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An Overview of All Class Changes in War Within Beta Build 55185

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79770-an-overview-of-all-class-changes-i

Here's a recap of all class changes that went live in the latest War Within Beta build.

Death Knight

  • Vampiric Strike - Vampiric Strike heals you for 5% of your maximum health and grants you Essence of the Blood Queen, increasing your Haste by 1.5%, up to 7.5% for 20 sec. Your Death Coil and Death Strike have a 10% chance to make your next Heart Scourge Strike become Vampiric Strike
  • Subduing Grasp - When you pull an enemy enemy, + the damage they deal to you is reduced by 6% for 6 sec.
  • Null Magic - Magic Damage damage taken is reduced by 10% and the duration of harmful Magic effects against you are reduced by 35%.
  • Ghoulish Frenzy - Dark Transformation also increases the attack speed and damage of you and your Monstrosity by 0%. 5%.
  • Wave of Souls - Reaper's Mark calls forth bursts of Shadowfrost energy and back, dealing [ 86.25% of Attack Power ] Shadowfrost damage both ways to all enemies caught in its path. Wave of Souls critical strikes cause enemies to take 5% increased Shadowfrost damage for 15 sec, stacking up to 2 times, and the wave back is always a critical strike. Reaper's Mark sends forth bursts of Shadowfrost energy and back, dealing [ 86.25% of Attack Power ] Shadowfrost damage both ways to all enemies caught in its path. Wave of Souls critical strikes cause enemies to take 5% increased Shadowfrost damage for 15 sec, stacking up to 2 times, and it is always a critical strike on its way back.
  • The Blood is Life - Each time the Blood Beast attacks, it stores a portion of the damage dealt. When the Blood Beast dies, it explodes, dealing 50% of the damage accumulated to nearby enemies and healing the Death Knight for the same amount. Vampiric strike Strike has a chance to summon a Blood Beast to attack your enemy for 10 sec
  • [NYI] Under Construction - This talent is not yet implemented and is waiting to be raised from the dead. Parrying an attack grants you a charge of Bloodied Blade, increasing your Strength by 0.5%, up to 4.0% for 15 sec. At 8 stacks, your next parry consumes all charges to unleash a Heart Strike at 200% effectiveness, and increases your Strength by 10% for 6 sec.
  • Mawsworn Menace - The cooldown of your Unholy Blight is reduced by 15 sec and Death and Decay by 10 sec. Scourge Strike deals 15% increased damage and the cooldown of your Death and Decay is reduced by 10 sec.
  • Gift of the San'layn - While Vampiric Blood or Dark Transformation is active you gain Gift of the San'layn Gift of the San'layn increases the effectiveness of your Essence of the Blood Queen by 150%, and Vampiric Strike replaces your Heart Scourge Strike for the duration.
  • Exterminate - The first scythe strikes your target for [ 306% of Attack Power ] Shadowfrost damage and has a 20% chance to apply Reaper's Mark, the second scythe strikes all enemies around your target for [ 204% of Attack Power ] Shadowfrost damage. The first scythe strikes your target for [ 306% of Attack Power ] Shadowfrost damage and has a 20% chance to apply Reaper's Mark, the second scythe strikes all enemies around your target for [ 204% of Attack Power ] Shadowfrost damage. Deals reduced damage beyond 8 targets.
  • Sudden Doom - Your auto attacks have a 25% chance to make your next Death Coil or Epidemic cost 10 less Runic Power and critically strike Additionally, your next Death Coil and Epidemic will burst 1 Festering Wound.
  • Obliteration - Glacial Advance : While Pillar of Frost is active, Frost Strike, Glacial Advance, and Howling Blast always grant Killing Machine and have a 30% chance to generate a Rune. Additionally, while Pillar of Frost is active your Frost Strike consumes up to an additional 15 Runic Power to deal additional damage. Glacial Advance : While Pillar of Frost is active, Frost Strike, Glacial Advance, and Howling Blast always grant Killing Machine and have a 30% chance to generate a Rune. Additionally, while Pillar of Frost is active your Frost Strike consumes up to an additional 15 Runic Power to deal additional damage.
  • Hungering Thirst - The damage of your diseases, Frost Strike, Death Coil are increased by 15%. The damage of your diseases and Death Coil are increased by 15%.
  • Infliction of Sorrow - When Vampiric Strike damages an enemy affected by your Blood Plague, it extends the duration of the disease by 3 sec, and deals 20% of the remaining damage to the enemy. After Gift of the San'layn ends, your next Heart Strike consumes the disease to deal 200% of their remaining damage to the target. When Vampiric Strike damages an enemy affected by your Virulent Plague, it extends the duration of the disease by 3 sec, and deals 20% of the remaining damage to the enemy. After Gift of the San'layn ends, your next Scourge Strike consumes the disease to deal 100% of their remaining damage to the target.
  • Visceral Regeneration - Your Heart Strike has a 3% chance per stack of Essence of the Blood Queen to refund a Rune. Vampiric Strike doubles the chance to refund a Rune. When Sudden Doom is consumed, you gain 5% Strength for 5 sec.
  • Unholy Blight (New) - Dark Transformation surrounds your ghoul with a vile swarm of insects for 6 sec, stinging all nearby enemies and infecting them with Virulent Plague and an unholy disease that deals [ 27.83% of Attack Power ] damage over 14 sec, stacking up to 4 times.

Demon Hunter

  • Escalation - Each successive enhanced ability deals 10% increased damage. The effect of the second enhancement is increased by 100%. When enhanced by Reaver's Glaive, Soul Cleave casts 3 additional glaive slashes to nearby targets. If cast after Shear, cast 6 slashes instead.
  • Incisive Blade - When enhanced, Soul Cleave deals 30% increased damage.
  • Intent Pursuit - Casting The Hunt allows you to cast Reaver's Glaive. When enhanced by Reaver's Glaive, Shear applies Reaver's Mark, which causes the target to take 15% increased damage for 20 sec. If cast after Soul Cleave, Reaver's Mark is increased to 30%.
  • Art of the Glaive - Consuming 40 Soul Fragments allows you to cast Reaver's Glaive. Reaver's Glaive : Throw a glaive enhanced with the essence of consumed souls at your target, dealing [ 300% of Attack Power ] Physical damage and ricocheting to 2 additional targets for [ 150% of Attack Power ]. Begins a well-practiced pattern of glaivework, enhancing your next Shear and Soul Cleave: Shear applies Reaver's Mark which causes the target to take 15% increased damage for 20 sec Soul Cleave deals 3 additional glaive slashes to nearby targets for Attack Power damage. Consuming 40 Soul Fragments converts your next Throw Glaive into Reaver's Glaive. Reaver's Glaive : Throw a glaive enhanced with the essence of consumed souls at your target, dealing [ 300% of Attack Power ] Physical damage and ricocheting to 1 additional targets. Begins a well-practiced pattern of glaivework, enhancing your next Shear and Soul Cleave. The enhanced ability you cast first deals 10% increased damage, and the second deals 20% increased damage.
  • Illuminated Sigils - Sigil skills have 1 additional charges Sigil of Flame has 5 sec reduced cooldown and 1 additional charges
  • Preemptive Strike - Throw Glaive deals [ 20% 200% + of Attack Power ] damage to enemies near its initial target.
  • Warblade's Hunger - Consuming a Soul Fragment causes your next Shear to deal [ 100% 20% of Attack Power ] additional damage.

Druid

  • Boundless Moonlight - Fury of Elune Fury of Elune now ends with a flash of energy, blasting nearby enemies for Astral damage. Full Moon Full Moon calls down 2 Crescent Moons that deal Astral damage and generate 3 Astral Power. Lunar Beam Lunar Beam now causes you to leech life equal to 10% of all damage dealt to enemies within the beam. [ Fury of Elune Fury of Elune now ends with a flash of energy, blasting nearby enemies for ( 212% of Spell Power ) Astral damage. Full Moon Full Moon calls down 2 Minor Moons that deal ( 116.6% of Spell Power ) Astral damage and generate 3 Astral Power.]
  • Stellar Command - Increases the damage of Fury of Elune and Full Moon by 15%. Increases the damage of Lunar Beam by 30%. Increases the damage of Lunar Beam by 30% and Fury of Elune by 15%.
  • The Eternal Moon - Fury of Elune The flash of energy now generates 6 Astral Power or 6 Rage and its damage is increased by 50%. Full Moon New Moon and Half Moon now also call down 1 Crescent Moons. Lunar Beam Lunar Beam increases Mastery by an additional [ 1,400% of mas ]%, deals 30% increased damage, and lasts 3 sec longer. Fury of Elune The flash of energy now generates 6 Astral Power and its damage is increased by 50%. Full Moon New Moon and Half Moon now also call down 1 Minor Moons.
  • Lunation - Your Arcane abilities reduce the cooldown of Fury of Elune by 2.0 sec and the cooldown of New Moon, Half Moon, and Full Moon by 1.0 sec. Your Arcane abilities reduce the cooldown of Lunar Beam by 3.0 sec Your Arcane abilities reduce the cooldown of Lunar Beam by 3.0 sec.
  • Restoration Druid - Increases periodic damage/healing by 68%: Incarnation: Tree of Life and Rejuvenation Increases periodic damage/healing by 25%: Improved Regrowth and Regrowth
  • Astral Insight - Incarnation: Chosen of Elune and Incarnation: Guardian of Ursoc increase Arcane damage from spells and abilities by 10% while active Incarnation: Chosen of Elune increase Arcane damage from spells and abilities by 10% while active
  • Entangling Vortex - Damage may cancel the effect. Enemies pulled into Ursol's Vortex are rooted in place for 3 secs - sec
  • Moondust - Enemies affected by Moonfire are slowed by 30%. 20%.
  • Lunar Calling - Starfire deals 40% increased damage to its primary target, but no longer triggers Solar Eclipse. Thrash now deals Arcane damage and its damage is increased by 12%. Starfire deals 40% increased damage to its primary target, but no longer triggers Solar Eclipse.
  • Moon Guardian - Moonfire and Starfire generate 2 additional Astral Power
  • Photosynthesis - While your Lifebloom is on an ally, your periodic heals on them have a 4% chance to cause it to bloom. While your Lifebloom is on yourself, your periodic heals heal 20% 10% faster
  • Atmospheric Exposure - Enemies damaged by Full Moon, Fury of Elune, or Lunar Beam take 4% increased damage from you for 6 sec. Enemies damaged by Lunar Beam or Fury of Elune take 4% increased damage from you for 6 sec.
  • Implant - Your Swiftmend causes a Symbiotic Bloom to grow on the target for 4 secs. - sec.
  • Thriving Growth - Wild Growth, Regrowth, and Efflorescence healing has a chance to cause Symbiotic Blooms to grow on the target, healing for [ 120% of Spell Power ] over 6 sec. Multiple instances of these can overlap. Rip and Rake damage has a chance to cause Bloodseeker Vines to grow on the victim, dealing [ 135% of Attack Power ] bleed Bleed damage over 6 sec

Evoker

  • Engulf - For each of your periodic effects on the target, effectiveness is increased by 50%. Engulf your target in dragonflame, damaging them for [ 370% of Spell Power ] Fire or healing them for [ 425% of Spell Power ]
  • Unrelenting Siege - For each second you are in combat, Azure Strike and Living Flame deal 1% increased damage, up to 50%. For each second you are in combat, Azure Strike, Living Flame, and Disintegrate deal 1% increased damage, up to 15%.
  • Double-time - Ebon Might and Prescience can critically strike, extending their duration by 10 sec. Ebon Might and Prescience gain a chance equal to your critical strike chance to grant 50% additional stats.
  • Temporal Burst - Tip the Scales overloads you with temporal energy, increasing your haste, movement speed, and cooldown recovery rate by 1%, ramping up to 40% over 40 sec. Tip the Scales overloads you with temporal energy, increasing your haste, movement speed, and cooldown recovery rate by 30%, decreasing over 30 sec.

Hunter

  • Wailing Arrow - Normal: Fire an enchanted arrow, dealing [ 277.5% of Attack Power ] Shadow damage to your target and an additional [ 112.5% of Attack Power ] Shadow damage to all enemies within 8 yds of your target. Readiness : Fire an enchanted arrow, dealing [ 277.5% of Attack Power ] Shadow damage to your target and an additional [ 112.5% of Attack Power ] Shadow damage to all enemies within 8 yds of your target. Windrunner's Barrage : Fire an enchanted arrow, dealing [ 277.5% of Attack Power ] Shadow damage to your target and an additional [ 112.5% of Attack Power ] Shadow damage to all enemies within 8 yds of your target Normal: Fire an enchanted arrow, dealing [ 360% of Attack Power ] Shadow damage to your target and an additional [ 112.5% of Attack Power ] Shadow damage to all enemies within 8 yds of your target. Readiness : Fire an enchanted arrow, dealing [ 360% of Attack Power ] Shadow damage to your target and an additional [ 112.5% of Attack Power ] Shadow damage to all enemies within 8 yds of your target. Windrunner's Barrage : Fire an enchanted arrow, dealing [ 360% of Attack Power ] Shadow damage to your target and an additional [ 112.5% of Attack Power ] Shadow damage to all enemies within 8 yds of your target
  • Explosives Expert - Wildfire Bomb cooldown reduced by 4.0 2.0 sec.
  • Focused Aim - Aimed Shot and Rapid Fire damage increased by 5%. 5.0%.
  • Spearhead - You and your pet charge your enemy, applying a heavy bleed that increases your chance to critically strike your target by 30% for 10 sec. You and your pet charge your enemy, bleeding your target for [ 300% of Attack Power ] damage over 10 sec and increasing your chance to critically strike your target by 30% for 10 sec.
  • Born To Be Wild - Beast Mastery, Marksmanship, Initial: Reduces the cooldowns of Aspect of the Cheetah, Survival of the Fittest, and Aspect of the Turtle by 30 sec. Survival: Reduces the cooldowns of Aspect of the Eagle, Aspect of the Cheetah, Survival of the Fittest, and Aspect of the Turtle by 30 sec. Beast Mastery, Marksmanship, Initial: Reduces the cooldowns of Aspect of the Cheetah, and Aspect of the Turtle by 30 sec. Survival: Reduces the cooldowns of Aspect of the Eagle, Aspect of the Cheetah, and Aspect of the Turtle by 30 sec.
  • High Explosive Trap - Normal: Hurls a fire trap to the target location that explodes when an enemy approaches, causing [ 57.33% of Attack Power ] Fire damage and knocking all enemies away. Targets knocked back by High Explosive Trap deal 10% less damage to you for 8 sec after being knocked back.. Binding Shackles : Hurls a fire trap to the target location that explodes when an enemy approaches, causing [ 57.33% of Attack Power ] Fire damage and knocking all enemies away. Trap will exist for 60 sec Limit 1. Limit 1
  • Bombardier - When Coordinated Assault ends, Explosive Shot has its cooldown reduced by 100% and its Focus cost reduced by 100% for 4 sec. When Coordinated Assault ends, your next 2 Explosive Shots have their cooldown reduced by 100% and their Focus cost reduced by 100%.
  • Wildfire Infusion - Mongoose Bite and Raptor Strike have a 15% chance to reset Kill Command's cooldown Kill Command reduces the cooldown of Wildfire Bomb by 2 1 sec.
  • Posthaste - Disengage also frees you from all movement impairing effects and increases your movement speed by [ 25 50 25% of Spell Power ]% for 4 sec.
  • Dire Beast - Summons a powerful wild beast that attacks the target and roars, increasing your Haste by 5% for 8 sec. Generates 20 Focus
  • Grenade Juggler - Wildfire Bomb deals 5% increased damage and has a 25% chance to reset the cooldown of Explosive Shot. Explosive Shot reduces the cooldown of Wildfire Bomb by 4 sec. Wildfire Bomb deals 5% increased damage and has a 25% chance to also cast an Explosive Shot at your target at 100% effectiveness. Explosive Shot reduces the cooldown of Wildfire Bomb by 2 sec.
  • Tar Trap - All enemies have 50% reduced movement speed while in the area of effect. Hurls a tar trap to the target location that creates a 8 yd radius pool of tar around itself for 30 sec when the first enemy approaches. Trap will exist for 60 sec. Limit 1
  • Flanking Strike - You and your pet leap to the target and strike it as one, dealing a total of [ 246% of Attack Power 245.9% of Attack Power ] Physical damage. Tip of the Spear grants an additional 15% damage bonus to Flanking Strike. Generates 30 Focus for you and your pet. You and your pet leap to the target and strike it as one, dealing a total of [ Attack Power 300% of Attack Power ] Physical damage. Tip of the Spear grants an additional 15% damage bonus to Flanking Strike and Flanking Strike generates 2 stacks of Tip of the Spear.
  • Kill Command - Normal: Give the command to kill, causing your pet to savagely deal [ 158% of Attack Power ] Physical damage to the enemy. Generates 15 Focus. Tip of the Spear : Give the command to kill, causing your pet to savagely deal [ 158% of Attack Power ] Physical damage to the enemy. Kill Command has a 10% chance to immediately reset its cooldown. Kill Command also increases the damage of your next Raptor Strike by 0%, stacking up to 3 times Give the command to kill, causing your pet to savagely deal [ 158% of Attack Power ] Physical damage to the enemy
  • Exposed Flank - Your Flanking Strike exposes a weakness in your enemy's defenses, increasing the damage of Kill Command by 10% and causes your Kill Command to hit 2 additional nearby enemies for 10 sec. Your Flanking Strike now strikes 2 additional nearby targets at 100% effectiveness, and exposes a weakness in your enemy's defenses, causing your Kill Command to hit 2 additional nearby enemies for 10 sec.
  • Symphonic Arsenal - Multi-Shot, Carve and Butchery discharge arcane energy from all targets affected by your Sentinel, dealing [ 56% 33.6% of Attack Power ] Arcane damage to up to 6 5 targets within 8 yds of your Sentinel targets.
  • Explosive Venom - Every 5 cast of Cobra Explosive Shot or Multi-Shot will apply Serpent Sting to targets hit.
  • Huntmaster's Call - Every 3 casts of Dire Beast sounds the Horn of Valor, summoning either Hati or Fenryr to battle Hati Increases the damage of all your pets by 15%. 8%. Fenryr Pounces your primary target, inflicting a heavy bleed that deals [ 480% 320% of Attack Power ] damage over 8 sec and grants you 10% Haste.
  • Thrill of the Hunt - Barbed Shot increases your critical strike chance by 2% for 8 sec, stacking up to 2 3 times.
  • Wailing Arrow - Wailing Arrow Normal: Fire an enchanted arrow, dealing [ 277.5% of Attack Power ] Shadow damage to your target and an additional [ 112.5% of Attack Power ] Shadow damage to all enemies within 8 yds of your target. Readiness : Fire an enchanted arrow, dealing [ 277.5% of Attack Power ] Shadow damage to your target and an additional [ 112.5% of Attack Power ] Shadow damage to all enemies within 8 yds of your target. Windrunner's Barrage : Fire an enchanted arrow, dealing [ 277.5% of Attack Power ] Shadow damage to your target and an additional [ 112.5% of Attack Power ] Shadow damage to all enemies within 8 yds of your target Wailing Arrow Normal: Fire an enchanted arrow, dealing [ 360% of Attack Power ] Shadow damage to your target and an additional [ 112.5% of Attack Power ] Shadow damage to all enemies within 8 yds of your target. Readiness : Fire an enchanted arrow, dealing [ 360% of Attack Power ] Shadow damage to your target and an additional [ 112.5% of Attack Power ] Shadow damage to all enemies within 8 yds of your target. Windrunner's Barrage : Fire an enchanted arrow, dealing [ 360% of Attack Power ] Shadow damage to your target and an additional [ 112.5% of Attack Power ] Shadow damage to all enemies within 8 yds of your target
  • Aimed Shot - Normal: A powerful aimed shot that deals [ 336.6% of Attack Power ] Physical damage and causes your next 1-2 Arcane Shots or Multi-Shots to deal 70% more damage. Chimaera Shot : A powerful aimed shot that deals [ 336.6% of Attack Power ] Physical damage. Careful Aim : A powerful aimed shot that deals [ 336.6% of Attack Power ] Physical damage. Serpent Sting : A powerful aimed shot that deals [ 336.6% of Attack Power ] Physical damage Normal: A powerful aimed shot that deals [ 330% of Attack Power ] Physical damage and causes your next 1-2 Arcane Shots or Multi-Shots to deal 70% more damage. Chimaera Shot : A powerful aimed shot that deals [ 330% of Attack Power ] Physical damage. Careful Aim : A powerful aimed shot that deals [ 330% of Attack Power ] Physical damage. Serpent Sting : A powerful aimed shot that deals [ 330% of Attack Power ] Physical damage
  • Flanker's Advantage - Kill Command has an additional 10% chance to immediately reset its cooldown, increased by 100% when Kill Command critically strikes a target. Tip of the Spear's damage bonus is increased up to 100%, based on your critical strike chance. Kill Command has an additional 10% chance to immediately reset its cooldown, increased to 20% when Kill Command critically strikes a target. Tip of the Spear's damage bonus is increased up to 30%, based on your critical strike chance.
  • War Orders - Barbed Shot deals 10% increased damage, and applying Barbed Shot has a 25% 50% chance to reset the cooldown of Kill Command.

Mage

  • Arcane Missiles - Only castable when you have Clearcasting Launches five waves of Arcane Missiles at the enemy over 2.5 sec, causing a total of [ 235.3% 255% of Spell Power ] Arcane damage.
  • Lessons in Debilitation - Your Arcane Phoenix will cast Supernova or Gravity Lapse shortly after being summoned and will periodically Spellsteal buffs from nearby enemies. Your Arcane Phoenix will Spellsteal when it is summoned and when it expires.
  • Arcane Barrage - Consumes all Arcane Charges.. For each Arcane Charge, deals 30% additional damage, grants you 1.5% of your maximum mana, and hits 1 additional nearby targets for 40% of its damage Launches bolts of arcane energy at the enemy target, causing [ 106.62% 120% of Spell Power ] Arcane damage
  • Eureka - When a spell consumes Clearcasting, its damage is increased by 25%. 10%.
  • Spellfrost Teachings - Direct damage from Arcane Splinters has a 2% chance to reset the cooldown of Arcane Orb and increase all damage dealt by Arcane Orb by 20% for 10 sec. Direct damage from Arcane Splinters has a 2% chance to launch an Arcane Orb and increase all damage dealt by Arcane Orb by 20% for 10 sec.
  • Frostfire Mastery - Your damaging Fire spells generate 1 stack of Fire Mastery and Frost spells generate 1 stack of Frost Mastery. Adding stacks does not refresh duration. Fire Mastery increases your haste by 1%, and Frost Mastery increases your Mastery by 1% for 12 14 sec, stacking up to 8 times each
  • Phoenix Flames - Always deals a critical strike. Hurls a Phoenix that deals [ 77.05% 70% of Spell Power ] Fire damage to the target and reduced damage to other nearby enemies
  • Pyroblast - Hurls an immense fiery boulder that causes [ 180.22% 172% of Spell Power ] Fire damage and an additional [ 18.6% of Spell Power ] Fire damage over 6 sec.
  • Glorious Incandescence - Consuming Burden of Power causes your next cast of Arcane Orb to call down a storm of 4 Meteorites on the first target it damages. Each Meteorite's impact reduces the cooldown of Arcane Orb by 2.0 sec and generates an Arcane Charge. Consuming Burden of Power causes your next cast of Arcane Barrage to grant 4 Arcane Charges and call down a storm of 4 Meteorites on its target.
  • Mana Addiction - Consuming Clearcasting grants you 3.0% Haste for 10 sec Casting Arcane Blast or Arcane Barrage grants you 1.0% Haste for 10 sec
  • Pyromaniac - Casting Pyroblast or Flamestrike while Hot Streak is active has an 8% chance to repeat the spell cast at 100% effectiveness. Casting Pyroblast or Flamestrike while Hot Streak is active has an 8% chance to repeat the spell cast at 100% effectiveness. This effect counts as consuming Hot Streak.
  • Mass Barrier - Cast Prismatic Barrier on yourself and 4 nearby allies. Cast Prismatic Barrier on yourself and 4 allies within 40 yds.
  • Arcane Blast - Generates 1 Arcane Charge.. Each Arcane Charge increases damage by 60% and mana cost by 100%, and reduces cast time by 8% Blasts the target with energy, dealing [ 72.8% 80% of Spell Power ] Arcane damage
  • Nether Munitions - When your Magi's Spark or your Improved Touch of the Magi detonates, it increases the damage all affected targets take from you by 6% for 12 sec. When your Touch of the Magi detonates, it increases the damage all affected targets take from you by 8% for 12 sec.
  • Mage Frost 11.0 4pc - Frozen Orb increases Ice Lance's damage by 15% for 15 sec. Damage dealt by Fingers of Frost enhanced Ice Lances invoke a Frigid Pulse, dealing [ 30% of Spell Power ] Frost damage to nearby targets. Damage reduced beyond 8 targets.
  • Sparking Cinders - Living Bomb explosions have a 15% chance to increase the damage of your next Flamestrike or Pyroblast by 15%.
  • Spellfire Spheres - Every 4 times you consume Clearcasting, conjure a Spellfire Sphere Every 6 times you cast Arcane Blast or Arcane Barrage, conjure a Spellfire Sphere
  • Time Anomaly - At any moment, you have a chance to gain Arcane Surge for 6 4 sec, Clearcasting, or Time Warp for 6 sec.
  • Splintering Orbs - Enemies damaged by your Arcane Orb conjure 2 Arcane Splinters, up to 4 The first enemy damaged by your Arcane Orb conjures 4 Arcane Splinters
  • Mage Frost 11.0 Class Set 2pc - Ice Lance damage increased by 5% and Fingers of Frost increases the damage of your next Frozen Orb by 10%, stacking up to 10 times. Ice Lance damage increased by 8%.
  • Mage Arcane 11.0 Class Set 2pc - Arcane Blast and Arcane Explosion Barrage damage increased by 6%.
  • Lit Fuse - Up to five enemies hit by this explosion also become a Living Bomb, but this effect cannot spread further.. Consuming Hot Streak has a 10% chance to grant you Lit Fuse Lit Fuse : Your next Fire Blast turns up to three nearby targets into a Living Bomb that explodes after 2 sec, dealing [ 60% 40% of Spell Power ] Fire damage to the target and reduced damage to all other enemies within 10 yds
  • Intensifying Flame - While Ignite is on 3 or fewer enemies it flares up dealing an additional 25% 20% of its damage to affected targets.
  • Magi's Spark - Your Touch of the Magi now also conjures a spark, causing the damage from your next Arcane Barrage, Arcane Blast, and Arcane Missiles to echo for 25% 100% of their damage. Upon receiving damage from all three spells, the spark explodes, dealing [ 150% 400% of Spell Power ] Arcane damage to all nearby enemies.
  • Codex of the Sunstriders - Summoning your Arcane Phoenix grants you a Spellfire Sphere. Over its duration, your Arcane Phoenix will consume each of your Spellfire Spheres to cast an exceptional spell. Over its duration, your Arcane Phoenix will consume each of your Spellfire Spheres to cast an exceptional spell. Upon consuming a Spellfire Sphere, your Arcane Phoenix will grant you Lingering Embers. Lingering Embers Increases your spell damage by 2%. Stacks up to 5 times.
  • Arcane Debilitation - Damaging a target with Arcane Missiles increases the damage they take from Arcane Missiles, Arcane Barrage, and Arcane Blast by 0.0%. Multiple instances may overlap.
  • Living Bomb - Other enemies hit by this explosion also become a Living Bomb, but this effect cannot spread further. The target becomes a Living Bomb, taking 0 Fire damage over 2 sec, and then exploding to deal an additional [ 60% 40% of Spell Power ] Fire damage to the target and reduced damage to all other enemies within 10 yds
  • Mage Arcane 11.0 Class Set 4pc - Casting Arcane Blast or Arcane Explosion has a 10% chance to make your next Arcane Barrage deal 10% increased damage and generate 4 Arcane Charges. Casting Arcane Blast or Arcane Barrage has a 5% chance to make your next Arcane Barrage deal 20% increased damage and generate 4 Arcane Charges.
  • Leydrinker - Consuming Nether Precision has a 10% 20% chance to make your next Arcane Blast or Arcane Barrage echo, repeating its damage at 25% 60% effectiveness to the primary target and up to four nearby enemies.
  • Illuminated Thoughts - Clearcasting has a 5% increased chance to proc and increases the damage of spells that consume it by 5%. Clearcasting has a 5% increased chance to proc.
  • Memory of Al'ar - Arcane Soul : Arcane Barrage costs no mana, grants Clearcasting, and generates 4 Arcane Charges. Arcane Soul : Arcane Barrage grants Clearcasting and generates 4 Arcane Charges.
  • Permafrost Lances (New) - Frozen Orb increases Ice Lance's damage by 15% for 15 sec.

Monk

  • Unison - Soothing Mist heals a second injured ally within 40 yds for 35% 25% of the amount healed.
  • Restoral - Castable while stunned. Healing increased by 100% when not in a raid. Heals all party and raid members within 40 yds for [ 325.45% 1,301.8% of Spell Power ] and clears them of all harmful Poison and Disease effects
  • Enveloping Mist - Wraps the target in healing mists, healing for [ 358.5% 312% of Spell Power ] over 6 sec, and increasing healing received from your other spells by 30%.
  • Soothing Mist - While channeling, Enveloping Mist and Vivify may be cast instantly on the target. Each heal has a chance to cause a Gust of Mists on the target. Heals the target for [ 616% 1,120% of Spell Power ] over 8 sec
  • Roar from the Heavens - Tiger's Lust grants 20% movement speed to up to 2 allies near its target.
  • Dancing Mists - Renewing Mist has a 10% 8% chance to immediately spread to an additional target when initially cast or when traveling to a new target.
  • Windwalker Monk - Increases damage/healing by 10%: Blackout Kick Increases damage/healing by 20%: Blackout Kick
  • Chi-Ji's Swiftness - Your movement speed is increased by 25% 75% during Celestial Conduit and by 15% for 3 sec after being assisted by any Celestial.
  • Jade Ignition - Whenever you deal damage to a target with Fists of Fury, you gain a stack of Chi Energy up to a maximum of 30 stacks. The damage is increased by 5% for each stack of Chi Energy. Using Spinning Crane Kick will cause the energy to detonate in a Chi Explosion, dealing [ 127.5% 145% of Attack Power ] Nature damage to all enemies within 8 yards, reduced beyond 5 targets
  • Celestial Harmony - While active, Yu'lon and Chi'Ji heal up to 5 nearby targets with Enveloping Breath when you cast Enveloping Mist, healing for [ 102.6% of Spell Power ] over 6 sec, and increasing the healing they receive from you by 10% When activated, Yu'lon and Chi'Ji apply Chi Cocoons to 5 targets within 0 to 40 yds, absorbing [ 16% 12% of Total Health ] damage for 10 sec.
  • Lotus Infusion - Allies with Renewing Mist receive 15% 8% more healing from you and Renewing Mist's duration is increased by 2 sec.
  • Thunder Focus Tea - Expel Harm : Transfers 25% additional healing into damage and creates a Chi Cocoon absorbing [ 16% of Total Health ] damage. Vivify : No mana cost. Rising Sun Kick : Cooldown reduced by 9 sec. Expel Harm : Transfers 25% additional healing into damage and creates a Chi Cocoon absorbing [ 16% of Total Health ] damage.. Renewing Mist : Duration increased by 10 sec Normal: Receive a jolt of energy, empowering your next spell cast: Enveloping Mist : Immediately heals for [ 358.5% 312% of Spell Power ] and is instant cast. Focused Thunder : Receive a jolt of energy, empowering your next 1 spells cast: Enveloping Mist : Immediately heals for [ 358.5% 312% of Spell Power ] and is instant cast
  • Chi Burst - Brewmaster: Hurls a torrent of Chi energy up to 40 yds forward, dealing [ 120% of Attack Power ] Nature damage to all enemies, and [ 145% of Attack Power ] healing to the Monk and all allies in its path. Healing reduced beyond 6 targets. Windwalker, Mistweaver, Initial: Hurls a torrent of Chi energy up to 40 yds forward, dealing [ 120% of Attack Power ] Nature damage to all enemies, and [ 145% of Attack Power ] healing to the Monk and all allies in its path. Healing reduced beyond 6 targets. Brewmaster: Hurls a torrent of Chi energy up to 40 yds forward, dealing [ 280% of Attack Power ] Nature damage to all enemies, and [ 220% of Attack Power ] healing to the Monk and all allies in its path. Healing and damage reduced beyond 5 targets. Windwalker, Mistweaver, Initial: Hurls a torrent of Chi energy up to 40 yds forward, dealing [ 280% of Attack Power ] Nature damage to all enemies, and [ 220% of Attack Power ] healing to the Monk and all allies in its path. Healing and damage reduced beyond 5 targets.
  • Shadowboxing Treads - Blackout Kick damage increased by 10% and strikes an additional 2 ltarget;targets at 80% 70% effectiveness.
  • Heightened Guard - Ox Stance will now trigger when an attack is larger than 50% 40% of your current health.
  • Chi Burst (New) - Brewmaster: Your damaging spells and abilities have a chance to activate Chi Burst, allowing you to hurl a torrent of Chi energy up to 40 yds forward, dealing [ 280% of Attack Power ] Nature damage to all enemies, and [ 220% of Attack Power ] healing to the Monk and all allies in its path. Healing reduced beyond 5 targets. Casting Chi Burst does not prevent avoiding attacks. Windwalker, Mistweaver, Initial: Your damaging spells and abilities have a chance to activate Chi Burst, allowing you to hurl a torrent of Chi energy up to 40 yds forward, dealing [ 280% of Attack Power ] Nature damage to all enemies, and [ 220% of Attack Power ] healing to the Monk and all allies in its path. Healing reduced beyond 5 targets.

Paladin

  • Laying Down Arms - When an Armament fades from you, the cooldown of Lay on Hands is reduced by 15.0 sec and you gain Shining Light or Infusion of Light.
  • Holy Shock - Has an additional 10% critical strike chance. Generates 1 Holy Power. Triggers a burst of Light on the target, dealing [ 48.96% of Spell Power ] Holy damage to an enemy, or [ 147.36% 190% of Spell Power ] healing to an ally
  • Grand Crusader - Reduces the cooldown of Judgment by 3 sec. Normal, Blessed Hammer : When you avoid a melee attack or use Crusader Strike, you have a 15% chance to reset the remaining cooldown on Avenger's Shield Shield. + . Crusader's Judgment : When you avoid a melee attack or use Crusader Strike, you have a 15% chance to reset the remaining cooldown on Avenger's Shield
  • Shining Light - Every 3 Shields of the Righteous make your next Word of Glory cost no Holy Power. Maximum 2 stacks.
  • Dawnlight - 10% of Dawnlight's damage and healing radiates to nearby allies or enemies, reduced beyond 5 targets. Casting Holy Prism or Barrier of Faith causes your next 2 Holy Power spending abilities to apply Dawnlight on your target, dealing [ 300% of Spell Power ] Radiant damage or [ 600% 480% of Spell Power ] healing over 8 sec
  • Hand of Divinity - Call upon the Light to empower your spells, causing your next 2 Holy Lights to heal 40% 30% more, cost 50% less mana, and be instant cast.
  • Tyr's Deliverance - Allies healed also receive 10% increased healing from your Holy Light, Flash of Light, and Holy Shock spells for 12 sec. Releases the Light within yourself, healing 5 injured allies instantly and an injured ally every 1 sec for 20 sec within 40 yds for [ 35% 30% of Spell Power ]
  • Valiance - Consuming Shining Light or Infusion of Light reduces the cooldown of Holy Armaments by 3.0 sec.
  • Blessing of the Forge - Avenging Wrath summons an additional Sacred Weapon, and during Avenging Wrath your Sacred Weapon casts spells on your target and echoes the effects of your Holy Power spenders. abilities.
  • Divine Favor (New) - After casting Barrier of Faith or Holy Prism, the healing of your next Holy Light or Flash of Light is increased by 40%, its cast time is reduced by 30%, and its mana cost is reduced by 50%.

Priest

  • Void Shift - You and the currently targeted party or raid member swap health percentages Swap health percentages with your ally

Rogue

  • Hunt Them Down - Autoattacks against Marked targets deal an additional [ 10% 20% of Attack Power ] Plague damage.
  • Serrated Bone Spikes - Rupture spends a stack to embed a bone spike in its target. Awards 1 combo point plus 1 additional per active bone spike.. Refunds a stack when the target dies. Prepare a Serrated Bone Spike every 30 sec, stacking up to 3 wSerrated - Serrated Bone Spike : Deals [ 120% of Attack Power ] Physical damage and [ 12% of Attack Power ] Bleed damage every 3 sec until the target dies or leaves combat
  • Lingering Darkness - After Deathmark expires, gain 3 30 sec of 10% increased Nature damage.
  • Deathstalker's Mark - Ambush from Stealth applies 3 stacks of Deathstalker's Mark to your target. When you spend 5 or more combo points on attacks against a Marked target you consume an application of Deathstalker's Mark, dealing [ 30% of Attack Power ] Plague damage and increasing the damage of your next Ambush or Mutilate by 10% Ambush from Stealth applies 2 stacks of Deathstalker's Mark to your target. When you spend 5 or more combo points on attacks against a Marked target you consume an application of Deathstalker's Mark, dealing [ 60% of Attack Power ] Plague damage and increasing the damage of your next Ambush or Mutilate by 20%
  • Flensing Knives - Slice and Dice causes your Backstab to deal an additional [ 20% 40% of Attack Power ] Plague damage.
  • Darkest Night - When you consume the final Deathstalker's Mark from a target, gain 60 Energy and your next Envenom cast with maximum combo points is guaranteed to critically strike, deals 30% additional damage, and applies 3 stacks of Deathstalker's Mark to the target. When you consume the final Deathstalker's Mark from a target, gain 40 Energy and your next Envenom cast with maximum combo points is guaranteed to critically strike, deals 60% additional damage, and applies 2 stacks of Deathstalker's Mark to the target.

Warlock

  • Fel Synergy - Soul Leech also heals you for 15% 8% and your pet for 50% 25% of the absorption it grants.
  • Raging Demonfire - Channel Demonfire fires an additional 2 bolts Each bolt increases the remaining duration of Immolate on all targets hit by 0.2 0.5 sec.
  • Malediction - Your Agony, Corruption, and Unstable Affliction gain 5% more critical strike chance from all sources. Increases the critical strike chance of Agony, Corruption, and Unstable Affliction by 5%.
  • Ruination - Ruination Call down a demon-infested meteor from the depths of the Twisting Nether, dealing [ 1,105.84% of Spell Power ] Chaos damage on impact to all enemies within 8 yds of the target and summoning 3 Wild Imps. Ruination Call down a demon-infested meteor from the depths of the Twisting Nether, dealing [ 1,105.84% of Spell Power ] Chaos damage on impact to all enemies within 8 yds of the target and summoning 3 Wild Imps. Damage is reduced beyond 8 targets.
  • Impending Doom - Increases the damage of Doom by 30% and Doom generates 1 Soul Shard upon expiration. Increases the damage of Doom by 30% and Doom summons 1 Wild Imp when it expires.
  • Doom Eternal - Demonic Cores reduce the duration of Doom by an additional 2 sec and when Doom is removed its cooldown is reset. Demonic Cores reduce the duration of Doom by an additional 2 sec.
  • Chaos Incarnate - Chaos Bolt, Rain of Fire, and Shadowburn always gain at least 70% of the maximum benefit from your Mastery: Chaotic Energies.
  • Zevrim's Resilience - Dark Pact heals you for [ 9.6% 18.23% of Spell Power ] every 1 sec while active.
  • Death's Embrace - Increases Drain Life healing by 30% while your health is at or below 35% health Damage done by your Agony, Corruption, Unstable Affliction, and Malefic Rapture is increased by 5% 10% when your target is at or below 20% 35% health.
  • Perpetual Unstability - The cast time of Unstable Affliction is reduced by 20% Refreshing Unstable Affliction with 8 or less seconds remaining deals [ 23.29% 268.92% of Spell Power ] Shadow damage to its target.
  • Blood Invocation - The cooldown of Power Siphon is reduced by 5 sec and Power Siphon increases the damage of Demonbolt by an additional 20%. Power Siphon increases the damage of Demonbolt by an additional 25%.
  • Soul Link - 10% 5% of all damage you take is taken by your demon pet instead.
  • Unstable Rifts [NYI] - Bolts from Dimensional Rift deal 0% of the damage dealt to nearby enemies. Bolts from Dimensional Rift now deal 25% of damage dealt to nearby enemies as Fire damage.
  • Demonic Tactics - Increases melee and spell critical strike chance for you and your summoned demon by 5%. Your spells have a 5% increased chance to deal a critical strike. You gain 10% more of the Critical Strike stat from all sources.
  • Dimension Ripper - Incinerate has a chance to recharge Dimensional Rift. Incinerate has a chance to tear open a Dimensional Rift or recharge Dimensional Rift if learned.
  • Mark of F'harg - Your Summon Vilefiend becomes Summon Charhound and learns the following ability: Infernal Presence Cloaked in the ever-burning flames of the abyss, dealing [ 23.98% 15.99% of Spell Power ] Fire damage to enemies within 10 yards every 1 sec.
  • Doom (New) - When Demonbolt consumes a Demonic Core it inflicts impending doom upon the target, dealing [ 268.75% of Spell Power ] Shadow damage to enemies within 10 yds of its target after 20 sec or when removed. Damage is reduced beyond 8 targets. Consuming a Demonic Core reduces the duration of Doom by 2 sec.
  • Gorefiend's Resolve (New) - Targets resurrected with Soulstone resurrect with 40% additional health and 80% additional mana.

Warrior

  • Blademaster's Torment - Activating Avatar or Bladestorm casts the other at reduced effectiveness. Activating Avatar casts Sweeping Strikes and while Avatar is active the cooldown of Cleave is reduced by 1.5 sec.
  • Martial Expert - Critical strike damage of your abilities is increased by 10% and the amount of damage blocked by your critical blocks is increased by 10% (crit block amount NYI). Critical strike damage of your abilities is increased by 10% and the amount of damage blocked by your critical blocks is increased by 20%.
  • Warlord's Torment - Activating Avatar casts Recklessness at reduced effectiveness. Activating Avatar casts Recklessness with a duration of 6 sec. The additional Rage generation of this Recklessness cast is reduced to 25%.
  • Reckless Abandon - Recklessness generates 50 Rage and Rampage greatly empowers your next Bloodthirst or and Raging Blow.
  • Berserker's Torment - Activating Avatar or Recklessness casts the other at reduced effectiveness. Activating Avatar or Recklessness casts the other with a duration of 8 sec.
  • Reap the Storm - Deals reduced damage beyond 8 targets. Mortal Strike has and Cleave have a 20% chance to cause you to unleash a flurry of steel, striking all nearby enemies for [ 157.5% of Attack Power ] damage and applying Overwhelmed
  • Steadfast as the Peaks - Stamina increased by 5%. When this health increase expires, you heal for any amount of the original Victory Rush that healed you in excess of your full health. Victory Rush increases your maximum health by 10% - 0% for 5 sec
  • Immovable Object - Activating Avatar or Shield Wall casts the other at reduced effectiveness. Activating Avatar or Shield Wall casts the other at with a duration of 4 sec.
  • Titan's Torment - Activating Avatar casts Odyn's Fury, activating Odyn's Fury casts Avatar at reduced effectiveness. Activating Avatar casts Odyn's Fury, activating Odyn's Fury casts Avatar with a duration of 4 sec.
  • Odyn's Fury - Generates 15 Rage. Unleashes your power, dealing [ 268% 644% of Attack Power ] Physical damage and an additional [ 84% 188% of Attack Power ] Physical damage over 4 sec to all enemies within 12 yards
  • Slayer's Dominance - Your attacks have a high chance to overwhelm your target's defenses and trigger a Slayer's Strike, dealing [ 100% of Attack Power ] damage and applying Marked for Execution, increasing the damage they take from your next Execute by 10% Your attacks against your primary target have a high chance to overwhelm your their defenses and trigger a Slayer's Strike, dealing [ 100% of Attack Power ] damage and applying Marked for Execution, increasing the damage they take from your next Execute by 10%

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1 hour ago, the9tail said:

Again the alphabet goes from R to W...
They gotta be cooking something at this rate...

I'm guessing they're going to do a rework similar to the one rogues got mid DF for all 3 specs, at least I'm hoping that's what's going to happen.

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