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Shadowlands Alpha 9.0.1 Build 35078: Class Changes

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We're looking at the latest class changes that went live on the Alpha. Demon Hunter's Unbound Chaos Unbound Chaos has been reworked, Balance Druid's Eclipse Eclipse has changed, Felguard's Axe Toss Axe Toss can now interrupt dungeon/raid bosses, and more. 

Demon Hunter

Blizzard Logo(Source)

In the next Alpha build, we’ve made this change to Unbound Chaos Unbound Chaos:

  • Activating Immolation Aura Immolation Aura will cause your inner demon to slam into nearby enemies at the end of your next Fel Rush Fel Rush, dealing Chaos damage.
    • Developers’ notes: We like the feeling of Immolation Aura empowering your Fel Rush, but requiring Fel Rush to be cast while Immolation Aura was active placed too much pressure on that particular window. We want this talent to be for occasionally weaving Fel Rush into your rotation for a big payoff, so we’ve changed the talent to Immolation Aura buffing your next Fel Rush, which means you can find the right time to fit it in.

Druid

Balance

  • Eclipse Eclipse - Casting 3 2 Starfires empowers Wrath for 10 sec. Casting 3 2 Wraths empowers Starfire for 10 sec. These Eclipses occur in alternation.
  • Celestial Alignment Celestial Alignment - Celestial bodies align, beginning maintaining both Eclipses and granting 15% critical strike chance while they persist for 20 sec.

Feral

  • Shred Shred - While stealthed, Shred deals 30% 100% increased damage, and has double the chance to critically strike.
  • Rip Rip
    • 1 point : [ 50% 56% of Attack Power ] over 8 sec
    • 2 points: [ 75% 84% of Attack Power ] over 12 sec
    • 3 points: [ 112% of Attack Power Power ] over 16 sec
    • 4 points: [ 125% 140% of Attack Power ] over 20 sec
    • 5 points: [ 150% 168% of Attack Power ] over 24 sec
  • Sabertooth Sabertooth (Level 15 Talent) - Ferocious Bite deals 20% increased damage and increases the duration of Rip on your target by 4 1 sec per combo point spent.
  • Savage Roar Savage Roar (Level 75 Talent) - Finishing move that increases damage by 10% 15% and energy regeneration rate by [ 10 + 25% of Spell Power ]% while in Cat Form. Lasts longer per combo point.
  • Bloodtalons Bloodtalons (Level 100 Talent) - When you use Shred, Rake, and Thrash within 3 5 sec, the damage of your next 2 Rips or Ferocious Bites is increased by 30%.
  • Feral Frenzy Feral Frenzy (Level 100 Talent) - Unleash a furious frenzy, clawing your target 5 times for [ 25% 37.5% of Attack Power ] Physical damage and an additional [ 150% 225% of Attack Power ] Bleed damage over 6 sec.

Blizzard Logo(Source)

Various changes in an upcoming build:

Feral: Various talents are buffed numerically, to try to open up some choices a bit (Feral Frenzy Feral Frenzy , Lunar Inspiration Lunar Inspiration, Savage Roar Savage Roar ), as well as a baseline buff to Rip Rip that’s related to the below discussion.

One notable talent is nerfed: Sabertooth Sabertooth. This has been the subject of much discussion in feedback. While we like the idea of a talent in this slot that simplifies the rotation somewhat, we generally agree that infinite Rip Rip extension has a lot of downsides. It additionally tends to cause balance problems, as an infinitely-extended snapshot-buffed Rip Rip tends to outpace other options for sustained damage. Sabertooth Sabertooth will extend Rip Rip by a smaller amount–keeping a similar mechanic to now, but requiring it to still be occasionally used on a single target.

Relatedly, we’re adjusting Bloodtalons Bloodtalons to make it easier to proc–we’ve seen a lot of feedback that sequencing Rake Rake , Shred Shred and Thrash Thrash that tightly is a big hassle when you have competing interests of when you need to refresh your Bleeds, when you have a lot of energy, when you need to use a finisher, and so on. Trying to find the sweet spot where it’s not too onerous to use, but still provides a reward for planning your rotation.

Balance: Notably in this build, starting Eclipse Eclipse requires 2 spells rather than 3. Doesn’t require a big explanation, but should be strongly felt. In particular, the windup at the start of combat is much shorter (especially when you can precast 1 of the 2 spells).

We’re also trying a version of Celestial Alignment Celestial Alignment that’s not extendable to arbitrary duration; it was simply going to cause nearly certain balance problems later on. It is now a fixed-duration cooldown that still provides a large damage increase.

Thanks for any feedback, please let us know how this all goes.

Paladin

  • Consecration Consecration cooldown reduced from 12 to 9 seconds.
  • Seraphim Seraphim - The Light magnifies your power for 15 sec, granting 359 308 Haste, Critical Strike, Mastery, and Versatility.

Protection

  • Judgment Judgment no longer generates Holy Power.
  • Avenger's Shield Avenger's Shield generates 1 Holy Power, and 1 additional when it damages a target for the first time.
  • Redoubt Redoubt (Level 15 Talent) - Shield of the Righteous increases your Strength and Stamina by 2% for 6 10 sec, stacking up to 3.
  • Moment of Glory Moment of Glory (Level 30 Talent) - During Ardent Defender, every melee attack against you triggers Grand Crusader. Reset the cooldown of Avenger's Shield. Your next 3 Avenger's Shields have no cooldown. (Instant, 1.5 min cooldown)
  • Sanctified Wrath Sanctified Wrath - Avenging Wrath lasts 25% longer and causes Judgment to generate 1 additional 2 Holy Power.

Retribution

  • Empyrean Power Empyrean Power (Level 30 Talent) - Crusader Strike has a 20% 15% chance to make your next Divine Storm free and deal 50% 25% additional damage.

Blizzard Logo(Source)

Some changes in an upcoming build:

Protection: Holy Power generation rearranged somewhat. Hammer of the Righteous Hammer of the Righteous is on a shorter recharge again, and Avenger's Shield Avenger's Shield has a new effect whereby it generates an additional HP the first time it hits a given target (i.e. on the pull), but Judgment no longer generates.

The Protection rotation had gotten a little bit emptier with the longer recharge on Hammer, and this puts it back closer to BFA. Also, one particular time when Prot really wants Holy Power is the moment of engagement with a large group (but in a way that doesn’t flood the rotation in longer combats). Avenger's Shield Avenger's Shield will now conveniently start you with some HP when pulling packs of multiple enemies. Finally, with all this added Holy Power, we had to pull some back out of the rotation, and chose to do that onJudgment Judgment, since it currently serves a separate important purpose with the Shining Light Shining Light mechanic.

A few ancillary changes to this are increasing the duration of Redoubt Redoubt, and making Sanctified Wrath Sanctified Wrath generate 2 HP (so Judgment still gives 2 in total while it is active).

Blessing of the Seasons Blessing of the Seasons : Keeping this short for now since we are considering further updates to this in subsequent weeks that make this change obsolete. But in this week’s build, the Seasons will be in sync for all Paladins within a party, and their effects are stronger if there are multiple Paladins in the party.

Priest

Holy

  • Holy Words Holy Words When you cast Prayer of Healing, the remaining cooldown on Holy Word: Sanctify is reduced by 6 sec and by 2 sec when you cast Renew.

Shaman

Elemental/Enhancement

  • Elemental Blast Elemental Blast (Level 15 Talent) - Harnesses the raw power of the elements, dealing [ 80% of Spell Power ] Elemental damage and increasing your Critical Strike, Haste, or Mastery by 131 112 for 10 sec.

Restoration

  • Water Shield Water Shield - The caster is surrounded by globes of water, granting 100 86 mana per 5 sec. When a melee attack hits the caster, the caster regains 2% of their mana. This effect can only occur once every few seconds.

Warlock

Affliction

  • Agony Agony - Inflicts increasing agony on the target, causing up to [ ceil(10.8% 10.08% of Spell Power + 2) * (6) ] Shadow damage over 18 sec. Damage starts low and increases over the duration. Refreshing Agony maintains its current damage level.

Demonology

  • Axe Toss Axe Toss now interrupts dungeon and raid bosses.

Destruction

  • Rain of Chaos Rain of Chaos (Level 90 Talent)  - While your initial Infernal is active, every Soul Shard you spend has a 15% 20% chance to summon an additional Infernal that lasts 10 sec.

Blizzard Logo(Source)

Thanks for all of the detailed feedback! While there are still some planned changes coming for Warlock, we’ve made a few recently that you should be seeing in the Alpha:

Affliction

Demonology

  • Axe Toss Axe Toss now interrupts stun immune targets, such as dungeon or raid bosses. This does not affect PvP combat.

Destruction

All Shadowlands Class Changes

6D5HKWY2GULD1465340163386.png Death Knight KONFY3G21NRT1465340163602.png Mage 4K4NG17DH5OC1465340163651.png Rogue

Death Knight 9.0.1 Class Changes

Mage 9.0.1 Class Changes

Rogue 9.0.1 Class Changes

742W2C4VQJ651465340163518.png Demon Hunter MD3875H6PEN31465340163613.png Monk TGVJ0Y6O051R1465340163670.png Shaman

Demon Hunter 9.0.1 Class Changes

Monk 9.0.1 Class Changes

Shaman 9.0.1 Class Changes

BIML5YS7P8XA1465340163522.png Druid FTPZBBV8LWHM1465340163625.png Paladin Y65BR5SJIAKM1465340163689.png Warlock

Druid 9.0.1 Class Changes

Paladin 9.0.1 Class Changes

Warlock 9.0.1 Class Changes

3AP8QPDFMH191465340163595.png Hunter MMF2M70OD4PY1465340163646.png Priest Q21ASBT2SDXX1465340163697.png Warrior

Hunter 9.0.1 Class Changes

Priest 9.0.1 Class Changes

Warrior 9.0.1 Class Changes

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Still liking PvP-talent design of Demo's interrupt a ton more. Fits with the theme, can have a cool animation if one puts their mind to it and does not cause stun DR in dungeons.

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