500%.

        • Developers’ notes: These changes to Jade Bond are intended to refocus Chi-Ji into a powerful cooldown that encourages more intentional uses. We’re reducing the baseline cooldown of both Celestials to account for the loss of dynamic cooldown reduction and increasing the effectiveness of Chi Cocoons cast by longer cooldown Celestials to make intentional uses of this longer cooldown feel more immediately impactful.
      • Mastery: Gust of Mist healing decreased by 10%.
      • Yu’lon’s Whisper healing increased by 160%.
      • Blackout Kick damage increased by 75%.
      • Spinning Crane Kick damage increased by 40%.
      • Rushing Wind Kick now increases Renewing Mist’s healing by 150% (was 100%).
      • Resplendent Mist now increases Gust of Mist’s healing by 60/120% (was 75/150%).
      • Mana Tea now refunds 15% less mana.
      • Chi Cocoon’s absorb amount now scales with the cooldown of your celestial (now 100% more effective when not using Gift of the Celestials).
      • Lotus Infusion increases healing taken by 10% (was 8%).

        • Developers’ notes: We’re making a small adjustment to Lotus Infusion given that we’re expecting the upcoming class set to influence talent decisions around this talent node and we’d like Lotus Infusion to remain a viable, more passive option for those who prefer it.
      • Jadefire Awakening now causes Blackout Kick to cleave 2 additional enemies at 20% effectiveness (was 70%).
      • The cooldowns of Invoke Chi-Ji, the Red Crane and Invoke Yu’lon, the Jade Serpent have been reduced to base 2 minutes (was 3 minutes).
      • Invoke Chi-Ji, the Red Crane now causes 3 Gust of Mists per target (was 1) but only activates once per Blackout Kick and Rushing Wind Kick cast.

        • Developers’ notes: Teachings of the Monastery Blackout Kicks will continue to function to activate additional gusts but not from their cleave damage.
      • Sheilun’s Gift’s talent location has been moved up to above the final talent gate and now connects with Focused Thunder.
      • Fixed an issue that caused Enveloping Mists caused by Misty Peaks or Jade Bond to cancel Celestial Conduit.
      • Fixed an issue that sometimes allowed spells to be cast during Mana Tea’s channel.
      • Mending Proliferation now prefers players.
      • Conduit of the Celestials

        • Celestial Conduit damage increased by 322%.
        • Heart of the Jade Serpent now triggers on every cast of Sheilun’s Gift and scales its duration with the number of clouds consumed.

          • Developers’ notes: The goal for this change is to reduce the amount of tracking required to optimally use Heart of the Jade Serpent.
        • August Dynasty no longer has a proc cooldown (was 8 seconds).
      • Master of Harmony

        • Overwhelming Force damage decreased to 5% (was 15%).
    • Windwalker

      • New Talent: Slicing Winds – Envelop yourself in razor-sharp winds, then lunge forward dealing Nature damage to enemies in your path. Damage reduced beyond 5 enemies. Hold to increase lunge distance. Replaces Flying Serpent Kick.
      • Dance of the Wind has been redesigned – Now reduces physical damage taken by 10% and an additional 10% every 4 seconds until you receive a physical attack.
      • Mastery: Combo Strikes effectiveness increased by 35%.

        • Developers’ notes: We’re increasing the value Mastery: Combo Strikes for Windwalker Monks with the goal of pushing it as a stat.
      • All damage done reduced by 2%.
      • Spinning Crane Kick damage increased by 80%.
      • Courageous Impulse now increases the damage of Blackout Kick by 350% (was 200%).
      • Shadowboxing Treads now increases the damage of Blackout Kick by 10% (was 20%).
      • Xuen’s Bond now reduces the cooldown of Invoke Xuen, the White Tiger by a static 30 seconds.
      • Last Emperor’s Capacitor now increases the damage of Crackling Jade Lightning by 400% per stack (was 200%).
      • Power of the Thunder King now cleaves Crackling Jade Lightning at 80% effectiveness (was 100%).
      • Ordered Elements now reduces Chi costs by 1 during Storm, Earth, and Fire (was Rising Sun Kick reduces Chi costs during Storm, Earth, and Fire for 7 seconds).
      • The following talents have been removed:

        • Darting Hurricane
        • Mark of the Crane
      • Conduit of the Celestials

        • Heart of the Jade Serpent now reduces the cooldown of Flying Serpent Kick.
        • Heart of the Jade Serpent now triggers each time you cast Strike of the Windlord, but its duration has been decreased to 6 seconds.

          • Developers’ notes: We’d like to reduce the tracking required around Heart of the Jade Serpent as well as make it a more fundamental part of playing as a Conduit of the Celestial Monk.
        • Rising Sun Kick has been added back to Heart of the Jade Serpent.

          • Developers’ notes: We weren’t satisfied with the rotational outcome of this change and are reverting it.
  • PALADIN

    • Seal of the Crusader healing reduced by 50%.
    • Lightforged Blessing now heals 1% of health (was 2%).
    • A Just Reward now has a more just reward, its healing increased by 140%.
    • Blinding Light and Repentance now break on a damage threshold instead of breaking on any damage.
    • Hero Talents

      • Herald of the Sun

        • Dawnlight now prefers player targets over creatures/summons.
      • Lightsmith

        • Tempered in Battle: Sacred Weapon’s health redistribution may only occur once per cast.
      • Templar

        • Empyrean Hammer now prefers player targets over creatures/summons.
        • The Hammer of Light implementation has been revamped to resolve issues such as casting delays, tuning difficulties, and the limited scalability of its infrastructure.
        • Hammer of Light now displays the correct amount of damage done by its secondary target damage effect for Retribution Paladin.
        • Hammerfall internal cooldown reduced to 0.1 second.
        • An issue causing Hammerfall to not proc Empyrean Hammer on overlapping procs has been resolved.
    • Holy

      • New Talent: Unbound Freedom – Blessing of Freedom increases movement speed by 30%, and you gain Blessing of Freedom when cast on a friendly target.
      • Unending Light has been redesigned – Now causes Holy Power spent on Word of Glory to increase the healing of Light of Dawn.
      • All healing done increased by 4%.
      • Flash of Light mana cost reduced to 0.6% base mana (was 1.8%).
      • Flash of Light healing decreased by 25%.
      • Holy Light healing increased by 128% and now costs 7% base mana (was 6.4%).
      • Truth Prevails healing decreased by 20%.
      • Greater Judgment’s absorb reduced by 25%.
      • Holy Prism healing increased by 20%.
      • Holy Shock damage increased by 100%.
      • Holy Shock healing increased by 40%.
      • Light of Dawn healing increased by 29%.
      • Word of Glory healing increased by 15%.
      • Hammer and Anvil healing decreased by 33%.
      • Infusion of Light now increases the healing of Holy Light by 30% (was 100%).
      • Infusion of Light now increases the healing of Flash of Light by 30% (was reduce mana cost).
      • Inflorescence of the Sunwell now increases Infusion of Light’s healing increase to Flash of Light by an additional 15%.
      • Inflorescence of the Sunwell now increases the healing of Holy Light by an additional 15% (was 50%).

        • Developers’ notes: Flash of Light and Holy Light have a lot of power tied into talents modifying their effectiveness and we would like these spells to be more effective to cast without these talents and casting these spells without Infusion of Light active to be a more viable option.
      • Light’s Conviction now additionally causes Holy Shock to refund half its mana cost when cast offensively.
      • Echoing Blessings now increases movement speed during Blessing of Freedom by 30% (was 15%).
      • Commanding Light now increases the healing transfer of Beacon of Light by 5% (was 10%).
      • Divine Favor now increases healing done by Holy Light or Flash of Light by up to 20% (was 40%).

        • Developers’ notes: These changes are targeted at redistributing some of Holy Paladin’s healing breakdown into a few active healing spells that are not having enough direct impact.
      • Beacon of Virtue now costs 4.5% base mana (was 5%).
      • Herald of the Sun

        • Fixed an issue that caused Second Sunrise to sometimes decrease the healing of Holy Shocks from Rising Sunlight.
      • Lightsmith:

        • Hammer and Anvil healing decreased by 20%.
        • Blessed Assurance now increases the damage of Crusader Strike by 20% (was 180%).
    • Protection

      • All ability damage increased by 15%.

        • Developers’ notes: We have noticed damage dealt by tanks has not been keeping pace with damage dealers, we are adjusting damage of all tank specs to bring them into a closer alignment with DPS specs.
      • Strength in Adversity reduced to 3% parry per enemy struck (was 5%).
      • Strength in Adversity now displays with stacks.
      • Cooldown reduction from Uther’s Counsel reduced to 15% (was 30%).
      • Refining Fire damage reduced by 30%.
      • Templar

        • Undisputed Ruling has been updated – Hammer of Light grants Shield of the Righteous, erupts a Consecration beneath its target, and increases your Haste by 12% for 6 seconds. Additionally, Eye of Tyr grants 3 Holy Power.
    • Retribution

      • Divine Hammer has been redesigned — Divine Hammers spin around you, striking enemies nearby for Holy damage every 2 seconds for 8 seconds. While active, each Holy Power spent increases the duration of Divine Hammer by 0.5 seconds. Deals reduced damage beyond 8 targets. Costs 3 Holy Power and has a 1 minute cooldown.
      • All ability damage increased by 5%.

        • Developers’ notes: Empyrean Hammer’s damage output was higher than desired on the overall breakdown. We’re redistributing the power across the rest of the abilities.
      • Final Reckoning damage increased by 75%.
      • Flash of Light healing increased by 35%.
      • Word of Glory’s mana cost has been increased to 15% (was 10%).
      • Healing Hands now only functions to increase Word of Glory’s healing on the Paladin themselves (was increased healing on allies).
      • Divine Toll will now cast Judgments at units near your main target, even if you’re not in combat with them.
      • Crusade will now consistently display the correct spell visual when Glyph of Winged Vengeance is being used.
      • Herald of the Sun

        • Second Sunrise has been updated – Divine Storm and Hammer of Wrath has a 20% chance to cast again at 50% effectiveness (was 15% chance at 30% effectiveness).
        • Sun’s Avatar damage increased by 50%.
      • Templar

        • Empyrean Hammer damage reduced by 30%.
        • Hammer of Light now benefits from Undisputed Ruling Judgment.
        • Hammer of Light now benefits from the stacks it adds to Crusade.

          • Developers’ notes: The reimplementation of Hammer of Light inadvertently altered its interactions with Crusade and Judgment. We have now adjusted these interactions to match the current live versions.
        • Hammer of Light initial hit now benefits from Final Reckoning.
  • PRIEST

    • Hero Talents

      • Voidweaver

        • Developers’ notes: We are cleaning up some interactions between Mindbender and Voidwraith to reduce its effectiveness for Discipline. In addition, we’re compensating Shadow to tune Voidweaver up in comparison to Archon and to make up for the reductions to Voidwraith.
        • Voidwraith’s damage is now reduced by 25% when talented into Mindbender.
        • Voidwraith’s cooldown has been increased to 3 minutes (was 2 minutes), now matching Shadowfiend’s cooldown.
    • Discipline

      • Developers’ notes: The goal of these changes is to reduce the number of cooldowns Discipline has access to and bake some of that power into other abilities. In addition, we’re resolving some pain points in the talent tree and making it easier to quickly get Atonements on allies by moving Overloaded with Light into a more central location. Finally, we’re re-theming Purge the Wicked into a Shadow spell so that Twilight Equilibrium can be more consistently activated.
      • New Talent: Divine Procession – Smite extends the duration of an active Atonement by 3 seconds.
      • New Talent: Inner Focus – Flash Heal, Power Word: Shield, Penance, Power Word: Radiance, and Power Word: Life have a 20% increased chance to critically heal.
      • Purge the Wicked renamed to Encroaching Shadows and has been updated – Now causes Shadow Word: Pain to spread instead of overriding Shadow Word: Pain with a new spell.
      • Aegis of Wrath has been renamed to Eternal Barrier and has been updated – No longer decays over time and instead increases the duration of Power Word: Shield by 5 seconds and its absorption by 20% (was 30%).
      • Void Summoner has been updated – Now reduces the cooldown of Shadowfiend, Mindbender, or Voidwraith by 50%.
      • Void Summoner now only triggers from Mind Blast and Penance casts. Void Summoner reduces the cooldown of Shadowfiend by 8 seconds or Mindbender by 4 seconds (was 4 seconds and 2 seconds).
      • Evangelism healing increased by 40%.
      • Evangelism now heals all targets affected by Atonement for 4200% spell power, split amongst targets healed. Evangelism continues to extend Atonement by 6 seconds and its visual has been updated.
      • Contrition has been made baseline and now logs as Penance healing.
      • Penance damage and healing increased by 50%.
      • The cooldown of Penance is now reduced by Haste.

        • Developers’ notes: Penance has many stacking modifiers that affect its power, which has made it feel weak when the player doesn’t have all these modifiers active. We would like Penance to still feel good on its own, so we’re reducing the effectiveness of Power of the Dark Side and Harsh Discipline while also increasing the base damage and healing of Penance.
      • Penance healing now triggers Divine Aegis.
      • Harsh Discipline now only increases the number of Penance bolts by 1 per talent point invested (was up to 2). The buff will continue to stack up to 2 times but will now represent charges instead of increasing the number of bolts per stack.
      • Power of the Dark Side increases the damage and healing of Penance by 30% (was 50%).
      • Power Word: Shield absorption increased by 15%.
      • Power Word: Radiance healing radius increased to 40 yards (was 30 yards).
      • Luminous Barrier healing increased by 20%.
      • Smite damage increased by 25%.
      • Shadow Word: Pain damage increased by 44%.

        • Developers’ notes: Shadow Word: Pain should be an important part of Discipline’s healing on Atonement targets to provide a steady stream of healing over time. Its damage has been weaker than we would like, especially compared to other spells in the kit like Entropic Rift, so we’re bringing it up and reducing Entropic Rift’s damage. This has a side effect of boosting Oracle’s damage comparatively to Voidweaver.
      • Expiation no longer increases the damage of Shadow Word: Death and Mind Blast. Instead, it now deals damage equal to 200% of the duration consumed from Shadow Word: Pain.
      • Indemnity increases the duration of Atonement applied by Power Word: Shield by 4 seconds (was 3 seconds).
      • Ultimate Penitence now shields the Priest for 100% of their health (was 50%).
      • Priests may now slowly move during Ultimate Penitence and can control their landing upon finishing the channel.
      • Pain and Suffering increases the damage of Shadow Word: Pain by 15/30% (was 7/15%).
      • Pain and Suffering now increases the duration of Shadow Word: Pain by 2 seconds per talent point invested.
      • Divine Aegis no longer triggers from periodic healing or Atonement or causes Power Word: Shield critical heals to be stronger. Absorption increased to 30% (was 5%).
      • Divine Aegis now displays on raid frames.
      • Atonement’s heal impact visual is now hidden for allies in raids and dungeons.
      • Several talents have changed positions in the talent tree.
      • The following talents have been removed:

        • Heaven’s Wrath
        • Rapture
        • Train of Thought
      • Oracle

        • New Talent: Twinsight – 3 additional Penance bolts are fired at an enemy within 40 yards when healing an ally with Penance or fired at an ally within 40 yards when damaging an enemy with Penance.
        • Premonition now has 2 charges baseline.
        • Divine Providence has been removed.
      • Voidweaver

        • Entropic Rift damage reduced by 20%.
        • Voidwraith grants the reduced effectiveness version of Shadow Covenant while talented into Mindbender.
        • Voidwraith now returns 0.2% mana when talented into Mindbender (was 0.5%).
    • Holy

      • Developers’ notes: We’re aiming to provide a better experience when using Divine Hymn while pulling back on the number of raid cooldowns available to the specialization. We’re also doing some consolidation in the tree by removing Circle of Healing and adding more interactions with Prayer of Healing. Finally, we’re looking to provide options for a gameplay style centered around Renew uptime in addition to existing playstyles.
      • Several talents have changed positions in the talent tree.
      • New Talent: Lasting Words – Holy Word: Serenity applies 12 seconds of Renew to its target and Holy Word: Sanctify applies 4 seconds of Renew to allies it heals.
      • New Talent: Light in the Darkness – Increases the healing done by Holy Word: Serenity and Holy Word: Sanctify by 20%/40%. Increases the radius of Holy Word: Sanctify by 15%/30%.
      • New Talent: Dispersing Light – 5% of healing done with Heal, Flash Heal, and Power Word: Life is replicated to 4 injured allies within 40 yards.
      • New Talent: Divinity – Your healing is increased by 10% while Apotheosis is active. When you activate Apotheosis, your next 3 Heal or Prayer of Healing casts are instant and heal for 25% more.
      • New Talent: Eternal Sanctity – Your Holy Words extend the duration of Apotheosis by 1 second.
      • New Talent: Holy Celerity – Reduces the cooldown of your Holy Words by 15 seconds.
      • New Talent: Empowered Renew – Renew reduces the cooldown of Sanctify by an additional 6 seconds and heals for 60% more when cast, but has a 12 second cooldown.
      • Voice of Harmony has been updated – Power Word: Life now also reduces the cooldown of Holy Word: Serenity. Divine Star and Halo now reduce the cooldown of Holy Word: Sanctify.
      • Seraphic Crescendo has been redesigned and moved from PvP talents to the Holy tree – Now reduces the cooldown of Divine Hymn by 60 seconds.
      • Gales of Song has been redesigned – While channeling Divine Hymn, place 2 stacks of Prayer of Mending on up to 3 allies within its range every 1 second.
      • Prayerful Litany has been redesigned – Now causes the primary target of Prayer of Healing to be healed for 75% more.
      • All healing reduced by 8%.
      • Holy Mending healing increased by 30%.
      • Prayer of Healing healing increased by 69%.
      • Prayer of Healing mana cost increased by 25%.
      • Prayer of Healing cast time is now 2.5 seconds (was 2 seconds).
      • Prayer of Healing now prioritizes nearby injured targets instead of the closest targets.
      • Prayer of Healing now has an impact visual on allies it heals.
      • Prayer Circle now triggers from Holy Word: Sanctify.
      • Cosmic Ripple healing increased by 150%.
      • Lightwell’s health threshold is now 75% (was 50%).
      • Resonant Words now also affects Power Word: Life.
      • Lightweaver now increases the healing of Heal and Prayer of Healing by 18% (was 25%).
      • Lightweaver can now also be consumed by Prayer of Healing in addition to Heal.
      • Lightweaver now accumulates up to 4 charges (was 2).
      • Divine Hymn channel duration is now 5 seconds (was 8 seconds). Total healing unchanged.
      • Afterlife no longer grants a resurrection cast during Spirit of Redemption.
      • Holy Nova now reduces the cooldown of Chastise by 4 seconds baseline and no longer interacts with Voice of Harmony.
      • Crisis Management now also increases the critical strike chance of Power Word: Life.
      • Apotheosis now reduces the cooldown of Holy Words by 200% (was 300%).
      • Prismatic Echoes now also increases the healing of Renew by 15%/30%.
      • Prismatic Echoes increases the healing of Mastery: Echo of Light by 5%/10% (was 6%/12%).
      • Resonant Words is now on the Personal Resource Display.
      • The following talents are now 1-point:

        • Crisis Management
        • Epiphany
        • Prayers of the Virtuous
        • Prismatic Echoes
        • Resonant Words
        • Voice of Harmony
      • The following talents have been removed:

        • Circle of Healing
        • Guardians of the Light
        • Healing Chorus
        • Holy Word: Salvation
        • Orison
        • Pontifex
        • Revitalizing Prayers
        • Sanctified Prayers
        • Say Your Prayers
      • Oracle

        • New Talent: Twin Sight – An additional 2 stacks of Prayer of Mending is placed on a second ally within 40 yards when casting Prayer of Mending.
        • Preemptive Care now increases the duration of Renew by 25% (was 6 seconds).
        • Premonition now has 2 charges baseline.
        • Divine Providence has been removed.
    • Shadow

      • All damage increased by 13%.
      • Voidweaver

        • Void Blast damage increased by 25%.
        • Collapsing Void damage increased by 15%.
        • Inner Quietus increases the damage of Shadow Word: Pain and Vampiric Touch by 35% (was 25%).
  • ROGUE

    • Rupture damage increased by 6%.
    • Blind and Gouge now break on a damage threshold instead of breaking on damage.
    • Hero Talents

      • Deathstalker

        • Fixed several issues with Singular Focus that prevented its application from being reliable.
      • Trickster

        • Unseen Blade damage increased by 15%.
        • Surprising Strikes critical damage bonus increased to 50% (was 25%).
        • Thousand Cuts chance to reset Unseen Blade has been increased slightly.
        • Coup de Grace now requires its target to be in melee range, and so no longer has a dash component when activated outside of regular melee range.
    • Assassination

      • Crimson Tempest damage increased by 6%.
      • Arterial Precision now causes Shiv to strike 8 targets (was 5).
      • Sudden Demise now increases Bleed damage by 15% (was 10%).
    • Outlaw

      • All damage increased by 6%.
      • Sleight of Hand’s bonus now also affects Roll the Bones’ chance to roll 5 combat enhancements (was only increased chance to roll 2 combat enhancements).
      • Sleight of Hand’s bonus chance for Roll the Bones to roll additional combat enhancements reduced to 12% (was 15%).
      • Sleight of Hand now grants 16% increased chance to roll 2 or more matches (was 12%).

        • Developers’ notes: These bonuses are now weighted for each potential outcome to grant an appropriate total bonus: Each bonus increases the chance to roll a 2-buff by 12% and chance to roll a 5-buff by 4%, combining to the total 16% chance to roll 2 or more.
      • Sleight of Hand now grants 20% increased chance of granting additional matches (was 16%).
      • Roll the Bones’ base chance to roll a 5-buff increased to 2% (was 1%).
      • Precise Cuts now increases Blade Flurry damage by 5% per missing target below its max (was 4%).
      • Trickster

        • Nimble Flurry now increases Blade Flurry damage by 25% (was 20%).
    • Subtlety

      • All damage increased by 10%.
      • Trickster

        • Nimble Flurry now causes 60% of listed ability damage to strike nearby enemies (was 50%).
  • SHAMAN

    • The initial shield from Stone Bulwark Totem is no longer dispellable. The repeating shields will continue to be dispellable.
    • Ghost Wolf visuals have been updated to scale with player model and have been made more transparent to reduce visual clutter.
    • Lightning Bolt has a new spell visual.
    • Ancestral Guidance has been removed.

      • Developers’ notes: We have a couple goals we are trying to address with this change. One is to reduce the overlap between Ascendance and Ancestral Guidance for Restoration, they both serve a similar purpose and are often combined together. Second, we’d like to bolster Enhancement and Elementals off-healing utility from intentional global cooldown usage while pulling back on more passive ways to restore group health.
    • Elemental

      • Deeply Rooted Elements is now a small percent chance per Maelstrom spent rather than being a flat chance per Maelstrom Spender.

        • Developers’ notes: This change should make it equally valuable to cast a Maelstrom spender while talented into Deeply Rooted Elements, so abilities such as Elemental Blast no longer generate less Ascendance activations over time.
      • Primordial Wave has been redesigned – Now deals a high amount of damage to all targets affected by your Flame Shock.

        • Developers’ notes: Primordial Wave is a complicated spell to manage and get optimal use out of. We’re adjusting it to be more of a big damage impact upon activating the ability rather than priming your next Lava Burst to hit many targets.
      • Healing Stream Totem healing increased by 80%.
      • Ascendance now requires a target to cast. Flame Shock and Lava Burst from casting it will always hit your primary target.
      • Lightning Rod’s visual has been updated.
      • Chain Lightning overload is no longer displayed to allies in raids and dungeons.
      • Chain Lightning now displays a more subtle visual when viewed by allies in raids and dungeons.
      • Earthquake Overload is no longer displayed to allies in raids and dungeons.
      • Farseer

        • Maelstrom Supremacy now increases the healing of Healing Surge and Chain Heal by 15% (was 8%).
      • Stormbringer

        • Arc Discharge can now accumulate up to 2 charges.
    • Enhancement

      • Developers’ notes: Enhancement Shaman currently have Maelstrom Weapon spending abilities that potentially do very high damage, while their melee abilities are not hitting as hard as we would like them to be. We’re redistributing some of your overall damage to be less weighted towards Maelstrom Weapon spenders and more damage towards your melee abilities, and making some buffs like Feral Spirits always grant bonuses to your physical damage abilities regardless of what talent options you have chosen.
      • New Talent: Primordial Storm – Primordial Wave transforms into a single use Primordial Storm for 15 seconds after it is cast. Devastate nearby enemies with a Primordial Storm dealing Flamestrike, Froststrike, Stormstrike damage, and unleashing a Lightning Bolt or a Chain Lightning at 150% effectiveness (100% in PvP combat). Deals reduced damage beyond 5 targets. Consumes all Maelstrom Weapon for increased damage.
      • Molten Thunder has been updated – Sundering has a 40% chance to reset its own cooldown, increased by 12% for up to 5 targets. Each consecutive reset reduces these chances by half.

        • Developers’ notes: Molten Thunder proc rates were a bit too unpredictable, causing significant shifts in damage output, especially with the Totemic hero talent tree. We’re making adjustments to make it more predictable while preserving its functionality. Additionally, we’re transferring some power away from Tremor and Earthsurge into other abilities alongside the proc trigger adjustments.
      • Elemental Spirits has been updated – Your Feral Spirits are now imbued with Fire, Frost, or Lightning, increasing your damage dealt with that element by 10%, but now only increase your Physical damage dealt by 10%.
      • Voltaic Blaze has been updated – Tempest, Lightning Bolt, and Chain Lightning have a high chance to make your next Flame Shock become Voltaic Blaze.

        • Developers’ notes: With this change, we’re aiming to make Voltaic Blaze procs more consistent, allowing them to align better with the Enhancement Shaman rotation.
      • Voltaic Blaze damage now scales with Mastery: Enhanced Elements.
      • Voltaic Blaze chance to trigger has been slightly reduced.
      • Lashing Flames has been updated – Lava Lash and Sundering increases the damage of Flame Shock on its target by 100% for 20 seconds.
      • Primordial Wave has been updated – Now deals a high amount of damage to all targets affected by your Flame Shock.

        • Developers’ notes: Primordial Wave is a complicated spell to manage and get optimal use out of. We’re adjusting it to be more of a big damage impact upon activating the ability rather than priming your next Lightning Bolt to hit many targets.
      • Primordial Wave generates 5 Maelstrom Weapon stacks.
      • Primordial Wave is now disabled and enabled on the action bar depending on the availability of Flame Shock targets.
      • Stormstrike is now learned at level 10 (was a talent).

        • Developers’ notes: The primary resource system, Maelstrom Weapon, was not very noticeable as a passive in the spell book. To address this, we’re making Stormstrike the introductory ability for those choosing the Enhancement specialization and replacing its spot on the talent tree with Maelstrom Weapon. Alongside this update, we’re allowing Stormstrike to be cast without an offhand weapon for the new player experience.
      • Stormstrike can now be used without an offhand weapon, dealing only its main hand weapon damage.
      • Maelstrom Weapon passive is now the first node on the talent tree.
      • Stormstrike damage increased by 50%. Does not apply to PvP combat.
      • Ice Strike damage increased by 100%. Does not apply to PvP combat.
      • Lava Lash damage increased by 60%. Does not apply to PvP combat.
      • Chain Lightning damage reduced by 15%.
      • Windfury Attack damage reduced by 10%.
      • Crash Lightning initial damage increased by 200%.
      • Elemental Blast damage increased by 20%.
      • Healing Stream Totem healing increased by 100%.
      • Flametongue Attack now deals reduced damage beyond 5 targets.
      • Molten Assault now spreads Flame Shock up to 5 nearby enemies (was 4).
      • Ashen Catalyst now increases the damage of Lava Lash by 8% per stack (was 12%).
      • Chain Lightning now increases the damage of next Crash Lighting by 10% per target struck (was 20%).
      • Electrostatic Wager now increases the damage of Crash Lightning by 15% per stack (was 18%).
      • Hot Hands duration reduced to 6 seconds (was 8 seconds).
      • Ice Strike now generates 1 Maelstrom Weapon.
      • Swirling Maelstrom no longer causes Ice Strike to generate Maelstrom Weapon.
      • Deeply Rooted Elements is now a small percent chance per Maelstrom Weapon stack consumed, rather than being a flat chance per Maelstrom Weapon stack consumer.

        • Developers’ notes: This change should no longer make it seem advantageous to always try to cast as many spells as possible while at exactly 5 stacks of Maelstrom Weapon. Any amount of Maelstrom Weapon stacks consumed grant the same linear chance towards getting an Ascendance activation.
      • Maelstrom Weapon no longer highlights spenders when they become instant cast at 5 stacks.

        • Developers’ notes: The constant highlighting of Maelstrom Weapon spending abilities has become a hindrance in understanding how to play Enhancement Shaman, causing too much information overload that is often inaccurate. Our goal here is to let the fundamental design of the specialization speak for itself, similar to our other specializations, and be more deliberate with procs that require immediate actions. Moving into Undermine(d), we will be rolling back most of the highlights on the main resource system, and start relying on UI overlays (Top) and personal resource display to show the current state of Maelstrom Weapon. We do not take these changes lightly, and realize there will be an adjustment period. We are excited for you to experience Enhancement Shaman in this new way and look forward to hearing your feedback.
      • Maelstrom Weapon will display a UI overlay at the top for when it reaches 10 stacks, overriding the 5-stack display (was at the bottom).
      • Maelstrom Weapon will not be highlighting Lightning Bolt, Chain Lightning and Elemental blast at 10 stacks.

        • Developers’ notes: After the user experience improvements in the 20th Anniversary Update, which dedicated the UI overlay space exclusively to Maelstrom Weapon, we no longer believe that highlighting your baseline spender abilities is necessary. The initial five stacks for Maelstrom Weapon will be displayed at the top as usual. Upon reaching ten stacks, another visual will override the five-stack display, utilizing the visual previously used for the mastery reset on Stormstrike’s cooldown.
      • Maelstrom Weapon highlights Tempest when it is at 10 stacks.
      • Maelstrom Weapon will highlight Primordial Storm when it is at 10 stacks.
      • Maelstrom Weapon and Stormweaver spender abilities will now indicate in their tooltip that they consume Maelstrom Weapon or Stormweaver to increase cast speed, as well as damage or healing if talented into.
      • Static Accumulation will highlights Maelstrom Weapon spenders for a short duration when the refund effect triggers.
      • Arc Discharge will highlights Maelstrom Weapon spenders while its active.
      • Forceful Winds now increases the damage of Windfury Weapon by 15% per stack (was 20%).
      • Legacy of the Frost Witch duration is increased to 8 seconds (was 5 seconds).
      • Rank 1 of Legacy of the Frost Witch talent now grants 15% increased Physical and Frost damage.

        • Developers’ notes: After the Maelstrom Weapon economy pace adjustments and the increased access to Stormstrike, Legacy of the Frost Witch has significantly fallen in power compared to other 3rd gate talents. We’re adjusting the value gained from investing 1 talent point into it.
      • Ice Strike now highlights Frost Shock.
      • Ice Strike buff is no longer on the personal resource display.
      • Lava Lash now consumes Whirling Earth if it activates Molten Assault.
      • Crash Lightning’s visual, animation and sound has been completely revamped.
      • Fire Nova spell visual updated.
      • Lightning Rod’s visual has been updated.
      • Ice Strike empowered Frost Shock visual and sound updated.
      • Ice Strike impact sound updated.
      • Glyph of Spirit Raptors now function with Flowing Spirits.
      • Doom Winds damage now scales with Mastery: Enhanced Elements.
      • Doom Winds now deals reduced damage beyond 5 targets.
      • Doom Winds is no longer on personal resource display.
      • Hot Hands is now on personal resource display.
      • Fixed an issue causing Hot Hands to grant 50% increased damage to Lava Lash through Whirling Elements when not talented into Hot Hands.
      • Fixed an issue causing Hot Hands to display 0% value on its aura tooltip.
      • Some talents have moved locations.
      • Splintered Elements is now a 2-point talent and moved to Primal Maelstrom’s location.
      • Some talent icons have been updated.
      • Primal Maelstrom has been removed.
      • Stormbringer

        • Tempest damage increased by 15%.
        • Tempest secondary target damage reduced by 15%.
        • Awakening Storms damage increased by 20%.
        • Awakening Storms will now grant Tempest every 4 times it occurs (was 3).
        • Arc Discharge now stacks up to 2 times (was 1).
        • Conductive Energy now causes Primordial Wave to apply Lightning Rod to its targets.
        • When Conductive Energy is talented, Chain Lightning will apply Lightning Rod to one of the secondary targets if the main target is already affected by Lightning Rod. If all secondary targets are already affected, the duration of Lightning Rod on the main target will be refreshed.
        • Voltaic Surge now increases the damage of Crash Lightning and Chain Lightning by 10% (was 15%).
        • Lightning Rod now deals 8% of the damage dealt by Maelstrom Weapon spenders (was 10%).
      • Totemic

        • Searing Bolt damage increased by 40%.
        • Searing Volley damage increased by 12%.
        • Surging Totem Tremor damage reduced by 32%.
        • Imbuement Mastery now increases the chance for Windfury Weapon to trigger by 5% (was 10%).
        • Imbuement Mastery now increases the damage of Windfury Weapon 8% (was 15%).
        • Oversurge now increases Surging Totem damage during Ascendance by 50% (was 150%).
        • While active, Surging Totem is replaced with a relocation spell that summons your Surging Totem nearby. This spell has a 6-second cooldown and does not trigger the global cooldown.
        • Sundering from Lava Lash Reactivity procs now trigger Earthsurge at 50% effectiveness.
        • Earthsurge now causes a Tremor at the target area at 100% effectiveness (was 200%).
        • An issue causing Reactivity Sundering not to trigger Windfury Weapon has been resolved.
        • Pulse Capacitor now increases the damage of Surging Totem Tremor by 18% (was 25%).
    • Restoration

      • Developers’ notes: Our updates to Restoration Shaman are focused on simplification, condensing keybind space, and adding support to Riptide focused builds.
      • New Talent: Mana Tide – Healing Tide Totem now additionally grants 80% increased mana regeneration to allies.
      • New Talent: Therazane’s Resilience – Earth Shield and Water Shield no longer lose charges and are 115% effective.
      • New Talent: Whispering Waves – 10% of Healing Wave’s healing is duplicated onto each of your targets with Riptide.
      • Healing Wave is now learned at level 11 (was a talent).
      • Healing Wave now costs 2.5% of base mana (was 3%).

        • Developers’ notes: We’re making an adjustment to the cost of Healing Wave to solidify its role as a mana efficient heal.
      • All healing increased by 9%.
      • Acid Rain damage increased by 25%.
      • Wavespeaker’s Blessing now additionally increases the periodic healing of Riptide by 10/20%.
      • Spiritwalker’s Tidal Totem now triggers after casting Healing Tide Totem.
      • Downpour now overrides Healing Rain for 8 seconds (was 6 seconds).

        • Developers’ notes: We are leaving some room for this to expire before the cooldown of Healing Rain or Surging Totem becomes available to avoid having to cancel the buff or wait for it to expire when Downpour is not necessary to cast.
      • Master of the Elements now lasts 30 seconds (was 15 seconds).
      • Ancestral Vigor is now a 2-point talent.
      • Several talents have moved positions and the Starter Build has been updated.
      • The following talents have been removed:

        • Healing Wave (now learned at level 11)
        • Mana Tide Totem
        • Primordial Wave
      • Farseer

        • All Ancestor healing now benefits from Mastery: Deep Healing.
        • All Ancestor healing reduced by 15%.
        • Ancestors now cast Healing Wave when the Shaman casts Healing Wave. Healing Wave heals for slightly more than Healing Surge.
        • Whispering Waves now also duplicates Healing Wave healing done by Ancestors.
        • Maelstrom Supremacy now increases the healing of Healing Wave, Healing Surge, Wellspring, Downpour, and Chain Heal by 15% (was 8%).
        • Elemental Reverb now increases Riptide healing by 10% (was 5%).
      • Totemic

        • Downpour now overrides Surging Totem for 22 seconds (was 12 seconds).
  • WARLOCK

    • Drain Life damage increased by 300%.
    • Affliction

      • Developers’ notes: Soul Rot provides Affliction with a burst damage window that focuses on casting Malefic Rapture in quick succession. While the Drain Life functionality of Soul Rot is unique and has some niche uses, it goes largely unused and can be confusing to newer players as to what they should be doing while Soul Rot is active. To address this, we are updating Soul Rot to heal its caster for a percentage of the damage dealt. This retains some of Soul Rot’s identity as an Affliction spell while providing a benefit that doesn’t clash with throughput.
      • Soul Rot has been redesigned – Devour the life force of your current target and up to 4 additional targets nearby, causing your primary target to suffer Shadow damage and secondary targets to suffer Shadow damage over 8 seconds. Damage dealt by Soul Rot also heals you for 50% of damage done.
      • Summon Darkglare has been adjusted – Darkglare damage increased by 40% and each damage over time effect you have active on their current target increases their damage dealt by 45% (was 25%).
      • Focused Malignancy has been adjusted – Malefic Rapture deals 40% increased damage to targets suffering from Unstable Affliction (was 25%). Does not affect PvP combat.
      • Unstable Affliction damage increased by 30%. Does not affect PvP combat.
      • Shadow Bolt damage increased by 20%. Does not affect PvP combat.
      • Drain Soul damage increased by 20%. Does not affect PvP combat.
    • Demonology

      • Developers’ notes: In Undermine(d), the duration of Doom is now reduced for each Soul Shard spent on Hand of Gul’dan. Our goal with this change is to provide more control over when Doom explodes since its application is dependent on randomly receiving a Demonic Core. In addition, Doom Eternal wasn’t attractive enough to warrant a talent point but still felt missed as it made Doom feel incomplete since its duration reduction wasn’t maximized. Considering this, we’ve redesigned Doom Eternal to increase the uptime of Doom and provide a slight nudge to the Demonic Core economy.
      • Doom has been updated – Consuming a Demonic Core no longer reduces the duration of Doom. The duration of Doom is now reduced by 1 second per Soul Shard spent on Hand of Gul’dan.
      • Doom Eternal has been redesigned – When Doom expires, you have a 30% chance to generate a Demonic Core.
      • Demonic Calling now has a 20% chance to make your next Call Dreadstalkers cost 2 fewer Soul Shards and have no cast time (was 10%).
    • Destruction

      • Developers’ notes: War Within introduced a lot of new spells to Destruction’s kit, increasing its complexity considerably compared to prior versions of the specialization. In Undermine(d), we are adding passive versions of Dimensional Rift and Channel Demonfire as well as adding the ability to change Rain of Fire’s targeting to an enemy target rather than a reticle. These changes are aimed at providing more options for players to customize their gameplay to fit their preferred level of complexity when it comes to playing Destruction.
      • New Talent: Demonfire Infusion – Periodic damage from Immolate/Wither has a 4% chance to fire a Demonfire bolt at 100% increased effectiveness. Incinerate has a 25% chance to fire a Demonfire bolt at 100% increased effectiveness.
      • Dimension Ripper has been redesigned – Periodic damage dealt by Immolate/Wither has a 5% chance to tear open a Dimensional Rift.
      • Havoc duration is now 15 seconds (was 12 seconds).
      • Mayhem now has a 35% chance to activate (was 25%).
      • Decimation will now highlight Soul Fire while active.
      • Diabolic Embers has been moved to row 10.
      • Rain of Fire is now a choice node that can be used to change the targeting from reticle to your current target.
  • WARRIOR

    • Developers’ notes: We feel that Warriors are in a good place overall, however, there are a few places we’d like to make improvements to each spec, and to the class as a whole. Warrior survivability in particular has been a weak point, and Endurance Training competing against powerful throughput nodes in the bottom of the Warrior tree makes it difficult to talent into. We’re combining Endurance Training and Reinforced Plates to put the choice in the second tier, which has more choice against other utility and survival nodes and thus be easier to spend points on. The Weapon Specialization nodes have been increased to 2 points to keep the tree structure and overall talent build costs similar, and the nodes have been rearranged slightly to make the choice about how to access Avatar more distinct for each spec.
    • Reinforced Plates is now a 2-point talent that grants 5% Stamina and 5% Armor per point.
    • Overwhelming Rage is now a 1-point talent that increases maximum Rage by 30.
    • Two-Handed Weapon Specialization (Arms) is now a 2-point talent that grants 3% damage and 2% reduction of damage from area-of-effect attacks while wielding a 2-hand weapon per point.
    • Dual Wield Specialization (Fury) is now a 2-point talent that grants 3% damage and 2% movement speed while dual-wielding per point.
    • One-Handed Weapon Specialization (Protection) is now a 2-point talent that grants 3% damage and 2% Leech per point.
    • Thunderous Words increases your Bleed damage by 20% on affected targets (was 30%).
    • Cruel Strikes, Wild Strikes, and the Weapon Specialization nodes have changed positions in the tree.
    • Endurance Training has been removed.
    • Arms

      • All ability damage reduced by 5%.
      • Mortal Strike damage increased by 66%.
      • Cleave damage increased by 26%.
      • Overpower damage increased by 44%.
      • Dreadnaught damage increased by 44%.
      • Execute damage increased by 32%.
      • Slam damage increased by 45%.
      • Whirlwind damage increased by 40%.
      • Martial Prowess’ Overpower now increases the damage of your next Mortal Strike or Cleave by 15% per stack, up to 2 (was 30%).

        • Developers’ notes: Arms Warriors should always feel good about using Mortal Strike when it’s available, so we’re moving damage from the Overpower buff into Mortal Strike and Cleave baseline to open up more rotational and build options.
      • Bloodborne increases Bleed effect damage by 5/10% (was 7.5/15%).
      • Bloodsurge now causes damage from Deep Wounds to have a chance to generate 5 Rage.
      • Colossus Smash and Warbreaker have new visuals.
      • Warbreaker’s area of effect is now centered around a point slightly in front of the Warrior, to better align with the new visuals.
      • Colossus

        • Demolish damage increased by 30%.
        • Practiced Strikes increases Mortal Strike and Cleave damage by 20% (was 15%).
        • Arterial Bleed increases Rend and Deep Wounds damage by 5% per stack of Colossal Might (was 3%).
        • Colossal Might is no longer applied by Execute.

          • Developers’ notes: Using your hard-hitting rotational ability regularly is core to the Colossus playstyle, and Execute applying Colossal Might pushed Colossus away from that during Execute phases.
        • Fixed an issue causing Demolish’s animation to not correctly play sometimes.
      • Slayer

        • Opportunist increases the damage and critical strike damage of your next Overpower by 25% (was 20%).
        • Cleave will only trigger Reap the Storm if 3 or more targets are hit.
        • Imminent Demise and Death Drive now correctly require the Sudden Death talent to be taken to function.

          • Developers’ notes: This was an oversight during implementation. Slayers are expected to talent into Sudden Death.
    • Fury

      • Developers’ notes: Fury is overall in a place we are happy with, and we’re taking this opportunity to redesign some talents to keep their effects unique and powerful.
      • Titan’s Torment has been redesigned – While Avatar is active Rampage’s Rage cost is reduced by 20 and Bloodthirst’s cooldown is reduced by 1.5 seconds.

        • Developers’ notes: We want to provide a new option for Avatar to impact Fury’s rotation, and let you make the best use of your Avatar duration with more Rampages and Bloodthirsts. This change will also allow us to maintain Odyn’s Fury as a powerful and signature Fury ability independent of Avatar.
      • Reckless Abandon has been redesigned – Activating Recklessness generates 50 Rage and while Recklessness is active, Raging Blow and Bloodthirst are replaced by Crushing Blow and Bloodbath.

        • Crushing Blow – A powerful dual-weapon strike that deals 20% increased Critical Strike damage.
        • Bloodbath – A powerful attack that applies a Bleed to the target that is extended by its full duration when reapplied.
        • Developers’ notes: Reckless Abandon has been having an outsized impact on rotations and we’d like to bring the focus of the talent back to Recklessness as well as make Crushing Blow and Bloodbath abilities with unique additional effects.
      • All ability damage reduced by 5%.
      • Bloodthirst damage increased by 38%.
      • Bloodbath instant damage increased by 38%.
      • Raging Blow damage increased by 44%.
      • Crushing Blow damage increased by 44%.
      • Rampage damage increased by 44%.
      • Odyn’s Fury damage increased by 15%.
      • Onslaught damage increased by 30%.
      • Whirlwind damage increased by 30%.
      • Slayer

        • Imminent Demise and Death Drive now correctly require the Sudden Death talent to be taken to function.

          • Developers’ notes: This was an oversight during implementation. Slayers are expected to talent into Sudden Death.
      • Mountain Thane

        • Thunder Blast damage increased by 25%.
        • Strength of the Mountain increases Bloodthirst and Rampage damage by 25% (was 30%).
    • Protection

      • Developer’s notes: Protection Warrior is a very active spec, requiring constant decision-making both for tanking decisions as well as managing cooldown resets and free ability uses. However, there are some elements of the current design that can lead to Protection Warriors requiring more active play than we intend. Frequent Shield Slam cooldown resets are one part of the issue, as they occupy a large amount of the rotation and generate a significant amount of Rage. This leaves little room in the rotation to spend Rage on anything that uses the global cooldown, and coupled with most Protection major cooldowns generating a large amount of additional Rage, leads to using Ignore Pain frequently, even when it provides little or no mitigation value. To address this, we are reducing the frequency of Shield Slam cooldown resets and Rage generated by major cooldowns and in exchange, supplementing Rage generation from passive or rotational sources. It is our goal that this will make Protection easier to approach and play, while still leaving plenty of room for skillful and active play at higher levels.
      • All ability damage increased by 26%.

        • Developers’ notes: We have noticed damage dealt by tanks has not been keeping pace with damage dealers, we are adjusting damage of all tank specs to bring them into a closer alignment with DPS specs.
      • Shield Slam damage increased by 20%.
      • Execute damage increased by 10%.
      • Brace for Impact stacks up to 3 times (was 5), and grants 10% Shield Slam damage and shield block value by 5% (was 5% Shield Slam damage and 3% shield block value).
      • Punish reduces damage the punished target deals to you by 3% (was 2%).
      • Bloodsurge now causes damage from Deep Wounds to have a chance to generate 5 Rage.
      • Instigate causes Devastator to generate 2 Rage (was 1).
      • Chance to reset the cooldown of Shield Slam from Devastator and Strategist reduced to 25% (was 30%).
      • Impenetrable Wall no longer increases Rage generated by Shield Slam.
      • Booming Voice causes Demoralizing Shout to generate 20 Rage (was 30).
      • Champion’s Bulwark no longer increases the Rage generated by Shield Charge.
      • Violent Outburst has been rebuilt to be easier to understand and track progress towards the next Outburst. Additional Rage generated from Violent Outburst reduced to 50% (was 100%).
      • Shield Wall cooldown reduced to 3 minutes (was 3.5 minutes).
      • Amount of damage ignored from each use of Ignore Pain increased by 30%.
      • Ignore Pain’s icon now displays the remaining absorb amount as a percentage of the maximum absorb amount.
      • Barbaric Training no longer increases the Rage cost of Revenge.
      • Frothing Berserker now has a chance to refund 50% of the Rage spent on Revenge (was 25%).
      • Colossus

        • Practiced Strikes increases Rage generated by Shield Slam by 3.
        • Colossal Might is no longer applied by Execute.

          • Developers’ notes: Using your hard-hitting rotational ability regularly is core to the Colossus playstyle, and Execute applying Colossal Might pushed Colossus away from that during Execute phases.
        • An issue causing Demolish’s animation to not correctly play sometimes is now fixed.
      • Mountain Thane

        • Thunder Blast damage increased by 10%.
        • Avatar of the Storm has a chance to grant 6 seconds of Avatar (was 4 seconds).

Delves

  • New variants to almost all of the War Within delves, with the majority of them being goblin-themed.
  • Delver’s Journey has been updated with new rewards for Season 2.
  • BRANN BRONZEBEARD

    • Brann now specializes in an additional role: Tank

      • Developers’ notes: We’re aiming to make healing a more viable and engaging option for soloing Delves.
      • Brann relies on his allies, scavenged advanced technology, and his trusty shotgun to charge into the front lines.
      • Abilities

        • Pistol Shot – Brann pulls out his pistol and quickly shoots his enemy.
        • Shield Bash – Brann bashes enemies in front with a shield.
        • Boomstick Blitz – Brann uses his shotgun to blast his enemies.
      • Talents

        • Veteran of Ironforge – Brann wields a pistol, and a shield that wears in battle, providing damage reduction per stack. As the shields gets damaged, Brann’s survival instincts kick in, increasing his damage dealt, and when the shield gets worn-out, he switches to his trusty shotgun.
        • Bronzebeard’s Brown Bear – Brann summons the family bear, which charges into battle, launching enemies up into the air. The bear then prepares for a series of massive stomps, dealing damage, forming an area that increases dodge chance, and increasing maximum health.
        • Electro-Charged Gadgets – Brann’s equipment is enhanced with cutting-edge tech upgrades.

          • Electro-Charged Shield – Effective healing done to Brann pulsates as Nature damage to nearby enemies.
          • Electro-Charged Pistol – Each shot discharges and electrical current, arcing through nearby enemies and reducing their attack speed. Healing Brann super-charges his pistol to deal more damage.
          • Electro-Charged Shotgun – Each enemy hit has a chance to be knocked down. Healing Brann super-charges his shotgun to deal more damage.
        • Neat Rope Trick – When an enemy attacks a player, Brann throws his trusty lasso, pulling the enemy back to him. The same enemy cannot be lassoed more than once within 10 seconds.
        • Sentry Totem – Brann deploys an electrifying totem, nullifying up to 3 harmful spells and boosting combat capabilities of allies within the area.
        • Grand Brann Slam – Brann leaps into battle with concussive force, dealing damage and taunting enemies nearby.
        • Lightning Link – Brann generates an electro link that transfers damage done to nearby allies to himself.
        • Explorer’s Survival Journal (Paragon Ability) – Brann’s combat mastery grants him increased maximum health and healing received.
    • Dwarven Medicine will now grant 15% damage reduction for 12 seconds.
    • Dwarven Medicine healing over time effect is increased by 50%.
    • Steel Traps will now increase the damage the target takes by 20% for 12 seconds.
    • Healer Brann now has reduced threat generation.
    • An issue with Brann’s Epic Egg not summoning a devilsaur has been resolved.
  • During Season 2, complete Tier 11 bountiful delves to earn Gilded Undermine Crests up to 3 times a week.
  • Difficulty levels of tiers 9, 10, and 11 have been lowered in Season 2.

    • Developers’ notes: In season 1, tiers above 8 were meant purely for players who wanted a challenge. Now that we have more desirable rewards such as Gilded Crests on bountiful tier 11, we wanted to review the difficulty levels of these tiers along with our philosophy behind them. We had previously balanced them with the thought that tier 11 would be a challenge for all players in the game, even up to the high mythic levels. In season 2 we are changing our philosophy for tier 11 to be the highest challenge for delve players, which means it is balanced around what fully upgraded gear players can get within the delve ecosystem as opposed to the entire game.
  • Delver’s Bounty maps now reward gear with the item level of the tier that the map is completed in, instead of being tied to a specific delve tier.
  • Delver’s Bounty drop rate increased and are now obtainable once per week in Bountiful Delves.

Dungeons

  • MYTHIC+

    • Baseline Mythic (aka “Mythic 0”) dungeons will now award Champion-track gear from each boss, with a weekly instance lockout. The health and damage of enemies in those dungeons has increased to reflect the improved rewards, while keeping Mythic 0 an accessible point of entry for players beginning their Season 2 gearing journey, and those looking to learn dungeons in a lower-stakes environment.
    • From Mythic 2 through 10, each new level will now increase the health and damage of enemies by 7%, down from the previous 10%. Per-level scaling will remain at 10% for Mythic 11 onwards.
    • The requirements to achieve some key reward tiers have been reduced (e.g. Hero-track gear is now available in end-of-run chests from Mythic 6 dungeons; Gilded crests are available from Mythic 7 and up).
    • New achievement: The War Within Keystone Legend: Season Two

      • Requirement: Attain a Mythic+ Rating of at least 3000 during The War Within Season Two.
      • Reward: Enterprising Shreddertank mount
    • Finish all eight seasonal dungeons at Mythic 12 within the timer, the keystone will no longer automatically delevel below 12; once all dungeons at Mythic 13 are timed, the new floor will be 13; and so on for all key levels at or above 12.

      • Keystone from the weekly vault will not decay below level 12.
      • Keystone can still be lowered below level 12 by speaking to Lindormi.
      • Players will get the quest “A Challenger’s Resilience” from Lindormi once they’ve timed all dungeons at +12 that unlocks the system and teaches them how Resilient Keystones work.
  • MYTHIC+ AFFIXES

    • The Xal’atath’s Bargain rotating affixes will move up from Mythic 2 to Mythic 4, leaving no affixes (other than the existence of a timer) at the two entry levels of the M+ system.
    • The alternating cycle of Tyrannical and Fortified will move up from Mythic 4 to replace the Challenger’s Peril affix at Mythic 7, with the other one continuing to take effect at Mythic 10.
    • At Mythic 12, instead of an additional 10% increase to enemy health, Xal’atath’s Guile will now include the increased timer penalty for deaths that was formerly part of Challenger’s Peril, as a replacement for the rotating Bargain affixes. While the mechanic could feel overly punishing for groups still learning and progressing towards gear rewards, a focus on clean execution remains appropriate for the upper echelons of the system, and removing the extra 10% stats should make the transition into the prestige tiers of the system feel like less of a wall.
    • Unified enemy buffs on all Xal’atath’s Bargain affixes with Xal’atath’s Gift, increasing damage done up to 50% and reducing damage taken up to 100% for 20 seconds on all nearby enemies in combat.
    • New Affix: Xal’atath’s Bargain: Pulsar – While in combat, Xal’atath summons pulsars that orbit players. Replaces Xal’atath’s Bargain: Oblivion in Season 2.
    • Xal’atath’s Guile now causes keystones above level 12 to increase health and damage of enemies by 12% per level (was 10%).
    • Xal’atath’s Bargain: Voidbound has been redesigned:

      • Dark Prayer is no longer a channel, and the Void Emissary no longer grants damage reduction to creatures while active.
      • Dark Prayer now has a 15-second cast time and grants all nearby creatures in combat Xal’atath’s Gift when it finishes casting.
    • Potency of Xal’atath’s Gift granted by Dark Prayer is based on the remaining shield percentage on the Void Emissary.
  • CINDERBREW MEADERY

    • Tasting Room Attendant’s Thirsty Duration changed to 20 seconds (was unlimited).
    • Careless Hopgoblin’s Reckless Delivery cooldown increased.
    • Royal Jelly Purveyor’s Honey Volley cooldown increased.
  • DARKFLAME CLEFT

    • Minecart Event

      • The minecart’s candle light now burns more slowly.
      • Default light radius increased.
      • The light radius of candles now have a visual indicator.
      • Shuffling Horror no longer uses Shadow Smash.
      • Reduced the area effect size of Suffocating Darkness.
  • PRIORY OF THE SACRED FLAME

    • Ardent Paladin Consecrate now has a precast visual and a 2.75 second cast time.
    • Ardent Paladin no longer uses Seal of Light’s Fury.
    • Zealous Templar no longer uses Templar Strike and Divine Storm.
    • Arathi Footman no longer uses Mortal Strike.
  • THE ROOKERY

    • Kyrioss now has an increased hitbox range during Lightning Torrent.
    • Cursed Rookguard no longer uses Crackling Crush.
    • Void-Cursed Crusher no longer uses Implosion.

Items

  • Item effects that increase their damage for each enemy struck while splitting between all enemies (sometimes known as “meteor damage”) increased by 100%.

    • Developers’ notes: Trinkets of this type tend to scale very poorly compared to stat trinkets in area-of-effect situations. While this change is not necessarily intended to put them on par with each other, it should make them more competitive overall.
  • Completing the Feat of Strength for achieving Keystone Master, or 1600+ in rated PvP, or killing the final raid boss on Heroic or Mythic difficulty now grants one additional Catalyst charge as a reward.

    • Developers’ notes: This previously awarded a token for one set armor piece. We feel that the time has come to move on from earning and redeeming class set armor tokens at their vendors for a desired armor variant. Players will now want to find an eligible Veteran-track or higher armor piece to convert at the Catalyst, and these can be acquired from many sources around Undermine.
  • The Intellect and Stamina values given by Daybreak, Sunset, and Weavercloth Spellthread in The War Within have been adjusted to match the Agility/Strength and Stamina values given by their Armor Kit counterparts for better parity. These changes apply to existing enchantments, and do not require re-applying a spellthread for updated values.

    • Developers’ notes: In most instances this is a significant increase, with 1-star/2-star quality of the Weavercloth Spellthread being reduced in potency. For example, a 3-star quality Sunset Spellthread goes from +747 Intellect / +230 Stamina to +930 Intellect / +895 Stamina. Meanwhile, a 2-star quality Weavercloth Spellthread goes from +536 Intellect to +525 Intellect.
  • Remaining Bronze Celebration Tokens from the 20th Anniversary Event have been converted to Timewarped Badges. The exchange is 20 Timewarped Badges for each Bronze Celebration Token matching the boxes that were on the event vendor.
  • Sureki Zealot’s Insignia’s mana restoration effect reduced by 50% and requires direct healing to trigger.

    • Developers’ notes: As groups acquired more of these rare necklaces as Season 1 progressed, its effect had a greater impact on the mana management than intended. This was particularly true for Restoration Druids who could trigger it significantly more often than other healers.
  • Spymaster’s Web passive stack and on-use Intellect decreased by 10%.
  • Treacherous Transmitter primary stat effect decreased by 5%.
  • Singing Citrine’s heal effects reduced by 33% for damage dealer and tank specializations.
  • Roaring War-Queen’s Citrine chance to trigger has been reduced slightly.
  • Fixed an issue where Dragonflight Season 4 gear required a Catalyst charge to be turned into tier.
  • Fixed an issue where some food/drink could stack with Conjured Mana Bun to stack regen rates. The most recently consumed will take priority.

Pet Battles

  • New wild pets to collect in Undermine.
  • Waxwick can be purchased at any stable master by players who have completed Khaz Algar Safari achievement.

Player Versus Player

  • Developers’ notes: We’re making updates to PvP talents focused on removing, replacing, and modernizing our designs to encourage talent diversity, save keybinds and reduce complexity, and carve new gameplay space.
  • Conqueror’s Prized Varnish and Conqueror’s Prized Lacquer are now purchasable from Lalandi in Dornogal for 875 and 700 Conquest respectively and can be consumed to apply rated PvP item level to class set armor acquired from PvE content.

    • Developers’ notes: These new consumables allow players to avoid having to choose between catalyzing PvP and PvE armor. For example, a player could acquire a Hero-track chestpiece from Mythic+, convert it into their class set armor at the Catalyst, and then purchase a Conqueror’s Prized Varnish to reach the same PvP item level that they would receive from purchasing and converting a Prized Gladiator’s Leather Vest for the same Conquest and Catalyst costs. Please note that armor upgraded in this way maintains its PvE origin and so cannot be socketed with a Prized Jeweler’s Setting.
  • All Liberation of Undermine class sets are 50% effective in PvP combat.
  • BATTLEGROUND BLITZ

    • Arathi Basin

      • The initial spawning of nodes to capture Blacksmith, Gold Mines, and Lumber Mill now spawn 4 seconds later than previously.
    • Battle for Gilneas

      • The initial spawning of the node at Waterworks now spawns 4 seconds later than previously.
  • DEATH KNIGHT

    • Blood

      • Walking Dead (PvP Talent) has been removed.
    • Frost

      • New PvP Talent: Death’s Cold Embrace – Pillar of Frost grants you Remorseless Winter and increases its damage by 1000% and its radius by 150%, but your movement speed is heavily reduced for its duration. Pillar of Frost’s cooldown increased by 15 seconds.
      • Veteran of the Third War now increases Stamina by 6% in PvP combat (was 10%).
      • Null Magic now reduces the magical damage you take by 3% in PvP combat (was 4%).
      • Dead of Winter (PvP Talent) has been removed.
    • Unholy

      • Veteran of the Third War now increases Stamina by 6% in PvP combat (was 10%).
      • Null Magic now reduces the magical damage you take by 3% in PvP combat (was 4%).
      • Necrotic Wounds no longer has a healing component.
  • DEMON HUNTER

    • Havoc

      • New PvP Talent: Illidan’s Grasp – You strangle the target with demonic magic, stunning them in place and dealing Shadow damage over 5 seconds while the target is grasped. Can move while channeling. Use Illidan’s Grasp again to toss the target to a location within 20 yards. Replaces Fel Eruption.
    • Vengeance

      • Illidan’s Grasp (PvP Talent) throw range reduced to 20 yards (was 40 yards) and no longer stuns and damages on throw impact.
  • DRUID

    • Thorns (PvP Talent) has been redesigned – Now a passive that activates when you cast Barkskin or Ironbark.
    • Feral

      • King of the Jungle (PvP Talent) has been removed.
    • Restoration

      • New PvP Talent: Ancient of Lore – Shapeshift into an Ancient of Lore for 12 seconds, preventing all crowd control effects, reducing damage taken by 20%, and granting you access to Blossom Burst and Mass Blooming. Reduced movement speed and replaces Incarnation: Tree of Life. 1.5 minute cooldown.

        • Blossom Burst – Heals an ally and applies 1 missing heal over time effect. If all of them are present, Blossom Burst critically heals.
        • Mass Blooming – Heals 5 allies and applies 1 missing heal over time effect.
      • New PvP Talent: Forest Guardian – Wrath, Starfire, Cyclone, and Combo-Point generating abilities extend the duration of your active heal over time effects by 1 second on up to 3 allies. Starsurge and Combo-Point spending abilities increase the rate of your heal over time spells by 25% for 4 seconds.
      • Mastery: Harmony’s effectiveness is no longer reduced by 20% in PvP combat.
      • Lifebloom’s healing has been increased by 15% in PvP combat.
      • Tranquility healing increased by 100% in PvP combat.
      • The following PvP talents have been removed:

        • Focused Growth
        • Preserve Nature
  • EVOKER

    • Sleep Walk no longer has a cooldown.
    • Dream Catcher (PvP Talent) has been removed.
    • Hero Talents

      • Flameshaper

        • Consume Flame damage has been reduced by 60% in PvP combat.
        • Engulf is now reduced by 70% in PvP combat (was 60%).
    • Augmentation

      • New PvP Talent: Seismic Slam – Landslide causes enemies who are mid-air to be slammed to the ground, stunning them for 4 seconds and Landslide’s cooldown is reduced by 15 seconds.
      • Dream Projection (PvP Talent) has been removed.
    • Devastation

      • Eternity Surge damage reduced by 20% in PvP combat.
  • HUNTER

    • New PvP Talent: Explosive Powder – Bursting Shot now also knocks you back and snares enemies by an additional 20%.
    • Diamond Ice (PvP Talent) duration reduced to 4 seconds (was 5 seconds).
    • Beast Mastery

      • Dire Beast: Basilisk has been redesigned – Now triggers automatically onto your target when you cast Call of the Wild.
    • Marksmanship

      • New PvP Talent: Sniper’s Advantage – Trueshot and Volley increase the range of all shots by 30% for their duration.
      • New PvP Talent: Aspect of the Fox – Aimed Shot may be cast while moving during Aspect of the Cheetah and Aspect of the Cheetah’s delayed effect is increased by 4 seconds.
      • Improved Streamline’s effectiveness reduced by 50% in PvP combat.
      • Ranger’s Finesse no longer increases the effectiveness of Bursting Shot.
      • The following PvP talents have been removed:

        • Interlope (Marksmanship only)
        • Sniper Shot
        • Trueshot Mastery
        • Wild Kingdom
  • MAGE

    • New PvP Talent: Overpowered Barrier – All barriers absorb 100% more damage and have an additional effect, but last 5 seconds.

      • Ice Barrier – If the barrier is fully absorbed, enemies within 10 yards suffer massive Frost damage and are slowed by 70% for 4 seconds.
      • Blazing Barrier – Reflects 100% of damage absorbed.
      • Prismatic Barrier – If the barrier is fully absorbed, gain Time Warp for 4 seconds.
    • Ring of Fire (PvP Talent) has been redesigned – Now disorients enemies who enter for 3 seconds and burns for 3% of their maximum health over its duration (was 18%). Cooldown increased to 45 seconds (was 30 seconds). Overrides Ring of Frost.
    • Ring of Fire now has a more pronounced visual effect.
    • Alter Time is now affected by healing reduction effects, such as dampening.
    • Arcane

      • Arcane Familiar damage increased by 250% in PvP combat.
      • Temporal Shield (PvP Talent) has been removed.
    • Fire

      • New PvP Talent: Ignition Burst – Heat Shimmer now additionally causes your next Scorch to become instant cast and cast at 100% effectiveness.
      • Fireheart (PvP Talent) has been removed.
      • Sunfury

        • Arcane Phoenix non-exceptional spell damage increased by 100% in PvP combat.
        • Arcane Phoenix exceptional spell damage increased by 50% in PvP combat.
        • Arcane Phoenix will now only use single target spells in PvP combat.
        • Fixed an issue that caused the Arcane Phoenix to occasionally cast the player’s version of Meteorite.
  • MONK

    • Absolute Serenity (PvP Talent) has been updated – Now prevents all crowd control (was incapacitate, disorient, snare, and root effects).
    • Brewmaster

      • Alpha Tiger (PvP Talent) has been removed.
    • Mistweaver

      • New PvP Talent: Feather Feet – You may now cast while moving during Lighter than Air and it now lasts 4 seconds.
      • Alpha Tiger (PvP Talent) has been removed.
    • Windwalker

      • Reverse Harm (PvP Talent) has been removed.
  • PALADIN

    • New PvP Talent: Shining Revelation – The light reveals all enemies in stealth or invisible to you while under the effects of Divine Shield. This effect lingers for 20 seconds after Divine Shield fades.
    • Luminescence (PvP Talent) has been redesigned – Lightbearer’s healing transfer is increased by up to 200% based on your current health. Lower health heals allies for more. Now available to Holy Paladins.
    • Holy

      • New PvP Talent: Blessing of Spellwarding – Blesses a party or raid member, granting immunity to magical damage and harmful effects for 10 seconds. Cannot be used on a target with Forbearance. Causes Forbearance for 30 seconds. Shares a cooldown with Blessing of Protection.
      • The following PvP talents have been removed:

        • Blessed Hands
        • Judgments of the Pure
    • Protection

      • Aura of Reckoning (PvP Talent) has been removed.
    • Retribution

      • The following PvP talents have been removed:

        • Aura of Reckoning
        • Lawbringer
  • PRIEST

    • Discipline

      • Archangel has been redesigned – Now a passive spell that upgrades Evangelism, causing it to heal for 30% more and increase your healing and absorption by 20% for 15 seconds.
      • Dark Archangel has been redesigned – Now triggers automatically when you cast Shadowfiend or Mindbender and increases damage done by 10% (was 15%).
      • Trinity (PvP Talent) has been redesigned – Atonement duration increased by 10 seconds. Smite, Penance, and Void Blast have 30% reduced cast time when you have Atonement on 3 or more allies.
      • Shadow Word: Pain damage no longer increased by 15% in PvP combat.
      • Aegis of Wrath has been renamed to Eternal Barrier and is no longer reduced in PvP combat.
    • Holy

      • Seraphic Crescendo has moved from PvP talents to the Holy tree.
  • ROGUE

    • New PvP Talent: Preemptive Maneuver – Feint decreases your damage taken by an additional 40% while stunned and its energy cost is reduced by 30%.
    • Veil of Midnight (PvP Talent) has been removed.
    • Outlaw

      • The following PvP talents have been removed:

        • Enduring Brawler
        • Take Your Cut
    • Subtlety

      • Shadowy Duel (PvP Talent) has been removed.
  • SHAMAN

    • Electrocute (PvP Talent) damage increased by 100%.
    • Elemental

      • New PvP Talent: Storm Conduit – Casting Lightning Bolt or Chain Lightning reduces the cooldown of Astral Shift, Gust of Wind, Wind Shear, and Nature Totems by 1 second. Interrupt duration reduced by 30% on Lightning Bolt and Chain Lightning casts.
    • Enhancement

      • Ride the Lightning (PvP Talent) has been removed.
    • Restoration

      • New PvP Talent: Storm Conduit – Casting Lightning Bolt or Chain Lightning reduces the cooldown of Astral Shift, Gust of Wind, Wind Shear, and Nature Totems by 3 seconds. Interrupt duration reduced by 50% on Lightning Bolt and Chain Lightning casts.
      • Totem of Wrath (PvP Talent) now triggers from Nature’s Swiftness.
      • Whispering Waves now duplicates 25% of Healing Wave’s healing in PvP combat (was 10%).
  • WARLOCK

    • New PvP Talent: Bloodstones – Your Healthstones are replaced with Bloodstones which increase their user’s Haste by 20% for 12 seconds instead of healing.
    • Call Observer (PvP Talent) has been removed.
    • Destruction

      • Bonds of Fel (PvP Talent) damage increased by 40%.
  • WARRIOR

    • New PvP Talent: Berserker Roar – Go berserk, removing and granting immunity to Fear, Sap, and Incapacitate effects for 6 seconds. Also reduces the duration of the next crowd control effect within 15 seconds by 50% on group members within 40 yards. Replaces Berserker Shout.
    • Dragon Charge (PvP Talent) has been redesigned – You can now move slightly left and right during its effect. Cooldown increased to 45 seconds (was 20 seconds). Now available to all warrior specializations and overrides Heroic Leap.
    • Dragon Charge can no longer be cast while rooted and may be double tapped to cancel early.
    • Rebound (PvP Talent) now increases the damage of reflected spells by 100% (was 50%).
    • Rallying Cry is now 100% more effective in PvP combat.
    • Warbringer (PvP Talent) has been removed.
    • Arms

      • Sharpen Blade (PvP Talent) has been redesigned – Now empowers your next Mortal Strike after you cast Colossus Smash or Warbreaker.
      • Storm of Destruction (PvP Talent) now additionally functions with Demolish.
      • Master and Commander no longer increases the effectiveness of Rallying Cry by 10%.
      • The following PvP talents have been removed:

        • Shadow of the Colossus
        • War Banner
    • Fury

      • Death Wish now causes you to grow in size with each stack.
      • The following PvP talents have been removed:

    • Protection

      • Warpath (PvP Talent) has been removed.

Professions

  • Reset your specializations once per Dragon Isles profession and once per Khaz Algar profession. Doing so will unlearn all recipes and benefits granted by your specializations and refund your spent knowledge points. The following NPCs allow you to access this feature:

    • Darla Fluxy can be found in Dornogal, outside of the Crafter’s Enclave.
    • Siben can be found in Valdrakken’s Artisan’s Market, next to the Jewelcrafting station.
  • BLACKSMITHING

    • Siphoning Stiletto damaging effect to enemies increased by 7%.
  • ENCHANTING

    • Enchanted Crests can now be purchased from Enchanting Supplies vendors and from Syenite in Dornogal. They can no longer be made by Enchanters.
    • Enchant Weapon – Authority of Fiery Resolve healing increased by 42% at Quality 1. Healing increased by 23% at Quality 2 and 3.
    • Enchant Weapon – Authority of Air damage absorption increased by 148% at Quality 1, 110% at Quality 2, and 100% at Quality 3. This does not apply in PvP combat.
    • Enchant Weapon – Authority of Radiant Power damage dealt increased by 23%.
    • Enchant Weapon – Authority of Storms damage dealt increased by 45% at Quality 1. Damage dealt increased by 23% at Quality 2 and 3.
    • Enchant Weapon – Authority of the Depths damage dealt per stack increased by 74% at Quality 1. Damage dealt per stack increased by 48% at Quality 2 and 3. This does not apply in PvP combat.
    • Oil of Deep Toxins damage increased by 48%.
    • Oil of Beledar’s Grace healing increased by 235%.
  • ENGINEERING

    • Pouch of Pocket Grenades damage increased by 30%.
    • Concealed Chaos Module damage increased by 25%.
  • JEWELCRAFTING

    • Captured Starlight damage absorption increased by 327%. This does not apply in PvP combat.
  • LEATHERWORKING

    • Sanctified Torchbearer’s Grips damage increased by 48%.

QUESTS

  • NEW CAMPAIGN CHAPTERS

    • Trust Issues

      • Discover what the Darkfuse and Gallywix have been doing behind the stone wall at Opportunity Point, and uncover the worrisome content of Orweyna’s vision.
    • Undermine Awaits

      • Become acquainted with the Cartels of Undermine and uncover pieces of Gallywix’s machinations underneath Azeroth’s surfaces in the great capitol city of Undermine.
    • Uncovering the Truth and Breaking the Shackles

      • Join Gazlowe and Renzik as they continue through Undermine, uncovering Gallywix’s secrets and why each of the Cartels are working towards Gallywix’s goals.
    • Ignite the Fuel of Change

      • The spark of revolution finally ignites! On March 3, join the goblins of Undermine in their effort to take back the streets.
    • Homecoming

      • A new questing experience becomes available for the first time anywhere on March 3.
  • NEW LOCAL STORIES

    • From the Ringing Deeps to Undermine, there is more to learn about goblins and their explosive culture. The kobolds have even snuck in here for a fun romp around a “lake.”

User Interface and Accessibility

  • WARBAND

    • Additional camp groups can now be created on the character select screen with a maximum of 20 groups. Groups can be renamed or deleted by right clicking the group header button.
    • New Warband campsite backgrounds can now be unlocked for the character select screen. A list of available campsites can be found in a new tab in the Warband Collections pane.
    • Collected campsites can be accessed and displayed from the menu button at the top of the character select screen. From here you can:

      • Assign a campsite background for a specific group or for all groups.
      • Set a campsite as a favorite.
      • Randomize from your favorites. If there are no favorites set, one will be chosen from all available.
    • The indicator that a quest has already been completed by your Warband now appears at the top of the gossip frame.
  • MAP AND QUEST LOG PANE

    • The map filter now has a counter for how many items are hidden from the map.
    • The map legend has been relocated to a tab on the side of the pane.
    • A new event tab has been added to the pane with information about ongoing and scheduled events within Khaz Algar. This allows you to keep track of weekly event completion and set reminders for upcoming timed events.
    • World events that appear in a city hub are now consolidated with other map pins into the hub. Pins will be placed in their actual locations when zooming into the map.
  • Updated the visuals for ground swirl effects from abilities.
  • Specializations for hunter pets can now be changed in the stable via a dropdown menu.
  • Overall addon performance information has been added to the top of the AddOn list, and information for specific addons is now included in the tooltip that appears when hovering the Game Menu microbutton.
  • AddOns can now be categorized by addon authors and related addons will be grouped automatically in the list. Search and new right-click options have also been added to the menu.
  • The achievement point display in the guild roster will now display the total achievement points for that character’s Warband, the same value that is displayed in the achievement UI. The point total will not update in the guild until that character has been logged in at least once.
  • Small diamond pips now display next to button actions that lead to new content.

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