Legion – E’ ancora datamining – Ecco alcune delle nuove spell e talenti!

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WoWhead continua il suo lavoro di dataming sulla build 20740 della Beta di Legion che speriamo di poter testare prestissimo per voi lettori di Powned.it!

In questa lunghissima lista potrete saggiare le prime modifiche, per ora molto WORK IN PROGRESS, alle classi.
I cambiamenti sono innumerevoli e riassumerli è impossibile. Interessante però vedere come questa espansione prosegua la linea intrapresa da WoD della rimozione delle spell ritenute “inutili”; ragion per cui saranno rimosse le presenze e i sigil. Allo stesso modo l’abilità di gilda “Mass Resurrection” sarà inglobata dal ress dei giocatori che resusciterà TUTTI i morti (e probabilmente senza debuff!).
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Classes

Death Knight

Forum | Talent Calculator
Spells
Changes

  • Army of the Dead: Summons a legion of Ghouls over 4 sec who will fight for the Death Knight for 40 sec, swarming the area, taunting and fighting
    Blood
    taunting and
    fighting
    anything they can.
  • Blood Boil: Deals (52.8%48% of Attack power) Shadow damage and spreads disease to all enemies within 10 yards, and spreads your existing diseases from your target to all other enemies hit
    Blood
    refreshing them
    yards$?s49509[, refreshing diseaes to full duration.].[]Also increases the healing from your next Death Strike by 20%
    Unholy
    The Rune spent on this ability will become a Death Rune when it activates. Death Runes count as any type of Rune
  • Blood Plague: A disease that deals (Shadow damage47.3% of Attack power) Shadow damage and heals the caster for 1% of their maximum health every 3 sec for 30 sec.
  • Blood Presence:
    New name : Veteran of the Third War
    You assume the presence of Blood, Increasing Stamina by 20%,
    Blood
    damage dealt by 0%
    and
    , base armor by 30%. and reducingReduces all damage taken by 10%. Your chance to be critically hit reduced by 6%, and your threat generation is significantly increased.
    Activating a new Presence will cancel this one and consume any stored Runic Power.
    increased.
  • Chains of Ice: Shackles the target with frozen chains, reducing movement speed by 60% for 8 sec.and infecting the target with Frost Fever.
  • Dark Simulacrum: Places a dark ward on an enemy that persists for 8 sec, triggering when the enemy next spends mana on a spell, and allowing the Death Knight to unleash an exact duplicate of that spell. Against nonplayers, only absorbs some harmful spells.
  • Dark Succor: When you kill an enemy that yields experience or honor, while in Frost or Unholy Presence, your next Death Strike within 1520 sec is free and its healing is increased by 100%.
  • Death and Decay: Corrupts the ground targeted by the Death Knight, causing 13.2% of Attack power) * 100 Shadow damage over 10 sec to targets within the area. While you remain within the targeted area, your Scourge Strike or Blood Strike will hit all nearby enemies.
  • Death Coil: Fires a blast of unholy energy at the target, causing [(0.80 * 1.1 * Attack power) * 1 * 1] Shadow damage to an enemy .or healing an Undead ally for [(0.80 * 1.1 * Attack power) * 5].
  • Death Grip: Harnesses the energy that surrounds and binds all matter, drawing the target toward the Death Knight.and forcing the enemy to attack the Death Knight for 3 sec.
  • Death Strike: Focuses dark power into a strike that deals 135% Physical damage and heals you for 1.
    Blood
    The Runes spent on this ability will become Death Runes when they activate. Death Runes count as any type of Rune
    50% of all damage taken in the last 6 sec (minimum 7% of maximum health).
  • Empower Rune Weapon: Empower your rune weapon, immediately activating all your runes and generating 25 Runic Power.
  • Frost Fever: A disease that deals Frost damage every 3 sec for 30 sec and has a chance to grant the Death Knight 5 runic power.
  • Icebound Fortitude: The Death Knight freezes his blood to become immune to Stun effects and reduce all damage taken by 20% for 8 sec.
  • Mind Freeze: Smash the target’s mind with cold, interrupting spellcasting and preventing any spell in that school from being cast for 4 sec.
  • On a Pale Horse: You becomeare as hard to stop as death itself, The duration of movement-slowing effects used against you is reduced by 30%, andincreasing your mounted speed is increased by 20%.
  • Outbreak: Instantly applies Blood Plague and Frost Fever to the target enemy.
    Blood Plague
    Deals (38% of Attack power) Shadow damage and surrounds the target in a miasma lasting for 6 sec that causes the target and all nearby enemies to be infected with Virulent Plague.
    Virulent Plague

    A disease that deals 0 Shadow damage every 3 sec for 30 sec.
    Frost Fever
    A disease that deals Frost damage every 3 sec for 30 sec.
    21 sec. It erupts when the infected target dies, dealing 0 Shadow damage, split evenly between nearby enemies.
    The disease also has a 30% chance to erupt each time it deals damage.
  • Parry: Gives a chance to parry enemy melee attacks.
  • Raise Ally: Pours dark energy into a dead target, reuniting spirit and body to allow the target to reenter battle with 60% health and 20% mana.
  • Rune of Razorice: Affixes your weapon with a rune that causes 4%8% extra weapon damage as Frost damage and increases enemies’ vulnerability to your Frost attacks by 2%, stacking up to 5 times. Modifying your rune weapon requires a Rune Forge in Ebon Hold.
  • Rune of the Fallen Crusader: Affixes your rune weapon with a rune that has a chance to heal you for 3%6% and increase total Strength by 20%25% for 15 sec. Modifying your rune weapon requires a Rune Forge in Ebon Hold.
  • Unholy Presence:
    New name : Death’s Advance
    You are infused with unholy fury, increasing haste by 10%, andIncreases movement speed by 15%.
    Activating a new Presence will cancel this one and consume any stored Runic Power.
    15%.

Removed

  • Plague Strike: A vicious strike that deals 50% Physical damage and infects the target with Blood Plague
    Unholy
    and Frost Fever
    Blood Plague
    A disease that deals Shadow damage every 3 sec for 30 sec.
    Unholy
    Frost Fever
    A disease that deals Frost damage every 3 sec for 30 sec.
  • Icy Touch: Chills the target for [(1) + (Attack power * 0.319)] Frost damage and infects them with Frost Fever.
    Unholy
    The Rune spent on this ability will become a Death Rune when it activates. Death Runes count as any type of Rune
    Frost Fever
    A disease that deals Frost damage every 3 sec for 30 sec.
  • Frost Presence: Strengthens you with the presence of Frost, increasing Runic Power generation by 20%,
    Frost (Level 65)
    reducing the cost of your Frost Strike by 0
    and reducing the duration of effects that remove control of your character by 20%.
    Activating a new Presence will cancel this one and consume any stored Runic Power.
  • Horn of Winter: The Death Knight blows the Horn of Winter, increasing attack power of all party and raid members within 100 yards by 10% for 1 hour.
  • Soul Reaper: Strikes an enemy for 94% Physical damage and afflicts the target with Soul Reaper. After 5 sec, if the target is below 35% health, this effect will deal (367.07% of Attack power) additional Shadowfrost damage. If the enemy dies before this effect triggers, the Death Knight gains 50% haste for 5 sec.

Talents and Specialization
New
Blood

  • Blood Strike: Instantly strike the enemy, causing 100% Physical damage, and infecting the victim with Blood Plague. Generates 10 bonus Runic Power.
    Blood Plague
    A disease that deals (47.3% of Attack power) Shadow damage and heals the caster for 1% of their maximum health every 3 sec for 30 sec.
  • Might of Mograine: Increases the magnitude of Death Strike critical heals by 50%.
  • Feeding Frenzy: Excess Runic Power consumed by Death Strike increases the potency of the heal effect by an additional 15%. [NYI]
  • Rapid Decomposition: Your Defile or Death and Decay deals 25% more damage to targets infected by Blood Plague. You gain 50% increased healing from Blood Plague when standing in your Death and Decay.
  • Exhume: Gain a charge of Bone Shield every second for 10 seconds.
  • Bonestorm: A whirl of bone and gore batters nearby enemies 3 times per second to deal 0 Shadow damage, healing you for 1% of your maximum health per strike. Lasts 6 sec.
  • Rune Tap: Consume two Runes to generate 60 Runic Power.
  • Consume Vitality: Drain the life from all nearby enemies, damaging them for (75% of Attack power) Shadow damage and restoring 25% of your missing health.
  • Marrowrend: Smash the target, dealsing 200% Physical damage and generating 3 charges of Bone Shield.
    Bone Shield
    Surrounds you with a barrier of whirling bones that reduces all damage you take by 25%. Each damaging attack consumes a charge. Lasts for 30 sec or until all charges are consumed.
  • Death’s Caress: Deal (50% of Attack power) Shadow damage and applies Blood Plague to your target.
    Blood Plague
    A disease that deals (47.3% of Attack power) Shadow damage and heals the caster for 1% of their maximum health every 3 sec for 30 sec.
  • Bloodworms: If your Death Strike or Breath of Sindragosa would heal you past full health, you create a Blood Worm. Blood Worms explode if they aren’t fed for 10 seconds or when you drop below 50% health, healing you for the total amount of excess healing.
  • Ossuary: Standing in your Death and Decay also causes Marrowrend to hit multiple targets. If Marrowrend hits at least 2 targets, an additional Bone Shield charge has a chance to be generated.
  • Blood Plague: A disease that deals Shadow damage every 5 sec for until cancelled and heals the Death Knight for the same amount.

Frost

  • Icy Talons: Frost Strike hits increases your melee attack speed by 25% for 3 sec seconds. Refreshing this effect extends its duration.
  • Sub-Zero: Killing Machine also causes your next Obliterate to deal an additional 30% damage as Frost damage.
  • Frozen Pulse: Your autoattacks have a chance to cause you to radiate intense cold, inflicting Frost 1 damage on all nearby enemies.
  • Without Remorse: Killing Machine now affects Frost Strike, and your auto attacks are more likely to generate Killing Machine. [NYI]
  • Biting Winds: Increases the chance for Obliterate to trigger Rime by 25%. Up to two charges of Killing Machine and Rime can be stored.
  • Soul Asylum: Hungering Runeblade now starts with 5 souls already trapped, and the damage of the explosion is increased by 15%.
  • Glacial Advance: Summon glacial spikes from the ground that advance forward, each dealing 0 Frost damage to enemies near their eruption point.
  • Frost Fever: Grants the Death Knight 50 runic power.
  • Improved Icebound Fortitude: Reduces the cooldown of Icebound Fortitude by 60000 seconds, and increases its damage reduction effect by 15%.
  • Hungering Runeblade: Drain the warmth of life from all nearby enemies each second for 20 sec, absorbing fragments of their souls and dealing 25 Frost damage.
    If you accumulate 25 fragments the cooldown of this ability is reset and you radiate a blast of cold, dealing 0 Frost damage to all enemies near you.

Unholy

  • Lil’ Stinker: Whenever your Ghoul uses Claw, it exhales a gaseous cloud that damages nearby enemies for 6 seconds.
  • All Will Serve: Your Raise Dead spell summons an additional skeletal minion, and its cooldown is removed.
  • Pestilent Pustules: Festering Strike now applies 1 to 5 Festering Wounds. The Runic Power gain from triggering a Festering Wound is increased by 3.
  • Blighted Runeblade: Your successful autoattacks have a chance to infect your target with a Festering Wound.
  • Boiling Rot: Death & Decay or Defile ticks will trigger Festering Wound; each time it does, the duration of Death and Decay is extended by 1 sec.
  • Festering Wound: Triggering Festering Wound restores 3 Runic Power to the Death Knight.
  • Tortured Spirit: Summon a slow moving but powerful spirit to assist you in combat for 20 sec. Each time the spirit strikes, it grows more powerful.
  • Improved Icebound Fortitude: Reduces the cooldown of Icebound Fortitude by 60000 seconds, and increases its damage reduction effect by 15%.
  • Shadow Infusion: Dealing damage with Death Coil will decrease the cooldown of Dark Transformation by 8 seconds.

General

  • Runic Longevity: Gain a 7th Rune, and the regen rate of your runes is increased by 10%.
  • Spellbreaker: Increases Anti-Magic Shell’s duration by 60% and maximum absorption value by 50%.
  • March of the Damned: You cannot be slowed below 100% movement speed, and the duration of effects that remove control of your character are reduced by 20%.

Changes
All Specializations

  • Anti-Magic Zone: Places an Anti-Magic Zone for 35 sec that reduces spell damage taken by party or raid members by 20%60%.
  • Asphyxiate: Lifts an enemy target off the ground and crushes their throat with dark energy, stunning them for 54 sec. Functions as a silence if the target is immune to stuns.
    Replaces Strangulate.
    stuns.
  • Breath of Sindragosa:
    Frost:
    Continuously deals 100% of Attack power1 Shadowfrost damage every 1 sec to enemies in a cone in front of you within 12 yards. Deals reduced damage to secondary targets. You will continue breathing until cancelled or Runic Power is exhausted.exhausted.

    Unholy:
    Continuously deals 100% of Attack power1 Shadowfrost damage every 1 sec to enemies in a cone in front of you within 12 yards. Deals reduced damage to secondary targets. You will continue breathing until cancelled or Runic Power is exhausted.
    Blood:
    Continuously deals (100% of Attack power
    exhausted.
    Dealing damage will refund 3 energy to your Ghoul.
    Blood:
    Continuously deals 1
    Shadowfrost damage every 1 sec to enemies in a cone in front of you within 12 yards. and affects them with Mark of Sindragosa for 6 sec Deals reduced damage to secondary targets. You will continue breathing until cancelled or Runic Power is exhausted.
    Mark of Sindragosa causes you to be healed for 10% of spell damage dealt by afflicted enemies.When Breath of Sindragosa deals damage, you heal for 25% of all damage taken in the last 6 sec (minimum 3% of maximum health). Triggers Blood Shield.
  • Chilblains: Victims of your Frost Fever are Chilled, reducing movement speed by 50% for 10 sec, and victims of your Chains of Ice are immobilized for 3 sec.
  • Conversion: Converts Runic Power to health, restoring 2% of maximum health per 1 sec. Lasts until cancelled or Runic Power is exhausted.
  • Death Siphon: Deals 60.2064% of Attack power0 Shadowfrost damage to an enemy, healing the Death Knight for 400% of damage dealt.
  • Defile:
    Blood:
    Defiles the ground targeted by the Death Knight. Every 1 sec, if there are any enemies standing in the Defile, it deals 36.63% of Attack power1 Shadowfrost damage to them, and grows in radius and damage by 2.5%.
    Enemies standing in your Defile deal 10% less damage to you.
    Replaces Death and Decay.
    Frost:
    Defiles the ground targeted by the Death Knight. Every 1 sec, if there are any enemies standing in the Defile, it deals (36.63% of Attack power) Shadowfrost damage to them, and grows in radius and damage by 2.5%.
    Replaces Death and Decay.
    Unholy:
    Defiles the ground targeted by the Death Knight. Every 1 sec, if there are any enemies standing in the Defile, it deals (36.63% of Attack power) Shadowfrost damage to them, and grows in radius and damage by 2.5%.
    Replaces Death and Decay.

    Replaces Death and Decay.
    Frost:
    Defiles the ground targeted by the Death Knight. Every 1 sec, if there are any enemies standing in the Defile, it deals 1 Shadowfrost damage to them, and grows in radius and damage by 2.5%.
    Unholy:
    Defiles the ground targeted by the Death Knight. Every 1 sec, if there are any enemies standing in the Defile, it deals 1 Shadowfrost damage to them, and grows in radius and damage by 2.5%.
    Replaces Death and Decay.
  • Desecrated Ground: Corrupts the ground in a 8 yard radius beneath the Death Knight for 10 sec. While standing in this corruption, the Death Knight is immune to roots, snares, and effects that cause loss of control.This ability instantly removes such effects when activated.
  • Lichborne: Draw upon unholy energy to become Undead for 10 sec, increasing Leech by 10%, and making you immune to Charm, Fear, and Sleep.
  • Necrotic Plague: A powerful disease that deals 3.52% of Attack power1 Shadowfrost damage per stack every 2 sec for 30 sec. Each time it deals damage, it gains 1 stack, and infects another nearby enemy within 8 yards if possible.
    Blood
    You gain 2 Runic Power whenever a target infected with Necrotic Plague attempts to attack you

    Replaces Blood Plague and Frost Fever, and is applied by any ability which applied either. This effect cannot be refreshed; it gains 1 stack instead.
  • Plague Leech: Consumes your Blood Plague and Frost Feverdisease on the target to activate up to 2 random fully-depleted runes as Death Runes.reactivate 2 Runes.
  • Plaguebearer: Death Coil and Frost Strike also infect your target, adding 4 sec to the duration of Frost Fever and Blood Plague, and adding an additional stack to Necrotic Plague.
  • Purgatory: An unholy pact that prevents death when you sustain fatal damage, instead absorbing incoming healing equal to the amount of damage prevented, lasting 3 sec.
    If any healing absorption remains when this effect expires, you will die. This effect may only occur every 3 min.
  • Runic Corruption: When you spend Runic Power, you have a 1.50%1.00% chance per Runic Power spent to increase your rune regeneration rate by 100% for 3 sec.
  • Runic Empowerment: When you spend Runic Power, you have a 1.50%1.00% chance per Runic Power spent to activate a random fully-depleted rune.
  • Unholy Blight: Surrounds the Death Knight with a vile swarm of unholy insects for 10 sec, stinging all enemies within 10 yards, infecting them with Blood Plague and Frost Fever.

Blood

  • Bladed Armor: Increases your Attack Power by 100% of your Bonus Armor.
  • Crimson Scourge: Your successful melee attacksautoattacks on targets infected with your Blood Plague have a 10% chance to make your next Blood Boil, Deflie, or25% chance to reset the cooldown on Death and Decay.cost no runes.
  • Dancing Rune Weapon: Summons a second rune weapon for 8 sec that mirrors its master’s attacks and bolsters its master’s defenses, granting an additional 20%50% parry chance.
  • Mastery: Blood Shield: Each time you heal yourself with Death Strike, while in Blood Presence, you gain 16% of the base amount healed as a Physical damage absorption shield.
    Also increases your attack power by 8%.
  • Plate Specialization: Increases your Stamina by 5% while wearing only Plate armor.
  • Scent of Blood: Your Blood Boil and Soul Reaper increaseStrike increases the healing done by your next Death Strike within 20 sec by 20%75%. This effect stacks up to 5 times.
    Additionally, your Blood Boil refreshes your diseases on targets it damages.
  • Vampiric Blood: IncreasesEmbrace your undeath, increasing your maximum health by 15% and increases healing recieved by 15% for 10 sec.100% and increasing all healing received by 100%.

Frost

  • Frost Strike: InstantlyChill your weapons with icy power, and quickly strike the enemy causing 88% Frost damage.with both weapons, dealing a total of (192% + 192%) Frost damage.
  • Howling Blast: Blast the target with a frigid wind, dealing (110%38.52% of Attack power) Frost damage to that foe, and 1) * (110%[1 * (38.52% of Attack power)] Frost damage to all other enemies within 10 yards, infecting all targets with Frost Fever.
    Frost Fever
    A disease that deals Frost damage every 3 sec for 30 sec and has a chance to grant the Death Knight 5 runic power.
  • Killing Machine: Your autoattacks have a chance to make your next Obliterate or Frost Strike automatically critically strike.
  • Mastery: Frozen Heart: Increases all Frost damage done by 16%.
  • Obliterate: A brutal attack that deals 237% Physical damage and has a 45% chance to cause your next Howling Blast or Icy Touch to consume no runes.with both weapons that deals a total of (258% + 258%) Physical damage.
  • Pillar of Frost: The power of Frost increases the Death Knight’s Strength by 15%20%, and grants immunity to external movement effects such as knockbacks. Lasts 20 sec.
  • Rime: Your Obliterate has a 45% chance to cause your next Howling Blast or Icy Touch to consume no runes, generate no Runic Power, and deal 300% additional damage.

Unholy

  • Dark Transformation: Consume 5 charges of Shadow Infusion on your Ghoul to transform itTransform your Ghoul into a powerful undead monstrosity for 3020 sec. The Ghoul’s abilities are empowered and take on new functions while the transformation is active.
  • Festering Strike: Deals 303%440% Physical damage and increases the duration of your Blood Plague, Frost Fever, and Chains of Ice effects on the target by up to 6 sec.
    Unholy
    The Runes spent on this ability will become Death Runes when they activate. Death Runes count as any type of Rune
    infects the target with 1 to 3 Festering Wounds.
    Festering Wound
    A pustulent lesion that may be burst by Scourge Strike, dealing 0 Shadow damage and generating 3 Runic Power.
  • Mastery: Dreadblade: Increases all Shadow damage done by 20%.
  • Raise Dead: Raises a ghoul to fight by your side. You can have a maximum of one ghoul at a time.
  • Scourge Strike: An unholy strike that deals 154%140% Physical damage and 77% Shadow damage.70% Shadow damage. Triggers a single stack of Festering Wound, if it is present on the target.
  • Sudden Doom: Unholy Presence grants your main-hand autoattacksYour autoattacks have a chance to make your next Death Coil cost no Runic Power.
  • Summon Gargoyle: A Gargoyle flies into the area and bombards the target for 3040 sec.
  • Unholy Might: Dark power courses through your limbs, increasing your Strength by 5%.

Glyphs
Removed

  • Glyph of Unholy Frenzy: Causes your Unholy Frenzy to no longer deal damage to the affected target.
  • Glyph of Strangulate: Increases the Silence duration of your Strangulate ability by 2 sec when used on a target who is casting a spell.
  • Glyph of Chains of Ice: Your Chains of Ice also causes 144 to 156 Frost damage, with additional damage depending on your attack power.
  • Glyph of Anti-Magic Shell: Increases the duration of Anti-Magic Shell by 3 sec.
  • Glyph of Death and Decay: Your Death and Decay also reduces the movement speed of enemies within its radius by 50%.
  • Glyph of Icy Touch: Your Icy Touch dispels one helpful Magic effect from the target.
  • Glyph of Pillar of Frost: Empowers your Pillar of Frost, making you immune to all effects that cause loss of control of your character, but also reduces your movement speed by 70% while the ability is active.
  • Glyph of Shifting Presences: You retain 70% of your Runic Power when switching Presences.
  • Glyph of Blood Boil: Increases the radius of your Blood Boil by 5 yards.
  • Glyph of Enduring Infection: Your diseases are undispellable, but their damage dealt is reduced by 15%.
  • Glyph of Icebound Fortitude: Reduces the cooldown of your Icebound Fortitude by 50%, but also reduces its duration by 75%.
  • Glyph of Vampiric Blood: Increases the bonus healing received while your Vampiric Blood is active by an additional 10%, but your Vampiric Blood no longer grants you health.
  • Glyph of Mind Freeze: Reduces the cooldown of your Mind Freeze ability by 1 sec, but also raises its cost by 10 Runic Power.
  • Glyph of Unholy Command: Immediately finishes the cooldown of your Death Grip upon dealing a killing blow to a target that grants experience or honor.
  • Glyph of Outbreak: Your Outbreak spell no longer has a cooldown, but now costs 30 Runic Power.
  • Glyph of Death Grip: Increases the range of your Death Grip ability by 5 yards.
  • Glyph of Dancing Rune Weapon: Increases your threat generation by 100% while your Dancing Rune Weapon is active, but reduces its damage dealt by 25%.
  • Glyph of Dark Simulacrum: Reduces the cooldown of Dark Simulacrum by 30 sec and increases its duration by 4 sec.
  • Glyph of Death Coil: Your Death Coil spell is now usable on all allies. When cast on a non-undead ally, Death Coil shrouds them with a protective barrier that absorbs up to [(0.80 * 1.1 * Attack power) * 1 * 1] damage.
  • Glyph of Swift Death: The haste effect granted by Soul Reaper now also increases your movement speed by 30% for the duration.
  • Glyph of Regenerative Magic: If Anti-Magic Shell expires after its full duration, the cooldown is reduced by up to 50%, based on the amount of damage absorption remaining.
  • Glyph of Absorb Magic: Increases the total damage absorbed by Anti-Magic Shell by 100%, but Anti-Magic Shell no longer generates Runic Power.
  • Glyph of the Ice Reaper: The Runes you spend on Chains of Ice will become Death Runes when they activate. Death Runes count as any type of rune.
  • Glyph of Empowerment: Your Empower Rune Weapon also heals you for 30% of your maximum health.
  • Glyph of Raise Ally: Your Raise Ally ability no longer costs any Runic Power.
  • Glyph of Rune Tap: Reduces the cooldown of Rune Tap by 10 sec but Rune Tap reduces damage taken by 20% less.
  • Glyph of Runic Power: Whenever you are struck by a movement-impairing effect, you will generate 2 Runic Power every 1 sec for 5 sec.

Druid

Forum | Talent Calculator
Spells
Changes

  • Bear Form: Shapeshift into Bear Form, increasing armor by 250% and Stamina by 20%.
    Guardian (Level 10)
    Also reduces all magical damage taken by 10%
    30%.
    Also
    reduces the chance the Druid will be critically hit by 6%10%, and reduces the chance for attacks to be parried by 3%
    Increases threat generation
    10%.
    Increases threat generation and
    protects the caster from Polymorph effects.and allows the use of various bear abilities.
    The act of shapeshifting frees the caster of movement impairing effects.

    The act of shapeshifting frees the caster of movement impairing effects.
  • Cat Form: Shapeshift into Cat Form, increasing movement speed by 30%, and allowing the use of Cat Form abilities. Also protects the castergranting protection from Polymorph effects, and reduces damage taken from falling.
    The act of shapeshifting frees the caster of movement impairing effects.
    reducing falling damage.
    The act of shapeshifting frees the caster of movement impairing effects.
  • Clearcasting: Your periodic healing from Lifebloom has a 4% chance to cause you to enter a Clearcasting state, causing your next Regrowth to be free.
  • Cyclone: Tosses the enemy target into the air, disorienting them but making them invulnerable for up to 6 sec. Only one target can be affected by your Cyclone at a time.
  • Dash: Activates Cat Form, removes all roots and snares and increases movement speed by 70% while in Cat Form for 15 sec.
  • Entangling Roots: Roots the target in place for 30 sec. Damage caused may interrupt the effect.
  • Ferocious Bite: Finishing move that causes damage per combo point and consumes up to 25 additional Energy to increase damage by up to 100%.
    Feral (Level 20)22)
    When used on targets below 25% health, Ferocious Bite will also refresh the duration of your Rip on your target
    Critical strike chance doubled against bleeding targets.
    1 point : [(400% of Attack power) * 1 / 5] damage
    2 points: [(400% of Attack power) * 2 / 5] damage
    3 points: [(400% of Attack power) * 3 / 5] damage
    4 points: [(400% of Attack power) * 4 / 5] damage
    5 points: [(400% of Attack power) * 5 / 5] damage
  • Frenzied Regeneration: Instantly converts up to 60 Rage into up to 1 health.Heals you for 100% of all damage taken in the last 6 sec over 6 sec (minimum 5% of maximum health).
  • Growl: Taunts the target to attack you, and increases threat that you generate against the target for 3 sec.
  • Healing Touch: Heals a friendly target for (360% of Spell power).
  • Mangle: Mangle the target for 400% Physical damage,
    Feral and Guardian (Level 40)
    reducing the target’s movement speed by 50% for 12 sec, and
    generating 10 Rage.

    Deals 20% additional damage against bleeding targets.
    Generates 5 Rage.
  • Mark of the Wild: Increases the friendly target’sInfuse a friendly target with the power of the wild, increasing their Strength, Agility, and Intellect by 5% and Versatility by 3% for 1 hour.
    If target is in your party or raid, all party and raid members will be affected.
    their Stamina by 0%. Only one ally may be marked at a time.
  • Moonfire: A Lunar spell that quick beam of lunar light burns the enemy for 41.234% of Spell power1 Arcane damage and then an additional 297.648% of Spell power6 Arcane damage over 20 sec.
    Balance (Level 10)
    Upon reaching 100 Lunar Energy, your next Moonfire within 5 sec will deal 100% additional initial damage
    12 sec.
    Usable while in Bear Form.
  • Primal Fury: You gain an additional 8 Rage when you critically strike with a Bear Form attack.
    You gain an additional combo point when you critically strike with a combo-generating attack.
    Damage
    Damage over time cannot trigger thesethis effects.
  • Prowl: Activates Cat Form and places the Druid into stealth. but reduces movement speed by 30%. Lasts until cancelled.
  • Rebirth: Returns the spirit to the body, restoring a dead target to life with 60% health and 20% mana. Castable in combat.
  • Rejuvenation: Heals the target for (216.8%271% of Spell power) over 1215 sec.
  • Revive: Returns the spirit to the body, restoring a dead targetall dead party members to life with 35% of maximum health and mana. Not castable in combat.
  • Shred: Shred the target, causing 540% Physical damage to the target
    Feral and Guardian (Level 40)
    and reducing the target’s movement speed by 50% for 12 sec
    Awards 1 combo point.
    Being stealthed increases damage by 20% and doubles critical strike chance. Damage increased by 20% against bleeding targets.
    . Awards 1 combo point.
    Damage increased by 20% against bleeding targets.
    While stealthed, Shred deals 20% increased damage, and has double the chance to critically strike.
  • Stampeding Roar: The Druid roars, increasing the movement speed of all friendly players within 10 yards by 60% for 8 sec.and removing all roots and snares on those targets.
    Using this ability outside of Bear Form or Cat Form activates Bear Form.
  • Sunfire: A Solar spell that quick beam of solar light burns the enemy for 41.234% of Spell power1 Nature damage and then an additional 357.178% of Spell power4 Nature damage over 24 sec
    Balance (Level 82)
    to
    8 sec to the primary target and all enemies within 5 yards
    Upon reaching 100 Solar Energy, your next Sunfire within 5 sec will deal 100% additional initial damage.
    yards.
  • Teleport: Moonglade: Teleports the caster to the Moonglade.
    Casting Teleport: Moonglade while in Moonglade will return the Druid back to near their departure point.
  • Thrash: Strikes all enemy targets within 8 yards, dealing 16.06% of Attack power1 Bleed damage and an additional (87.4688% of Attack power) damage over 16 sec.
    Each time Thrash deals damage, you gain 1 Rage.
    applying Lacerate for an additional 0 Bleed damage over 15 sec.
  • Thrash: Strikes all enemy targets within 8 yards, dealing 51.3% of Attack power1 bleed damage and an additional 182.5% of Attack power5 damage over 15 sec.
  • Thrash: Thrash all nearby enemies, dealing immediate physical damage and periodic bleed damage. Damage varies by shapeshift form.
  • Travel Form: Shapeshift into a travel form appropriate to your current location, increasing movement speed on land, in water, or in the air.
    Protects the caster from Polymorph effects. Non-swimming forms only usable outdoors.
    The act of shapeshifting frees the caster of movement impairing effects.
  • Wrath:
    New name : Solar Wrath
    A Solar spell that causes (148.824%Causes (128.6% of Spell power) Nature damage to the target.

Removed

  • Soothe: Soothes the target, dispelling all enrage effects.
  • Starfall: A Lunar spell that strikes all enemies afflicted by your Moonfire or Sunfire within 40 yards. Deals (29.68% of Spell power) Arcane damage every 1 sec for 10 sec.
    Max 3 charges. Charges are shared with Starsurge.
    Shapeshifting into an animal form or losing control of your character will cancel the effect.

Talents and Specialization
New
Balance

  • Innervate: Regenerate 2% of an ally’s maximum mana every 1 sec for 10 sec.
  • Solar Wrath: Hurl a ball of solar energy at the target, dealing (128.6% of Spell power) Nature damage.
    Generates 9 Astral Power.
  • Starfall: Calls down waves of falling stars that damage enemies at the targeted location. Deals 9 Astral damage over 8 sec.
    Enemies in your Starfall take 30% additional damage from your Moonfire and Sunfire.
  • Lunar Strike: Call down a strike of lunar energy, causing (175% of Spell power) Arcane damage to the target, and [(175% of Spell power) * 20 / 100] Arcane damage to all other enemies within 5 yards.
    Generates 15 Astral Power.
  • Celestial Alignment: The Celestials align, increasing the damage of all Lunar and Solar spells by 30% for 15 sec.
    Additionally, your Lunar Strike and Solar Wrath generate 50% additional Astral Power.
  • Shooting Stars: Moonfire and Sunfire ticks have a chance to call down a falling star, dealing 1 Arcane damage and generating 5 Astral Power.
  • Starlord: When your Solar and Lunar spells are empowered, their cast time is reduced by 50%.
  • Stellar Flare: Burns the target for (39% of Spell power) Spellstorm damage, and then an additional (156% of Spell power) damage over 24 sec.
    Stellar Flare benefits from both Lunar and Solar Empowerments, consuming 1 of each.
  • Stellar Drift: Increases the radius of Starfall by 30%, and the damage dealt by 20%. Additionally, while you are inside the Starfall you can cast while moving.
  • Full Moon: The damage dealt to the primary target of Lunar Strike is increased by 25%.
  • Astral Communion: Generate 75 Astral Power
  • Blessing of the Ancients: Gain a Blessing of the Ancients, activating or swapping between one of the two following beneficial effects:
    Blessing of Elune
    Increases Astral Power generated by Solar Wrath and Lunar Strike by 50%.
    Blessing of An’she
    Grants 3 Astral Power every 2 sec.
  • Warrior of Elune: Your next 2 Lunar Strikes have no cast time.
  • Nature’s Balance: You align to the power of the Moon and Stars so your direct damage spells reenergize your damage over time effects.
    Your Lunar Strike extend the duration of Moonfire by 6 sec.
    Your Solar Wraths extend the duration of Sunfire by 4 sec.
  • Collapsing Stars: Burns the target for (1000% of Spell power) Spellstorm damage, and then an additional (400% of Spell power) damage per second until your Astral Power is exhausted.
    Replaces Celestial Alignment.

Guardian

  • Ironfur: Increases armor by 100% for 6 sec.
    Multiple uses of this ability may overlap.
  • Mark of Ursol: Reduces magical damage taken by 30% for 6 sec.
  • Restoration Affinity: You gain:
    Ysera’s Gift
    Heals you for 4% of your maximum health every 5 sec. If you are at full health, a random nearby injured ally will be healed instead.
    You also learn:
    Rejuvenation
    Regrowth
    Swiftmend
  • Astral Influence: Increases the range of all of your abilities by 5 yards.
  • Brambles: Sharp brambles protect you, absorbing and reflecting up to (Attack power * 0.2) damage from each attack.
  • Blood Frenzy: Lacerate also generates 1 Rage per stack, each time it deals damage over time.
  • Galactic Guardian:
    Your damage has a 5% chance to trigger a Moonfire, and Moonfire also reduces the damage that enemies deal to you by 5%.
  • Survival of the Fittest: Reduces the cooldowns of Barkskin and Survival Instincts by 50%.
  • Earthwarden:
    Every 6 sec, you gain a charge of Earthwarden, up to 3 charges.
    Earthwarden reduces the damage of the next autoattack you take by 30%.
  • Gutteral Roars: Increases the radius of Stampeding Roar and Incapacitating Roar by 200%.
    Reduces the cooldown of Stampeding Roar by 50%.
  • Rend and Tear: Lacerate also increases your damage dealt to the target, and reduces your damage taken from the target by 2% per stack.
  • Lunar Beam: Summons a beam of lunar light at your location for 8 sec.
    Every 1 sec, the beam will heal you for 0, and deal 0 Arcane damage to enemies.
  • Feral Affinity: You gain:
    Feline Swiftness
    Increases your movement speed by 15%.
    You also learn:
    Shred
    Rip
    Ferocious Bite
    Swipe

Restoration

  • Balance Affinity: You gain:
    Astral Influence
    Increases the range of all of your abilities by 5 yards.
    You also learn:
    Moonkin Form
    Starsurge
    Lunar Strike
  • Stonebark: Reduces the cooldown of Ironbark by 15 sec, and it increases healing from your heal over time effects by 20%.
  • Inner Peace: Reduces the cooldown of Tranquility by 60 sec.
  • Balance Affinity: You gain:
    Astral Influence
    Increases the range of all of your abilities by 5 yards.
    You also learn:
    Moonkin Form
    Starsurge
    Lunar Strike
    Solar Wrath
    Sunfire
  • Feral Affinity: You gain:
    Feline Swiftness
    Increases your movement speed by 15%.
    You also learn:
    Shred
    Rip
    Ferocious Bite
    Swipe
  • Guardian Affinity: You gain:
    Thick Hide
    Reduces all damage taken by 10%.
    You also learn:
    Growl
    Mangle
    Thrash
    Ironfur
    Frenzied Regeneration
  • Flourish: Extend the duration of all of your heal over time effects on friendly targets within 60 yards by 10 sec.
  • Prosperity: Reduces the cooldown of Swiftmend by 5 sec and it now has 2 charges.
  • Cultivation: When Rejuvenation heals a target below 50% health, it applies Cultivation to the target, healing them for 0 over 6 sec.
  • Thorns: Sprout thorns, causing 0 Nature damage to attackers when hit. Lasts 30 min.

Feral

  • Predator: The cooldown on Tiger’s Fury will reset if a target dies with one of your Bleed effects active.
  • Blood Scent: Your melee abilities in Cat Form have a 10% increased critical strike chance on targets with a Bleed effect.
  • Bloody Slash: Strike all nearby enemies in a flurry of blood slashes, inflicting 954% Physical damage to each. Awards 1 combo point. Maximum 3 charges.
    Replaces Swipe.
  • Sabertooth: Your Ferocious Bite extends the duration of Rip by 2 seconds per combo point spent.
  • Jagged Wounds: Your Rip, Rake, and Thrash abilities deal the same damage as normal, but in 33% less time.
  • Elune’s Guidance: Immediately gain 5 combo points and an additional 1 combo point every 1 sec for 5 sec.

Changes
All Specializations

  • Cenarion Ward: Protects a friendly target for 30 sec. Any damage taken will consume the ward and heal the target for 879.9% of Spell power0 over 6 sec.
  • Displacer Beast: Teleports the Druid up to 20 yards forward, activates Cat Form, and increases movement speed by 50% for 4 sec.
  • Feline Swiftness: Increases your movement speed by 15%.
  • Incapacitating Roar: Invokes the spirit of Ursol to roar, incapacitating all enemies within 10 yards for 3 sec. Any damage caused will remove the effect. Usable in all shapeshift forms.
  • Mass Entanglement: Roots your target in place for 20 sec and spreads to additional nearby enemies. Damage caused may interrupt the effect. Usable in all shapeshift forms.
  • Mighty Bash: Invokes the spirit of Ursoc to stun the target for 5 sec. Usable in all shapeshift forms.
  • Nature’s Vigil: For 30 sec,
    Restoration
    all single-target healing spells also damage a nearby enemy target for 20% of the healing done, and
    all
    all single-target healing and damage spells and abilities also heal a nearby friendly target based on the amount done, 20% for heals, 40% for damage spells.
  • Typhoon: Summons a violent Typhoon that strikes targets in front of the caster within 15 yards, knocking them back and dazing them for 6 sec. Usable in all shapeshift forms.
  • Ursol’s Vortex: Conjures a vortex of wind for 10 sec at the destination location that reduces the movement speed of all enemies within 8 yards by 50%. The first time an enemy attempts to leave the vortex, winds will pull that enemy back to its center. Usable in all shapeshift forms.
  • Wild Charge: Fly to a nearby ally’s position.
  • Ysera’s Gift: Heals you for 4% of your maximum health every 5 sec. If you are at full health, a random nearby injured ally will be healed instead.

Balance

  • Balance of Power: You align to the power of the Moon and Stars so your direct damage spells reenergize your damage over time effects.
    Your Starfires extend the duration of Moonfire by 6 sec.
    Your Wraths extend the duration of Sunfire by 4 sec.
    Also increases the damage over time of your Moonfire and Sunfire by 10%.
  • Barkskin: The Druid’s skin becomes as tough as bark, reducing all damage taken by 20% for 12 sec. While protected, damaging attacks will not cause spellcasting delays.
    Usable while stunned, frozen, incapacitated, feared, or asleep, and in all forms.
  • Dream of Cenarius: Lunar Peak and Solar Peak also cause your Moonfire and Sunfire to heal an injured ally for 300% of Spell power).1.
  • Euphoria: You feel a deeper connection to the stars, reducing your Balance Energy cycle time by 50%. Additionally, your Lunar and Solar Empowerments also reduce the cast time of the affected spells by 20%.
  • Force of Nature: Summons a Treant which will immediately root your current target for 30 sec. The Treant will cast Wrath at that target for 23.5% of Spell power) * 0.9 * 0.910.819 Nature damage every 2 sec. Lasts 15 sec. Maximum 3 charges.
  • Incarnation: Chosen of Elune: An improved Moonkin Form that increases all your spell damage by an additional 15%. Lasts 30 sec.
    You may shapeshift in and out of this improved Moonkin Form for its duration.
  • Mastery: Total Eclipse:
    New name : Mastery: Starlight
    Increases the maximum bonus damage from Eclipse by 20.0%.damage of Starfall and Starsurge, and the effect of the Empowerments that they grant by an additional 12%.
  • Moonkin Form: Shapeshift into Moonkin Form, increasing Arcane and Nature damage you deal by 10%0% and increasing your armor by 100%.
    Grants 5 Mastery to all party and raid members within 100 yards.
    The act of shapeshifting frees the caster of movement impairing effects.
    200%.
    While in this form, single-target attacks against you have a 15% chance make your next damaging spell instant.
    The act of shapeshifting frees the caster of movement impairing effects.
  • Natural Insight: Increases your mana pool by 400%.
  • Soul of the Forest: Increases the damage bonus from Lunar and Solar Empowerment by an additional 15%.
  • Starfire: A Lunar spell that causes 238.076% of Spell power1 Arcane damage to the target.
  • Starsurge: Instantly causes (297.648%Launch a surge of stellar energies at the target, dealing (350% of Spell power) Spellstorm damage to the target, benefiting from your strongest current Eclipse bonus. Also grants Lunar or Solar Empowerment, based on current Balance Energy side, which increases the damage of your next 2 Starfires or 3 Wraths by 30%.
    Max 3 charges. Charges shared with Starfall.
    Astral damage.
    Also grants you Lunar and Solar Empowerments, which increase the damage of your next Lunar Strike or Solar Wrath by 30%, respectively. You can accumulate up to 3 of each Empowerment.

Feral

  • Berserk: When used in Bear Form, removes the cooldown from Mangle and causes it to hit up to 3 targets and lasts 10 sec.
    When used in Cat Form,
    Reduces the cost of all Cat Form abilities by 50% and lastsincreases maximum energy by 50 for 15 sec.
  • Claws of Shirvallah: Renegade Druids have developed the ability to shapeshift into a creature half man and half cat. This alternate Cat Form allows the use of all non-damaging Druid spells while shapeshifted, and increases Versatility by 5%.
    “Have we learned nothing from the Scythe of Elune?”
    –Archdruid Hamuul Runetotem
  • Critical Strikes: Increases your chance to critically strike by 10%.
  • Dream of Cenarius: Increases healing from Healing Touch and Rejuvenation by 20%. Your Healing Touch and Rejuvenation also heal you when used to heal someone else.
  • Force of Nature: Summons a Treant which will immediately root your current target for 30 sec, and will melee for (Attack power * 0.333 / 3.5 * 2 + 1) Physical damage every 2 sec. Lasts 15 secuntil cancelled. Maximum 3 charges.
  • Incarnation: King of the Jungle: An improved Cat Form that allows the use of Prowl while in combat and causes Shred and Rake to function as if stealth were active. Lasts 30 sec.
    You may shapeshift in and out of this improved Cat Form for its duration.
  • Infected Wounds: Your Shred and Mangle causeRake causes an Infected Wound in the target, The Infected Wound reduces the movement speed of the targetreducing the target’s movement speed by 50%. Lasts 12 sec.
  • Leather Specialization: Increases your Agility by 5% while wearing only Leather armor.
  • Lunar Inspiration: Moonfire is now usable while in Cat Form, generates 1 combo point, deals damage based on attack power, and costs 30 energy.
  • Maim: Finishing move that causes Physical damage and stuns the target. Damage and duration increased per combo point:
    1 point : 70% damage, 1 sec
    2 points: 80% damage, 2 sec
    3 points: 90% damage, 3 sec
    4 points: 100% damage, 4 sec
    5 points: 110% damage, 5 sec
  • Mana Attunement: Your mana regeneration is increased by 100%.
  • Mastery: Razor Claws: Increases the damage done by your Cat Form bleed abilities by 25%24%.
  • Nurturing Instinct: Increases your Nature spell power by 100% of your Agility.
  • Predatory Swiftness: Your finishing moves have a 20% chance per combo point to make your next Healing Touch, Entangling Roots, or Rebirth instant, free, and castable in all forms.
  • Rake: Rake the target for (62% of Attack power) Bleed damage and an additional 310% of Attack power5 Bleed damage over 15 sec.Awards 1 combo point.
    If used while stealthed, the target will be stunned

    Feral and Guardian (Level 40)
    Reduces the target’s movement speed by 50% for 12 sec
    Awards 1 combo point.
    While stealthed, Rake will also stun the target
    for 4 sec.
  • Rip: Finishing move that causes Bleed damage over 24 sec. Damage increases per combo point:
    1 point : [floor(1 * (0.132 * Attack power * 1 * (1 + $versadmg)) * 12)] damage
    2 points: [floor(2 * (0.132 * Attack power * 1 * (1 + $versadmg)) * 12)] damage
    3 points: [floor(3 * (0.132 * Attack power * 1 * (1 + $versadmg)) * 12)] damage
    4 points: [floor(4 * (0.132 * Attack power * 1 * (1 + $versadmg)) * 12)] damage
    5 points: [floor(5 * (0.132 * Attack power * 1 * (1 + $versadmg)) * 12)] damage
  • Savage Roar: Finishing move that increases physical damage done by 40% while in Cat Form. Lasts longer per combo point:
    1 point : 18 seconds
    2 points: 24 seconds
    3 points: 30 seconds
    4 points: 36 seconds
    5 points: 42 seconds
  • Soul of the Forest: Your finishing moves grant 4 Energy per combo point.
  • Survival Instincts: Reduces all damage taken by 50% for 6 sec. Max 2 charges.
  • Swipe: Swipe nearby enemies, inflicting 265% Physical damage. Awards 1 combo point.
    Deals 20% additional damage against bleeding targets.
  • Tiger’s Fury: Increases physical damage done by 15% for 8 sec and Instantly restores 60 Energy, and causes all autoattacks and abilities that you use to deal 15% additional damage for their full durations. Lasts 8 sec.

Guardian

  • Barkskin: The Druid’s skin becomes as tough as bark, reducing all damage taken by 20% for 12 sec. While protected, damaging attacks will not cause spellcasting delays.
    Usable while stunned, frozen, incapacitated, feared, or asleep, and in all forms.
  • Berserk: When used in Bear Form, removes the cooldown from Mangle and causes it to hit up to 3 targets and lasts 10 sec.
    When used in Cat Form,
    Reduces the cost of all Cat Form abilities by 50% and lastsincreases maximum energy by 50 for 15 sec.
  • Bladed Armor: Increases your Attack Power by 100% of your Bonus Armor.
  • Bristling Fur: You bristle your fur, reducing all damage taken by 40% for 3 sec.causing all attacks against you to generate Rage for 6 sec.
  • Critical Strikes: Increases your chance to critically strike by 10%.
  • Dream of Cenarius: Increases healing from Healing Touch by 20%, increases the critical strike chance of Mangle by 10%, and your Mangle critical strikes have a 40% chance to make your next Healing Touch or Rebirth instant, free, and castable in all forms, and to benefit from Attack Power instead of Spell Power.
  • Force of Nature: Summons a Treant which will immediately taunt your current target, and will melee for (Attack power * 0.3 / 3.5 * 2 * 0.2) Physical damage every 2 sec. Lasts 15 secuntil cancelled. Maximum 3 charges.
  • Guardian of Elune: Savage Defense now lasts 3 sec, and increases your chance to dodge by 100%.
    Additionally, the recharge time and rage cost on Savage Defense are now reduced by your base dodge chance percentage, and your dodge chance is increased by 10% at all times.
    Ironfur and Mark of Ursol now last an additional 2 sec.
    Frenzied Regeneration now heals for an additional 20%.
  • Incarnation: Son of Ursoc:
    New name : Incarnation: Guardian of Ursoc
    An improved Bear Form that reduces the cooldown on all melee damage abilities and Growl to 1.5 sec. Lasts 30 sec.Also causes Mangle to hit up to 3 targets. Lasts 15 sec.
    You may freely shapeshift in and out of this improved Bear Form for its duration.
  • Infected Wounds: Your Shred and Mangle causeRake causes an Infected Wound in the target, The Infected Wound reduces the movement speed of the targetreducing the target’s movement speed by 50%. Lasts 12 sec.
  • Lacerate: Lacerates the enemy target, dealing (120.9% of Attack power) Bleed damage and an additional 153% of Attack power15 Bleed damage over 15 sec. Stacks up to 3 times.
    Generates 2 Rage andLacerate has a 25% chance to reset the cooldown on Mangle.
  • Mana Attunement: Your mana regeneration is increased by 100%.
  • Mastery: Primal Tenacity:
    New name : Mastery: Nature’s Guardian
    When you are hit by a physical attack, you gain a physical absorb shield equal to 12% of that hit’s damage. Attacks which this effect fully or partially absorbs cannot trigger Primal Tenacity.
    Also increases your attack power by 8%.
    Increases your maximum health and healing received by 16%.
    Also increases your attack power by 8%.
  • Maul: Maul the target for 125% Physical damage.
    Feral and Guardian (Level 40)
    Reduces target’s movement speed by 50% for 12 sec
    Deals 20% additional damage against bleeding targets.
    150% Physical damage.
  • Nurturing Instinct: Increases your Nature spell power by 100% of your Agility.
  • Pulverize: A devastating blow that consumes 3 stacks of your Lacerate on the target to deal 420% Physical damage, and reduce damage taken by 15% for 12 sec.
  • Soul of the Forest: Mangle generates 5 more Rage and deals 15% more damage.
  • Survival Instincts: Reduces all damage taken by 50% for 6 sec. Max 2 charges.
  • Thick Hide: Reduces all magical damage taken by 10%.and reduces the chance you’ll be critically hit by attacks by 6%.
    Reduces the chance for your attacks to be parried by 3%.

Restoration

  • Barkskin: The Druid’s skin becomes as tough as bark, reducing all damage taken by 20% for 12 sec. While protected, damaging attacks will not cause spellcasting delays.
    Usable while stunned, frozen, incapacitated, feared, or asleep, and in all forms.
  • Dream of Cenarius: Increases Wrath damage by 20% and your Wrath spell causes a nearby ally to be healed for 150% of the damage done.including multistrikes.
  • Force of Nature: Summons a Treant which will immediately cast Swiftmend on your current target, healing for 0. The Treant will cast Healing Touch on that target or a nearby ally periodically, healing for 90% of Spell power) / 1.1 * 0.90. Lasts 15 sec. Maximum 3 charges.
  • Germination: You can apply two Rejuvenations to the same target.
    Rejuvenation’s duration is also increased by 3 sec.
  • Hotfix Passive:
    New name : Restoration Druid
    Restoration Druid core passive
  • Incarnation: Tree of Life: Shapeshift into the Tree of Life, increasing healing done by 15%, increasing armor by 120%, and granting immunity to Polymorph. Functionality of Rejuvenation, Wild Growth, Regrowth, and Entangling Roots is enhanced.
    You may freely shapeshift in and out of this form for 30 sec, at which point the shapeshift expires.
  • Ironbark: The target’s skin becomes as tough as Ironwood, reducing all damage taken by 20% Lasts 12 sec.for 12 sec. Counts as a heal over time effect for Mastery: Harmony.
  • Lifebloom: Heals the target for (550.935%367.29% of Spell power) over 1510 sec. When Lifebloom expires or is dispelled, the target is instantly healed for 201.1% of Spell power).
    Duration refreshed by casting Regrowth or Healing Touch on the target.
    Lifebloom can be active only on one target at a time.
    0.
    Lifebloom can be active only on one target at a time.
  • Living Seed: When you critically heal a target with the direct healing portion of Swiftmend, Regrowth, or Healing Touch, you plant a Living Seed on the target.
    When the target is next attacked, the Living Seed will bloom and heal for 50% of the initial amount healed. Lasts 15 sec.
  • Mastery: Harmony: Your direct healing is increased by an additional 10% and casting your direct healing spells grants you an additional 10% bonus to periodic healing for 20 sec.5% for each of your Restoration heal over time effects on the target.
  • Moment of Clarity:
    Feral:

    Restoration:
    Your Omen of Clarity now affects the next 3 Cat Form abilities
    Restoration:
    Your
    Omen of Clarity now lasts 7 sec, instead of 1 cast.affects the next 3 Regrowths
  • Natural Insight: Increases your mana pool by 400%.
  • Regrowth: Heals a friendly target for (214.812% of Spell power) and another [(54.6264% of Spell power) * 1] over 12 sec.
    Regrowth has a 60% increased chance for a critical effect.
  • Soul of the Forest: When you cast Swiftmend, you gain Soul of the Forest.
    Soul of the Forest reduces the cast time of your next Healing Touch by 50%, or increases the healing of your next Regrowth or Rejuvenation by 100%200%, or increases the healing of your next Wild Growth by 50%.100%.
  • Swiftmend: Instantly heals a friendly target that has an active Rejuvenation or Regrowth effect for (350%for (700% of Spell power).
  • Tranquility: Heals all party and raid members within 40 yards for 250.2% of Spell power1 every 2 sec for 8 sec. Healing increased 100% when not in a raid.
  • Wild Growth: Heals up to 56 injured allies within 30 yards of the target for (280% of Spell power) over 7 sec.
    Healing amount starts high and declines over the duration.
  • Wild Mushroom:
    New name : Efflorescence
    Grow a magical mushroom with 5 healthhealing blossom at the target ally’s location, restoring (56.445% of Spell powerlocation, restoring 0 health to three injured allies within 10 yards of its location every 2 sec for 30 sec.
    Only 1 mushroomEfflorescence can be placed at a time.

Glyphs
Changes

These two changes likely mean the glyph behavior has been changed to actual talents or abilities.

  • Glyph of Regrowth:
    New name : Verdant Growth
    Increases the critical strike chance of your Regrowth by 40%.but no longer does any healing over time.
  • Glyph of Rejuvenation:
    New name : Profusion
    When you have Rejuvenation active on three or more targets, the cast time of your Healing Touch spell is reduced by 10%30%.

Removed

Hunter

Forum | Talent Calculator
Spells
Changes

  • Aspect of the Pack: Party and raid members within 40 yards take on the aspects of a pack of cheetahs, increasing movement speed by 30%. Anyone hit by an attack while in this aspect will move 70% slower for 4 sec. Only one Aspect can be active at a time.
  • Beast Lore: Gather information about the target beast. The tooltip will display damage, health, armor, diet, abilities, whether or not the creature is tameable, and if it is an exotic beast.
  • Call Pet 1: Summons your first pet to you.
  • Call Pet 2: Summons your second pet to you.
  • Call Pet 3: Summons your third pet to you.
  • Call Pet 4: Summons your fourth pet to you.
  • Call Pet 5: Summons your fifth pet to you.
  • Concussive Shot: Dazes the target, slowing movement speed by 50% for 6 sec.
  • Control Pet: Allows you to give commands to control your pet.
  • Control Pet: Allows you to give commands to control your pet.
  • Counter Shot: Interrupts spellcasting, preventing any spell in that school from being cast for 3 sec.
  • Critical Strikes: Increases your chance to critically strike by 10%.
  • Deterrence: You deflect all attacks and take 30% less damage for 5 sec, but you cannot attack.
  • Disengage: You leap backwards.
  • Dismiss Pet: Temporarily sends this pet away. You can call it back later.
  • Distracting Shot: Distracts the target to attack you for 6 sec, and increases threat you generate for 6 sec.
  • Eagle Eye: Changes the Hunter’s viewpoint to the targeted location. Only usable outdoors. Lasts 1 min.
  • Explosive Trap: Place a fire trap that explodes when an enemy approaches, causing 10% of Attack power1 Fire damage and burning all enemies within 10 yards for [(10% of Attack power) * 10who enter within 5 yards for 0 additional Fire damage over 10 sec. Trap will exist for 1 min.
  • Feed Pet: Feed your pet the selected item, instantly restoring 50% of its total health. Cannot be used while in combat.
  • Feign Death: Feign death, tricking enemies into ignoring you. Lasts up to 6 min.
  • Flare: Exposes all hidden and invisible enemies within 10 yards of the targeted area for 20 sec.
  • Ice Trap: Place a frost trap that creates an ice slick around itself for 30 sec when the first enemy approaches it. All enemies within 10 yards will be slowed by 50% while in the area of effect. Trap will exist for 1 min.
  • Mail: Allows you to equip Mail armor items.
  • Master’s Call: Your pet removes all root and movement impairing effects from itself and its target, and grants immunity to all such effects for 4 sec.
  • Mend Pet: Heals your pet for 25% of its total health over 10 sec.
  • Misdirection: You misdirect threat to the targeted party or raid member. All threat caused by your attacks for the next 8 sec will be transferred to the target.
  • Multi-Shot: Fires several missiles, hitting your current target and all enemies within 8 yards for 55% Physical damage.
  • Revive Pet: Revive your pet, returning it to life with 100% of its base health.
  • Tame Beast: Tames a beast to be your companion. If you lose the beast’s attention for any reason, the taming process will fail.
    You must dismiss any active beast companions and have an empty Call Pet slot before you can begin taming a new beast. Only Beast Mastery specialized Hunters can tame Exotic Beasts.
  • Track Beasts: Shows the location of all nearby beasts on the minimap.
  • Track Demons: Shows the location of all nearby demons on the minimap.
  • Track Dragonkin: Shows the location of all nearby dragonkin on the minimap.
  • Track Elementals: Shows the location of all nearby elementals on the minimap.
  • Track Giants: Shows the location of all nearby giants on the minimap.
  • Track Humanoids: Shows the location of all nearby humanoids on the minimap.
  • Track Undead: Shows the location of all nearby undead on the minimap.
  • Trap Launcher: While active, your Traps are launched to a target location within 40 yards. Lasts until cancelled.

Removed

  • Freezing Trap: Place a frost trap that freezes the first enemy that approaches, incapacitating them for up to 1 min. Any damage caused will break the ice. Only one target can be Freezing Trapped at a time. Trap will exist for 1 min.
  • Arcane Shot: An instant shot that causes 125% Arcane damage.
  • Aspect of the Cheetah: The Hunter takes on the aspect of a cheetah, increasing movement speed by 30%. If the Hunter is hit by an attack, his movement will be slowed by 70% for 4 sec. Only one Aspect can be active at a time.
  • Trueshot Aura: Grants 10% increased melee and ranged attack power to all party and raid members within 100 yards.
  • Tranquilizing Shot: Removes 1 Enrage and 1 Magic effect from an enemy target.
  • Camouflage: You and your pet blend into your surroundings, becoming untargetable by ranged attacks. Reduces the range at which enemy creatures can detect you, and provides stealth while stationary.
    Traps can be used while camouflaged, but any damage done by you or your pet will cancel the effect. Lasts 1 min, or 6 sec if cast in combat.
  • Steady Shot: A steady shot that causes 85% Physical damage and generates 14 Focus.
    Usable while moving.

Talents and Specialization
New
Marksmanship

  • Piercing Shots: Your critical strikes with Arcane Shot, Marked Shot and Aimed Shot cause the target to bleed for an additional 30% of the initial damage over 8 sec.
  • Head Shot: A powerful shot which deals 820 + (1 * ComboPoints) Physical damage to the target and 220 + (1 * ComboPoints)% Physical damage to all enemies between you and the target.
  • Arcane Shot: A quick shot that causes 125% Arcane damage, and generates 5 Focus.
  • Bursting Shot: Fire an explosion of bolts that strikes all enemies in front of you, knocking them back and disorienting them, and dealing 40% Physical damage.
  • Marked Shot: Rapidly fires a shot at up to 3 targets affected by Hunter’s Mark, dealing 350% Physical damage. Usable while moving.
    Also exposes Vulnerabilities in the target, snaring them by 15%, and increasing Aimed Shot damage done to the target by 25%. Lasts 10 sec, and stacks up to 3 times.
  • Seek Vulnerabilities: Targets hit by your Arcane Shot and Multi-Shot have a chance to be marked with Hunter’s Mark.
  • Dark Ranger: Your ranged attacks and attacks which deal damage over time now have a chance to summon a Dark Minion. The Dark Minion will attack your current target.
  • Sniper Training: Critical strike damage and range of all shots is increased by 5%.
  • Trueshot: Increases haste by 40%, and chance for targets to be Marked by 100% for 15 sec.
  • Black Arrow: Fires a Black Arrow at the target, dealing 0 damage over 0.
  • Lock and Load: Attach an explosive charge to Aimed Shot, dealing [(Attack power * 0.47 * 1.1 * (1 + $versadmg) * 1)] additional Fire damage to the target and all enemies within 4 yds.
    Your ranged auto attacks have a 5% chance to trigger Lock and Load, causing your next two Aimed Shots to cost no Focus and be instant.
  • Camouflage: You blend into the surroundings and gain stealth for 1 min. While camouflaged, you will heal for 2% every 1 secs. The first ranged attack dealt while camouflaged will deal 10% extra damage.
  • Exhilaration: Instantly heal yourself for 50% of max health.
  • Steady Focus: Using Arcane Shot twice in a row increases your Focus Regeneration by 50% for 10 sec.
  • Kill Flip: For 8 sec after Disengaging, you deal 50% more damage.
  • Broadside: Aimed Shot will now also hit all Vulnerable targets for 100% Physical damage.
  • Momentum: When any of your attacks cause a critical strike there is a chance the cooldown of Disengage will be reduced by 10%.
  • Light Em Up: Targets affected by your Flare take extra damage from all of your attacks.
  • True Aim: For every successive Arcane, Marked or Aimed Shot used to attack the same target, those Shots deal 2% more damage to the target, stacking up to 20 times. Can only affect one target at a time.

Beastmastery

  • Wild Call: Your critical strikes have a 30% chance to reset the cooldown of Dire Beast.
  • Cobra Shot: A quick shot that causes 125% Physical damage.
  • Aspect of the Beast: Kill Command is improved based on the Talent choice of your pet.
    Ferocity
    Give the command to kill, causing your pet to instantly inflict [1.5 * (1 + (Ranged attack power * 1.632)) * 1 * (1 + $versadmg)] damage to its target, and causing it to bleed for 6 damage over 6 sec. 25 yard range.
    Tenacity
    Give the command to kill, causing your pet to instantly inflict [1.5 * (1 + (Ranged attack power * 1.632)) * 1 * (1 + $versadmg)] damage to its target, and reducing damage taken by 15% for the next until cancelled. 25 yard range.
    Cunning
    Give the command to kill, causing your pet to instantly inflict [1.5 * (1 + (Ranged attack power * 1.632)) * 1 * (1 + $versadmg)] damage to its target, and slowing them for until cancelled. 25 yard range.
  • Aspect of the Wild: Increases the Critical Strike chance of all skills for you and your pet by 10%, and gain 10 Focus per second for 10 sec.
  • Dire Stable: Dire Beast generate 4 extra focus when they attack.
  • Bestial Fury: Increase the damage bonus of Bestial Wrath by 20%.
  • Way of the Cobra: For every pet or guardian you have active, Cobra Shot deals an additional 5% damage.
  • One with the Pack: The chance for Wild Call to reset the cooldown of Dire Beast is increased by 10%.
  • Stomp!: When your Dire Beasts charge in, they will stomp the ground, causing 400% Physical damage to all nearby enemies.
  • Killer Cobra: While Bestial Wrath is active, Cobra Shot has a 25% chance to reset the cooldown of Kill Command.
  • Big Game Hunter: Increases the critical strike chance of your Auto-Attacks and Cobra Shots by 50% on targets who are above 80% health.
  • Stampede: Summon forth a herd of stampeding animals from the wilds around you that deal damage to your enemies.

Survival

  • Explosive Trap: Launch a fire trap to the target location that explodes when an enemy approaches, causing 1 Fire damage and burning all enemies within 5 yards for 1 additional Fire damage over 5 sec. Trap will exist for 1 min.
    Traps share cooldown.
  • Animal Instincts: When you attack with Flanking Strike, you gain the instincts of your pet, providing you with a random combat enhancement.
  • Laceration: Tear a wound in the target, dealing (1159.2% of Attack power) damage over 12 sec.
  • Improved Traps: Reduce the cooldown of all traps by 15 seconds.
  • Expert Trapper: All of your traps are improved in the following ways:
    Freezing Trap
    When your Freezing Trap breaks, the victim and all neaby enemies’ movement speed is reduced by 50% for 4 sec.
    Explosive Trap
    The damage dealt by the fire left on the ground after the explosion is increased by 500 per second.
    Tar Trap
    Enemies moving through the tar have a chance to be rooted in place for 4 sec.
    Steel Trap
    When your Steel Trap is triggered, the target will also take 500 Physical Damage.
    Dragonsfire Trap
    The Dragonsfire now spreads to nearby enemies, causing them to burn and panic as well.
  • Dragonsfire Trap: Hurl a dragonsfire trap to the target location that explodes, setting the enemy aflame, inflicting 0 Fire damage over 8 sec. and sending it into a state of panic. While the target is affected, the flames periodically scorch its nearby allies for 270 damage as well. Trap will exist for 1 min.
    Replaces Explosive Trap.
  • Caltrops: Scatter Caltrops on an area. Enemies who step on a Caltrop will take 500 Physical damage, and be slowed by 50% for 10 sec.
    Replaces Tar Trap.
  • Hatchet Toss: Toss a hatchet at an enemy target, dealing (10% of Attack power) Physical damage.
  • Raptor Strike: A vicious slash, dealing 150% Physical damage.
  • Tar Trap: Hurl a tar trap to the target location that creates an pool of tar around itself for 30 sec when the first enemy approaches it. All enemies within 10 yards will be slowed by 50% while in the area of effect. Trap will exist for 1 min.
    Traps share cooldown.
  • Freezing Trap: Hurl a frost trap to the target location that locks down first enemy that approaches, incapacitating them for up to 1 min. Any damage caused will break the trap. Only one target can be Freezing Trapped at a time. Trap will exist until cancelled.
    Traps share cooldown.
  • Steel Trap: Hurl a Steel Trap to the target location that immobilizes the first enemy that approaches for 8 sec and deals 0 bleed damage over 20 sec. Damage from other sources may break the immobilization effect. Trap will exist for 1 min.
    Replaces Freezing Trap.
  • Aspect of the Eagle: Increases the Critical Strike chance of all skills for you and your pet by 10%, and increase your chance to gain charges of Mongoose Bite by 100% for 10 sec.
  • Muzzle: Interrupts spellcasting, preventing any spell in that school from being cast for 3 sec.
  • Carve: A sweeping attack that strikes all enemies in front of you for 90% Physical damage.
  • Harpoon: Hurl a harpoon at your target and pull yourself toward them, rooting them in place for 3 sec.
  • Mongoose Bite: A brutal attack, attempting to sever the enemy’s limbs, dealing 350% Physical damage.
    Each consecutive Mongoose Bite dealt within 3.50 sec of the last will deal 50% increased damage, stacking up to 6 times.
  • Sticky Bomb: Hurl a sticky bomb at your target which sticks to them, and explodes after 3 sec dealing 1 damage to nearby enemies and knocking them down.
  • Mastery: Hunting Companion: Your pets attacks have a 4.0% chance to grant you an additional charge of Mongoose Bite.
  • Mortal Wounds: When your Laceration periodic deals damage, theres a chance you will gain a charge of Mongoose Bite.
  • Snake Hunter: Instantly grants you 3 charges of Mongoose Bite.
  • Way of the Mok’Nathal: Attacking with Raptor Strike grants you a stack of Mok’Nathal Tactics, increasing your attack power by 5% for 8 sec. Stacks 5 times.
  • Flanking Strike: You and your pet attack the target simultaneously. You deal 250% Physical damage, and your pet deals [1.5 * (1 + (Ranged attack power * 1.632)) * 1 * (1 + $versadmg)] damage.
    If the target is attacking you, your pet’s attack will deal 50% increased damage and threat. If not, your attack will deal 50% increased damage.
    Survival (Level 40)
    Flanking strike has double the normal chance to trigger Hunting Companion
  • Butchery: Laceration will now spread to all targets hit by Carve.
  • Wing Clip: Maims the target, reducing their movement speed by 50% for 15 sec.
  • Camouflage: You and your pet blend into the surroundings and gain stealth for 1 min. While camouflaged, you will heal for 2% every 1 secs. The first attack dealt while camoflaged will deal 10% extra damage.
  • Sentry Turret: Summons a Sentry Turret for 15 sec that shoots at nearby enemies, dealing Fire damage.
  • Dash: The duration of Aspect of the Cheetah is increased by 3 seconds.
  • Ranger’s Net: Hurl a net at your enemy, reducing movement speed by 50% for 15 sec.
    Replaces Wing Clip.
  • Throwing Axes: Toss 3 Axes at your enemy target, dealing 0 Physical damage for each axe.

All specs

  • Volley: Continuously fire a volley of ammo at the target area, causing 50 Arcane damage to enemy targets within 8 yards every second for 6 sec.
  • Farstrider: Disengage now has 2 charges.

Changes
All Specializations

  • A Murder of Crows: Summons a flock of crows to attack your target over the next 15 sec. If the target dies while under attack, A Murder of Crows’ cooldown is reset.
  • Barrage: Rapidly fires a spray of shots for 3 sec, dealing [($rw + $RW) / 2 * 0.7 * 15 * (1 + $versadmg)] Physical damage to the enemy target and an average of [($rw + $RW) / 2 * 0.7 * 7.5 * (1 + $versadmg)] Physical damage to each other enemy target in front of you. Usable while moving.
  • Binding Shot: Fires a magical projectile, tethering the enemy and any other enemies within 5 yards for 10 sec, stunning them for 5 sec if they move more than 5 yards from the arrow.
  • Blink Strikes: Your pet’s Basic Attacks deal 50% increased damage, can now be used from 30 yards away, and will instantly teleport them behind their target.
  • Crouching Tiger, Hidden Chimaera: Reduces the cooldown of Disengage by 10 sec, and the cooldown of Deterrence by 60 sec.
  • Dire Beast: Summons a powerful wild beast to attack your target for 158 sec. Each time the beast deals damage, you will gain 2 Focus.4 Focus.
    Summoning a beast reduces the remaining cooldown of Bestial Wrath by 15 sec.
  • Exhilaration: Instantly heals you for 30% and your pet for 100% of max health.
  • Exotic Munitions: Allows you to modify your ranged weapon to use exotic munitions:
    Incendiary Ammo
    Arms your ranged weapon with exotic ammunition that lasts for 1 hour. Each autoshot deals 23% additional Fire damage to all enemies within 8 yards of the initial target.
    Poisoned Ammo
    Arms your ranged weapon with exotic ammunition that lasts for 1 hour. Each autoshot deals 36.8% of Attack power0 additional Nature damage over 16 sec. When this effect is refreshed, the remaining damage will be added to the new effect.
    Frozen Ammo
    Arms your ranged weapon with exotic ammunition that lasts for 1 hour. Each autoshot deals 17% additional Frost damage and reduces the target’s movement speed by 50% for 4 sec.
    Only one exotic munition can be active at one time.
  • Glaive Toss: You hurl two glaives toward a target, each dealing 52% of Attack power1 damage to each enemy struck and reducing movement speed by 30% for 3 sec. The primary target will take 4 times as much damage from each strike.
    The Glaives will return back to you, damaging and snaring targets again as they return.
  • Intimidation: Command your pet to intimidate the target, stunning it for 3 sec.
  • Iron Hawk: Reduces all damage taken by 10%.
  • Narrow Escape: Disengage also activates a web trap which immobilizes all targets within 8 yards for 8 sec.
  • Posthaste: Disengage also frees you from all movement impairing effects and increases your movement speed by 60% for 8 sec.
  • Powershot: A powerful shot which deals 840% Physical damage to the target and 420% Physical damage to all enemies between you and the target. All enemies hit are knocked back.
  • Spirit Bond: While your pet is active, you and your pet will regenerate 2% of total health every 2 sec.
  • Stampede: Summons all of your pets to fight your current target for 40 sec. While in an Arena or Battleground, these pets deal only 25% of their normal damage.
  • Thrill of the Hunt: You have a 6% chance per 10 Focus spent on Focus-costing attacks to trigger Thrill of the Hunt.
    Thrill of the Hunt reduces the Focus cost of your next 3 Arcane Shots, Aimed Shots, or Multi-Shots by 20.
  • Wyvern Sting: A stinging shot that puts the target to sleep, incapacitating them for 30 sec. Any damage will cancel the effect.
    Usable while moving.

Beast Mastery

  • Adaptation: Increases the effect of your pet’s Combat Experience to 70% increased damage. Your pet now gains the following abilities, regardless of its active spec:
    Spiked Collar
    Roar of Sacrifice
    Cornered
    Boar’s Speed
    Last Stand
    Blood of the Rhino
    Great Stamina
  • Beast Cleave: After you Multi-Shot, your pet’s melee attacks and their multistrikes also strike all other nearby enemy targets for 75%100% as much for the next 4 sec.
  • Bestial Wrath: Sends you and your pet into a rage for 10 sec, Your pet deals 20% additional damage and breaks all loss of control effects. You deal 10% more damage and your shots cost 50% less Focus. increasing the damage you both deal by 20%
  • Cobra Strikes: Your successful Arcane Shots have a 20% chance to grant you a charge of Cobra Strikes. Each charge causes 1 of your pet’s Basic Attacks to critically hit. Max 6 charges.
  • Focus Fire: Your pet’s Basic Attacks have a 40% chance to trigger Frenzy, granting 4% increased attack speed for 30 sec, stacking up to 5 times.
    Focus Fire consumes all your pet’s Frenzy, restoring 6 Focus to your pet and increasing your haste by 6% per Frenzy application consumed. Lasts for 20 sec.
  • Focusing Shot: Carefully line up a shot at the target that deals 175% Physical damage and focuses you, generating 50 Focus.
    Cannot be cast while moving.
    Replaces Steady Shot and Cobra Shot.
  • Frenzy: Your pet has a 40% chance to gain 4% increased attack speed after attacking with a Basic Attack, lasting for 30 sec and stacking up to 5 times.
  • Go for the Throat: Your auto-shot critical strikes cause your pet to generate 15 Focus.
  • Invigoration: Your pet’s successful Basic Attacks have a 15% chance to grant you 20 Focus, and your auto-shot critical strikes grant your pet 15 Focus.
  • Kill Command: Give the command to kill, causing your pet to instantly inflict [1.5 * (1 + (Ranged attack power * 1.632)) * 1 * (1 + $versadmg)] damage to its target. 25 yard range.
  • Kill Shot: You attempt to finish off a wounded target, dealing 785% Physical damage. Only usable on enemies with less than 20% health. If the target dies, the Hunter will regain 15% of maximum health.
    If Kill Shot fails to kill the target, the cooldown is reset.
  • Kindred Spirits: Increases your maximum Focus and your pet’s maximum Focus by 20.
  • Mastery: Master of Beasts: Increases the damage done by your pets by 18%.

Marksmanship

  • Aimed Shot: A powerful aimed shot that deals 500% Physical damage. Castable while moving.435% Physical damage.
  • Bombardment: Your critical strikes with Multi-Shot cause your subsequent Multi-Shots to cost 25 less Focus and cause 60% additional damage for 5 sec.
  • Chimaera Shot: A two-headed shot that hits your primary target and another nearby target, dealing 660% Nature or Frost damage to each target. Generates 10 Focus for every target hit.
  • Focusing Shot: Carefully line up a shot at the target that deals 175% Physical damage and focuses you, generating 50 Focus.
    Cannot be cast while moving.
    Replaces Steady Shot and Cobra Shot.
  • Kill Shot: You attempt to finish off a wounded target, dealing 785% Physical damage. Only usable on enemies with less than 20% health. If the target dies, the Hunter will regain 15% of maximum health.
    If Kill Shot fails to kill the target, the cooldown is reset.
  • Lone Wolf: While you don’t have a pet active, Your damage dealt with Auto Shot,
    Marksmanship
    Steady Shot, Aimed Shot, Chimaera Shot, and Kill Shot
    Beast Mastery and Survival
    Arcane Shot, Cobra Shot, Black Arrow, and Explosive Shot
    <br
    Steady Shot and Aimed Shot is increased by 30%.and you are able to provide one of several beneficial effects to your party and raid.
  • Rapid Fire: Increases haste by 40% for 15 sec.

Survival

  • Entrapment: When your Ice Trap or Snake Trap are triggered you entrap all afflicted targets, preventing them from moving for 4 sec.
  • Focusing Shot: Carefully line up a shot at the target that deals 175% Physical damage and focuses you, generating 50 Focus.
    Cannot be cast while moving.
    Replaces Steady Shot and Cobra Shot.
  • Lone Wolf: While you don’t have a pet active, Your damage dealt with Auto Shot,
    Marksmanship
    Steady Shot, Aimed Shot, Chimaera Shot, and Kill Shot
    Beast Mastery and Survival
    Arcane Shot, Cobra Shot, Black Arrow, and Explosive Shot
    <br
    Steady Shot and Aimed Shot is increased by 30%.and you are able to provide one of several beneficial effects to your party and raid.
  • Mastery: Essence of the Viper: Increases all magical damage you deal by 10.0%.
  • Serpent Sting: Targets hit by your Multi-Shot and Arcane ShotRaptor Strike and Carve are also afflicted by Serpent Sting, dealing 362.5% of Attack power5 Nature damage over 15 sec.
  • Survivalist: Increases the damage of your multistrikes by 20%.
    After
    After killing a target, you and your pet gain 15% health over 10 sec.
  • Trap Mastery: Provides benefits to each Trap:
    Ice Trap and Freezing Trap – Increases duration by 30%.
    Explosive Trap and Black Arrow – Increases damage over time done by 30%.
    Snake Trap – Increases number of snakes summoned by 4.

Perks
Changes
Beast Mastery

  • Enhanced Basic Attacks: Your pet’s basic attacks have a 15% chance to reset the basic attack cooldown and make the next basic attack free.
  • Improved Beast Cleave: Your pet’s attacks strike nearby enemy targets for an additional 25% of damage done while Beast Cleave is active.
  • Improved Focus Fire: Focus Fire now also grants 8% increase to attack power per Frenzy stack consumed.

Marksmanship

Survival

  • Enhanced Entrapment: The root effect from your Entrapment requires 100% additional damage to break from taking damage.
  • Enhanced Traps: Reduces the cooldown on all your traps by 33%.

Glyphs
Removed

  • Glyph of Pathfinding: Increases the speed bonus of your Aspect of the Cheetah and Aspect of the Pack by 8%, and increases your speed while mounted by 10%. The mounted movement speed increase does not stack with other effects.
  • Glyph of Mend Pet: Gives your Mend Pet ability a 100% chance of cleansing 1 Curse, Disease, Magic or Poison effect from your pet each tick.
  • Glyph of Animal Bond: While your pet is active, all healing done to you and your pet is increased by 10%.
  • Glyph of No Escape: Increases the ranged critical strike chance of all of your attacks on targets affected by your Freezing Trap by 100%.
  • Glyph of Misdirection: When you use Misdirection on your pet, the cooldown on your Misdirection is reset.
  • Glyph of Mending: Your Mend Pet now heals every 1 sec, and heals for an additional 25% of your pet’s health over its duration.
  • Glyph of Disengage: Increases the distance you travel when you Disengage.
  • Glyph of Freezing Trap: When your Freezing Trap breaks, the victim’s movement speed is reduced by 70% for 4 sec.
  • Glyph of Ice Trap: Increases the radius of the effect from your Ice Trap by 2 yards.
  • Glyph of Deterrence: Increases the damage reduction granted by Deterrence by 20%.
  • Glyph of Master’s Call: Increases the duration of your Master’s Call by 4 sec.
  • Glyph of Mirrored Blades: When attacked by a spell while in Deterrence, you have a 100% chance to reflect it back at the attacker.
  • Glyph of Black Ice: While you move through the area affected by your Ice Trap you gain 50% movement speed.
  • Glyph of Tranquilizing Shot: Your Tranquilizing Shot no longer has a cooldown, but now costs 40 Focus.
  • Glyph of Explosive Trap: Your Explosive Trap no longer deals damage, instead knocking enemies back from the trap when it explodes.
  • Glyph of Solace: Your Freezing Trap also removes all damage over time effects from its target.
  • Glyph of Endless Wrath: While Bestial Wrath is active, your pet cannot be killed, but can still be damaged.
  • Glyph of Chimaera Shot: Successful Chimera Shots now also heal you for 2% of your maximum health.
  • Glyph of Camouflage: Your Camouflage ability now provides stealth even while moving, but your movement speed while Camouflage is active is reduced by 50%.
  • Glyph of Distracting Shot: Your Distracting Shot now distracts the target to attack your pet instead of you.
  • Glyph of Liberation: When you Disengage, you are healed for 4% of your total health.
  • Glyph of the Lean Pack: Reduces the radius of Aspect of the Pack by 33 yards.
  • Glyph of Enduring Deceit: Camouflage also reduces spell damage taken by 10%.
  • Glyph of Quick Revival: Your Revive Pet is now instant but costs 80 Focus.
  • Glyph of Snake Trap: Your Ice Trap is replaced with Snake Trap.
    Venomous snakes released by the trap will poison nearby enemies with a Crippling Poison that reduces movement speed by 50% for 12 sec.

Mage

Forum | Talent Calculator
Spells
Changes

  • Cone of Cold: Targets in a cone in front of the caster take (23.85% of Spell power) Frost damage and are slowed by 60% for 6 sec.
  • Conjure Refreshment: Conjures mana food providing the Mage and his allies with something to eat. Conjured items disappear if logged out for more than 15 minutes.
  • Conjure Refreshment Table: Conjures a refreshment table. Raid members can click the table to acquire conjured mana food.
    The table lasts for 3 min or 50 charges.
  • Counterspell: Counters the enemy’s spellcast, preventing any spell from that school of magic from being cast for 6 sec.
  • Frost Nova: Blasts enemies within 12 yds of the caster for (14.925% of Spell power) Frost damage and freezes them in place for up to 8 sec. Damage caused may interrupt the effect.
  • Frostfire Bolt: Launches a bolt of frostfire at the enemy, causing 161.7% of Spell power1 Frostfire damage and slowing the target’s movement by 40% for 8 sec.
  • Ice Block: You become encased in a block of ice, protecting you from all attacks and damage for 10 sec, but during that time you cannot attack, move or cast spells.
    Causes Hypothermia, preventing you from recasting Ice Block for 30 sec.
  • Invisibility: Turns the caster invisible over 3 sec, reducing threat each second. While invisible, you are untargetable by enemies. Lasts 20 sec.
    Invisibility is cancelled if you perform any actions.
  • Polymorph: Transforms the enemy into a sheep, forcing it to wander around incapacitated for up to 50 sec. While wandering, the sheep cannot attack or cast spells but will regenerate very quickly. Any damage will transform the target back into its normal form.
    Only one target can be polymorphed at a time. Only works on Beasts, Humanoids and Critters.
  • Portal: Stormshield: Creates a portal, teleporting group members that use it to Stormshield.
  • Portal: Vale of Eternal Blossoms: Creates a portal, teleporting group members that use it to Vale of Eternal Blossoms.
  • Portal: Vale of Eternal Blossoms: Creates a portal, teleporting group members that use it to Vale of Eternal Blossoms.
  • Portal: Warspear: Creates a portal, teleporting group members that use it to Warspear.
  • Teleport: Stormshield: Teleports the caster to Stormshield.
  • Teleport: Vale of Eternal Blossoms: Teleports the caster to Vale of Eternal Blossoms.
  • Teleport: Vale of Eternal Blossoms: Teleports the caster to Vale of Eternal Blossoms.
  • Teleport: Warspear: Teleports the caster to Warspear.
  • Time Warp: Warp the flow of time, increasing haste by 30% for all party and raid members within 100 yards. Lasts 40 sec.
    Allies will be unable to benefit from Bloodlust, Heroism, or Time Warp again for 10 min.until cancelled.

Removed

  • Remove Curse: Removes all Curses from a friendly target.
  • Arcane Brilliance: Infuses the target with brilliance, increasing their spell power by 10% and their critical strike chance by 5% for 1 hour.
    If target is in your party or raid, all party and raid members will be affected.
  • Fire Blast: Blasts the enemy for (78.9% of Spell power) Fire damage.
  • Blizzard: Ice shards pelt the target area doing [(27.525% of Spell power) * 8] Frost damage over 8 sec and slowing enemies by 50%.
  • Dalaran Brilliance: Infuses the target with brilliance, increasing their spell power by 10% and their critical strike chance by 5% for 1 hour.
    If target is in your party or raid, all party and raid members will be affected.
  • Frost Nova: Blasts enemies near the caster for (24.1% of Spell power) Frost damage and freezes them in place for up to 8 sec. Damage caused may interrupt the effect.
  • Nether Attunement: Your spell haste also increases your mana regeneration, and the amount of mana gained from Mage spells.

Talents and Specialization
New
Fire

  • Combustion: Engulf yourself in flames, increasing your critical strike chance by 100% for 10 sec.
    Also grants you Mastery equal to your Critical Strike stat.
  • Hot Streak: Getting two direct-damage critical strikes in a row will make your next Pyroblast or Flamestrike spell instant cast, and cause double the normal Ignite damage.
  • Cinderstorm: Throw a spread of 6 cinders that travel in an arc, and each deal 0 Fire damage to enemies they hit.
  • Pyromaniac: Casting Pyroblast while Hotstreak is active has a 50% chance to instantly reactivate Hotstreak.
  • Conflagration: Enemies affected by Ignite have a chance to Flare Up for 3 sec. While Flared Up, nearby enemies take 1 Fire damage each second.
  • Fire Starter – NYI: Fireball has an X% chance to chain to a nearby ignited target.
  • Flame On: When activated, grants 2 charges of Inferno Blast.
  • Controlled Burn – NYI: When you gain Heating Up, theres a chance to instantly go into Hot Streak. This chance is increased by your Critical Strike.
  • Flame Patch – NYI: Flamestrike ignites the ground that its cast on, leaving a patch of fire behind which continues to burn enemies in it for X per second for the next 15 seconds. Does not stack.

Frost

  • Blizzard: Ice shards pelt the target area doing 0 Frost damage over 0 and slowing enemies by 50%.
    Each time Blizzard deals damage, it reduces the cooldown of Frozen Orb by 0.5 sec.
  • Brain Freeze: Your Frostbolts have a 10% chance to reset the cooldown of Frozen Orb.
  • Glacial Spike: Conjure a massive spike of ice, and merge your current Icicles into it. It impales your target, dealing (500% of Spell power) damage, plus the damage stored in your Icicles.
    Requires 5 Icicles to cast.
    Also freezes the target in place for up to 4 sec. Damage caused may interrupt the effect.
    Passive: Ice Lance no longer launches Icicles.
  • Ray of Frost: Channels a ray of frost at the target, slowing the target by 30% and dealing (7148% of Spell power) Frost damage to the target over 20 sec. The damage dealt is increased the longer the ray is channeled.
  • Lonely Winter: You can no longer summon your Water Elemental, however Frost Bolt, Ice Lance and Frozen Orb deal 10% more damage. You also learn the ability to cast Freeze.
  • Bone Chilling – NYI: Whenever you attempt to chill a target, you chill yourself with a stacking debuff. The higher the debuff, the more damage all your frost spells deal, but the slower you move.
  • Frozen Touch: When activated, you generate 2 charges of Fingers of Frost.
  • Bitter Cold – NYI: Increases damage of Frozen Orb, Frozen Orb now generates 2 charges of FoF when it hits.
  • Ice Ward: Frost Nova now has 2 charges.
  • Arctic Gale – NYI: 1.5 sec cast. Grants X haste, + Consume all Frozen effects and gain haste for every effect consumed.

Arcane

  • Mastery: Savant: Increases your Mana regeneration rate and maximum Mana by 8.0%.
    Arcane Charges increase the damage of affected spells by an additional 4.00%.
  • Shimmer: When you take damage there is a 30% chance for the cooldown of Blink to be reset. This effect cannot occur more than once every 30 secs.
  • Displacement: For the next 4 sec, casting Blink will not trigger its cooldown.
  • Quickening: Arcane Blast and Arcane Missiles also grant 2% Haste for 6 sec, stacking.
    This effect is cleared when you cast Arcane Barrage.
  • Arcane Familiar: Summon a Familiar that attacks your enemies. Familiar attacks have a chance to grant you an Arcane Charge. This companion cannot be targeted or damaged by enemies. Lasts 30 sec seconds.
  • Static: Once activated, the next 4 Arcane Blasts you cast will be instant.
  • Torrent: When Arcane Barrage hits additional targets, the damage dealt to those additional targets is increased to 100%.
  • Charged Up: When activated, generates 4 Arcane Charges.
  • Words of Power – NYI: Channeling Evocation now generates 1 Arcane Charge every 1.5 seconds.
  • Cascade – NYI: Enemies hit by Arcane Barrage have a chance to throw a barrage at a nearby enemy.

Changes
All Specializations

  • Alter Time: Alters the fabric of time, returning you to your current location and health when cast a second time, or after 10 sec. Effect negated by long distance or death.
  • Blazing Speed: Suppresses movement slowing effects and increases your movement speed by 150% for 1.506 sec. Castable while another spell is in progress and unaffected by global cooldown.
  • Cauterize: Fatal damage will instead bring you to 35% health and then burn you for 28% of your max health over 6 sec. While burning, movement slowing effects are suppressed and your movement speed is increased by 150%. This effect cannot occur more than once every 2 min.
  • Cold Snap: Immediately resets the cooldown of your Ice Block,
    Arcane
    Presence of Mind
    Fire
    Dragon’s Breath
    Frost
    Cone of Cold
    and
    and Frost Nova spells, and heals you for 22% of your maximum health. Usable during most loss of control effects, and unaffected by global cooldown.
  • Evanesce: Fade into the nether, avoiding all attacks against you for 3 sec. Castable while another spell is in progress and unaffected by global cooldown.
    Replaces Ice Block.
  • Flameglow: Protects you with fiery energy, absorbing up to (Spell power * 30 / 100) damage from each attack against you, up to 20% of each attack.
  • Frostjaw: Silences and freezes the target in place for 8 sec. Damage caused may interrupt the effect.
  • Greater Invisibility: Instantly makes you invisible and untargetable for 20 sec, removing all threat and two damage over time effects. Any action taken cancels this effect. You take 90% reduced damage while invisible and for 3 sec after the effect expires.
    Replaces Invisibility.
  • Ice Barrier: Instantly shields you for 1 min, absorbing (10 + Spell power * 4.95) damage. While the shield holds, spellcasting will not be interrupted by damage.
  • Ice Floes: Your next Mage spell can be cast while moving. Castable while another spell is in progress and unaffected by global cooldown. Max 3 charges.
  • Incanter’s Flow: Magical energy flows through you while in combat, building up to 20% increased damage and then diminishing down to 4% increased damage, cycling every 10 sec.
  • Mirror Image: Creates 3 copies of the caster nearby, which cast spells and attack the Mage’s enemies. Lasts 40 sec.
  • Prismatic Crystal: Conjures a prismatic crystal at the target location, which is attackable by only the Mage, and takes
    Frost
    10
    Arcane and Fire
    30
    % additional damage.
    30% additional damage.
    When the crystal takes damage, it instantly releases a burst of energy dealing that damage, split evenly between all enemies within 8 yards.
  • Ring of Frost: Summons a Ring of Frost for 10 sec at the target location. Enemies entering the ring will become incapacitated for 10 sec. Limit 10 targets.
  • Rune of Power: Places a Rune of Power on the ground for 3 min which increases your spell damage by 15% while you stand within 8 yds. You may place up to 2 Runes of Power at one time.
  • Unstable Magic:
    Arcane:
    Arcane Blast, Fireball, Frostfire Bolt, and Frostbolt have a 15% chance to explode on impact, dealing an additional 50% damage to the target, and to all other enemies within 8 yards.
    Frost:
    Arcane Blast, Fireball, Frostfire Bolt, and Frostbolt have a 20% chance to explode on impact, dealing an additional 50% damage to the target, and to all other enemies within 8 yards.
    Fire:
    Arcane Blast, Fireball, Frostfire Bolt, and Frostbolt have a 30% chance to explode on impact, dealing an additional 50% damage to the target, and to all other enemies within 8 yards.

Arcane

  • Arcane Barrage: Launches bolts of arcane energy at the enemy target, causing (74.7% of Spell power) Arcane damage. Consumes all Arcane Charges.
    Arcane Barrage’s damage is increased by 50% per Arcane Charge, and it hits 1 additional nearby target per Arcane Charge for 50% damage.
    Replaces Fire Blast.
  • Arcane Blast: Blasts the target with energy, dealing (121%250% of Spell power) Arcane damage and generating an Arcane Charge.
    Arcane Blast’s damage is increased by 50% per Arcane Charge, and its mana cost is increased by 100% per Arcane Charge.
    Replaces Frostfire Bolt.
  • Arcane Charge: An arcane chargeArcane charges are generated by Arcane Blast, Arcane Missiles, and Arcane Explosion, and are consumed by Arcane Barrage:and Evocation:
    Arcane Blast
    Generates a charge.
    Arcane Blast’s damage is increased by 50% per charge, and its mana cost increased by 100% per charge.
    Arcane Missiles
    Generates a charge.
    Arcane Missiles’ damage is increased by 50% per charge.
    Arcane Explosion
    Refreshes charges and Has a 30% chance to generate a charge if at least one target is hit.
    Arcane Barrage
    Consumes all charges.
    Arcane Barrage’s damage is increased by 50% per charge, and it hits 1 additional nearby target per charge for 50% damage.
    Evocation
    Consumes all charges.
    Evocation’s mana generation is increased by 25% per charge.
    Stacks up to 4 times and lasts 15 sec.
  • Arcane Explosion: Causes an explosion of arcane magic around the caster, dealing (54.5% of Spell power) Arcane damage to all targets within 10 yards.
    Arcane
    Refreshes the duration of your Arcane Charges and has a 30% chance to generate an Arcane Charge
  • Arcane Missiles: Launches five waves of Arcane Missiles at the enemy over 2 sec, causing 28.5% of Spell power1 Arcane damage per wave. Generates an Arcane Charge.
    Arcane Missiles’ damage is increased by 50% per Arcane Charge.
    Arcane Missiles has a chance to be activated after each of your damaging spell casts. Limit 3 charges.
  • Arcane Orb: Launches an Arcane Orb forward from the Mage’s position, traveling up to 40 yards, dealing 74.3% of Spell power0 Arcane damage to enemies it passes through. Grants the Mage an Arcane Charge when cast and every time it deals damage.
  • Arcane Power: When activated, you deal 20% more spell damage and damaging spells cost 10% more mana to cast. This effect lasts 15 sec.
  • Evocation: Gain 15%25% of your total mana instantly, and another 45%75% of your total mana over 6 sec.
  • Mage Armor: Increases your Mastery by 5.
    The duration of all harmful Magic effects used against you is reduced by 25%.
  • Nether Tempest: Places a Nether Tempest on the target which deals (40.92% of Spell power) Arcane damage over 12 sec to the target and 3.41% of Spell power) * 12 to all enemies within 10 yards. Limit 1 target. Damage increased by 50% per Arcane Charge at cast time.
  • Presence of Mind: Causes your next Mage spell to be instant. Does not apply to Portal or Teleport spells.For the next 4 sec all channeled spells can be cast while moving.
  • Supernova: Causes a pulse of arcane energy around the target enemy or ally, dealing (190% of Spell power) Arcane damage to all enemies within 8 yards, and knocking them upward. A primary enemy target will take 100% increased damage.Max 2 charges
    Replaces Frost Nova.

Fire

  • Blast Wave: Causes an explosion around the target enemy or ally, dealing (200% of Spell power) Fire damage to all enemies within 8 yards, and reducing movement speed by 70% for 4 sec. A primary enemy target will take 100% increased damage.Max 2 charges.
    Replaces Frost Nova.
  • Critical Mass: Multiplies the critical strike chance of your Fireball, Frostfire Bolt, Pyroblast, and Scorch by 1.30.
  • Fireball: HurlsThrow a fiery ball that causes (134.8% of Spell power) Fire damage.
  • Flamestrike: Calls down a pillar of fire, burning all enemies within the area for (77.7%125% of Spell power) Fire damage and an additional (40.5% of Spell power) Fire damage over 8 sec and reducing their movement speed by 50% for the duration.8 sec.
  • Inferno Blast: Blasts the enemy for (101.8%100% of Spell power) Fire damage. and spreads your Fire damage effects on the target to up to 3 enemies within 10 yards. Inferno Blast will always dealThis damage is always a critical strike.
    Replaces Fire Blast.Inferno Blast is not on the global cooldown, and can be cast while casting other spells.
  • Living Bomb: The target becomes a Living Bomb, taking (100% of Spell power) Fire damage over 12 sec. When this effect ends, or the target dies, it explodes to deal an additional 80% of Spell power1 Fire damage to the target and all other enemies within 10 yards.
    May be spread by Inferno Blast.
  • Mastery: Ignite: Your target burns for an additional 12% over 59 sec of the total direct damage caused by your Fireball, Frostfire Bolt, Inferno Blast, Scorch, Pyroblast,Flamestrike, and their multistrikesand Flamestrike. If this effect is reapplied, any remaining damage will be added to the new Ignite.Ignite.
    Every 2 sec, your Ignites may spread to another nearby enemy.
  • Meteor: Calls down a meteor which lands at the target location after 3 sec, dealing 375% of Spell power1 Fire damage, split evenly between all targets within 8 yards. Also burns the ground, dealing an additional 0 Fire damage every 1 sec for 8 sec to enemies in the area.
  • Molten Armor: Increases your spell critical strike chance by 15%.
    Reduces all physical damage taken by 6%.
  • Pyroblast: Hurls an immense fiery boulder that causes (242.3%300% of Spell power) Fire damage.and an additional (237.15% of Spell power) Fire damage over 18 sec.
    Getting two single-target non-periodic Fire critical strikes in a row will make your next Pyroblast instant, cost no mana, and deal 25% additional damage.
  • Scorch: Scorch the enemy for (25% of Spell power) Fire damage. Castable while moving.

Frost

  • Comet Storm: Calls down a series of 7 icy comets on and around the target, each of which does 100% of Spell power1 Frost damage, split between all enemies within 4 yards of its impact point.
  • Deep Freeze: Stuns the target for 5 sec. Only usable on Frozen targets. Damage from Ice Lance or Ice Nova will break this effect.
  • Fingers of Frost: Your successful Frostbolts, Frostfire Bolts and Frozen Orb hits have a 15% chance, and your Blizzard and Frozen Orb ticks have a 5% chance to grant you the Fingers of Frost effect.
    The Fingers of Frost effect causes your next Ice Lance or Deep Freeze to act as if yourto deal 140% increased damage and also deal increased damage as if the target were frozen, and increases Ice Lance damage by 140%.
    Limit 2 charges.
    for a total increase of 380%.
    Limit 2 charges.
  • Frost Armor: Increases multistrike chanceHaste by 8% and causes enemies who strike the caster to be slowed by 30% for 5 sec.
  • Frost Bomb: Places a Frost Bomb on the target for 12 sec. Limit 1 target.
    Your Ice Lances that benefit from Shatter will trigger the release of a wave of freezing ice, dealing 150% of Spell power1 Frost damage to the target and 93.75% of Spell power1Frost damage to all other enemies within 10 yards.
  • Frostbolt: Launches a bolt of frost at the enemy, causing (178.7% of Spell power) Frost damage and slowing movement speed by 50%30% for 15 sec.
  • Frozen Orb: Launches a Frozen Orb forward from the Mage’s position, releasing Frostbolts that deal (47.9% of Spell power) Frost damagean orb of swirling ice forward, dealing 1 Frost damage every 1 sec to all nearby enemy targets for 10 sec. Grants the Mage 1 charge of Fingers of Frost when it first reaches a target.
    Targets damaged by the Frost Orb are slowed by 30% for 2 sec.
  • Ice Lance: DealsQuickly fling a shard of ice at the target, dealing (50% of Spell power) Frost damage.to an enemy target.
    Ice Lance damage is doubled against frozen targets.
    Replaces Fire Blast.

    Ice Lance damage is doubled against frozen targets.
  • Ice Nova: Causes a whirl of icy wind around the target enemy or ally, dealing (250% of Spell power) Frost damage to all enemies within 8 yards, and freezing them in place for 2 sec. A primary enemy target will take 100% increased damage.Max 2 charges.
    Replaces Frost Nova.
  • Icy Veins: Accelerates your spellcasting, granting 20%30% haste and preventing spell pushback. Lasts 20 sec.
  • Mastery: Icicles: When you damage enemies with Frostbolt and Frostfire Bolt, and their multistrikes, 18.0% of the damage done is stored as an Icicle with you, for 30 sec. Also increases the damage of your Water Elemental’s Waterbolt and Water Jet by 18.0%.that your Water Elemental deals by 18.0%.
    Up to 5 Icicles can be stored at once. Excess Icicles that are generated will automatically be launched. Casting Ice Lance causes any Icicles to begin launching at the target.
  • Shatter: Multiplies the critical strike chance of all your spells against frozen targets by 1.5, and adds anotheran additional 50% chance.
  • Summon Water Elemental: Summons a Water Elemental to fight for the caster.

Perks
Changes
Arcane

Fire

  • Enhanced Pyrotechnics: Each time your Fireball or Frostfire Bolt fails to critically strike a target, those spells gainit gains a stacking 10% increased critical strike chance.
    This effect ends when Fireball or Frostfire Bolt critically strikes a target.
  • Improved Scorch: After casting Scorch, your movement speed is increased by 30% for 3 sec.

Frost

  • Enhanced Frostbolt: Frostbolt’s cast time is reduced by 0.5 sec. This effect is disabled for 15 sec after you benefit from it.
  • Improved Icy Veins: Increases the amount of Haste gained from Icy Veins by 10%.
  • Improved Water Elemental: Your summoned Water Elemental now also knows the Water Jet spell.
    Water Jet
    Channels a jet of icy water at the target, dealing 141.2% of Spell power4 Frost damage to the target over 4 sec.
    The Mage’s Frostbolts that hit the target while it is being blasted with icy water will grant a charge of Fingers of Frost.

Glyphs
Removed

  • Glyph of Icy Veins: Your Icy Veins now grants 30% multistrike instead of spell haste.
  • Glyph of Blink: Increases the distance you travel with the Blink spell by 8 yards.
  • Glyph of Combustion: Increases the duration of the damage over time effect and the cooldown of Combustion by 100%.
  • Glyph of Polymorph: Your Polymorph spell also removes all damage over time effects from the target.
  • Glyph of Frost Nova: Reduces the cooldown of Frost Nova by 5 sec.
  • Glyph of Splitting Ice: Your Ice Lance and Icicles now hit 1 additional target for 50% damage.
  • Glyph of Ignite: Causes your Ignite to also slow the target’s movement speed by 50%.
  • Glyph of Arcane Power: Increases the duration and cooldown of Arcane Power by 100%.
  • Glyph of Water Elemental: Increases the health of your Water Elemental by 40%, and allows it to cast while moving. When in Assist mode and in combat, commanding your Water Elemental to Follow will cause it to stay near you and autocast Waterbolt when your target is in range.
  • Glyph of Slow: Your Arcane Blast spell applies the Slow spell to any target it damages.
  • Glyph of Inferno Blast: Your Inferno Blast spell spreads Pyroblast, Ignite, and Combustion to 1 additional target.
  • Glyph of Remove Curse: Increases the damage you deal by 5% for 10 sec after you successfully remove a curse.
  • Glyph of Counterspell: Your Counterspell can now be cast while casting or channeling other spells, but its cooldown is increased by 4 sec.
  • Glyph of Cone of Cold: Increases the damage done by Cone of Cold by 200%.
  • Glyph of Deep Freeze: Your Deep Freeze spell is no longer on the global cooldown, but its duration is reduced by 1 sec.
  • Glyph of Spellsteal: Spellsteal now also heals you for 4% of your maximum health when it successfully steals a spell.
  • Glyph of Arcane Explosion: Increases the radius of your Arcane Explosion by 5 yards.
  • Glyph of Ice Block: When Ice Block terminates, it triggers an instant free Frost Nova and makes you immune to all spells for 3 sec.
  • Glyph of Rapid Displacement: Blink now has 2 charges, gaining a charge every 15 sec, but no longer frees the caster from stuns and bonds.
  • Glyph of Dragon’s Breath: Increases the damage done by Dragon’s Breath by 100%.
  • Glyph of Regenerative Ice: You regenerate 4% of your maximum health every 1 sec for the duration of Ice Block.

Monk

Forum | Talent Calculator
Spells
Changes

  • Blackout Kick: Kick with a blast of Chi energy, dealing [6.688[7.5 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Min DPS + 1 * (Offhand Min DPS / 2)) + Attack power / 3.5 – 1))] to [6.688[7.5 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Max DPS + 1 * (Offhand Max DPS / 2)) + Attack power / 3.5 + 1))] Physical damage
    Brewmaster (Level 10)
    and increasing your parry chance by 10% for 6 sec
    Mistweaver (Level 10)
    and increasing your critical strike chance by 20% for 20 sec
    Also deals [6.688 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Min DPS + 1 * (Offhand Min DPS / 2)) + Attack power / 3.5 – 1))] to [6.688 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Max DPS + 1 * (Offhand Max DPS / 2)) + Attack power / 3.5 + 1))] damage to up to 50 additional nearby targets
    Windwalker (Level 20)
    If behind the target, you deal an additional 30% damage over 4 sec. If in front of the target, you are instantly healed for 30% of the damage done
    Mistweaver (Level 10)
    Eminence healing from this ability heals up to 4 targets for 20% of the damage done
    Not useable in Stance of the Wise Serpent
    damage.
  • Crackling Jade Lightning: Channel Jade lightning, causing 112.728% of Attack power4 Nature damage over 4 sec to the target
    Mistweaver
    generating 1 Chi each time it deals damage
    <br
    target and sometimes knocking back melee attackers.
  • Detox: Removes all
    Mistweaver
    harmful Magic
    Poison
    Magic, Poison, and Disease effects from the target.
  • Fortifying Brew: Turns your skin to stone, increasing your current and maximum health by 20%
    Brewmaster
    your Stagger amount
    20%, the amount of damage delayed by Stagger by an additional 20%
    <br
    20%, and reducing damage taken by 20%. Lasts 15 sec.
  • Jab:
    New name : Tiger Palm
    Jab the targetAttack with the palm of your hand, dealing [1.38 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Min DPS + 1 * (Offhand Min DPS / 2)) + Attack power / 3.5 – 1))] to [1.38 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Max DPS + 1 * (Offhand Max DPS / 2)) + Attack power / 3.5 + 1))] damage.and generating 1 Chi.
    Windwalker (Level 10)
    Jab has a 8% chance to make your next Tiger Palm or Blackout Kick cost no Chi
    Mistweaver (Level 10)
    Not useable in Stance of the Wise Serpent
  • Paralysis: Incapacitates the target for 1 min. Only one target can be affected at a time. Any damage taken will cancel the effect.
  • Provoke: Taunts the target and causes them to move toward you at 50% increased speed.
    Brewmaster (Level 70)
    This ability can be targeted on your Statue of the Black Ox, causing the same effect on all enemies within 10 yards of the statue
  • Resuscitate: Returns the spirit to the body, restoring a dead targetall dead party members to life with 35% of maximum health and mana. Cannot be cast when in combat.
  • Spear Hand Strike: You jab the target in the throat, interrupting their spell cast and preventing any spell in that school from being cast for 4 sec.
  • Spinning Crane Kick: You spin while kicking in the air,
    Mistweaver
    healing up to 6 allies within 10 yards for [4 * (49.375% of Spell power)] over 2.25 sec
    Brewmaster and Windwalker
    dealing [(4 * 0.9
    dealing [(4 * 3.00 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Min DPS + 1 * (Offhand Min DPS / 2)) + Attack power / 3.5 – 1)) + 4 * 0.93.00 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Max DPS + 1 * (Offhand Max DPS / 2)) + Attack power / 3.5 + 1))) / 2] damage over 2.251.50 sec to enemies within 8 yards
    Generates 1 Chi if it strikes 3 or more targets.
    Brewmaster
    Channeling Spinning Crane Kick does not prevent avoiding attacks
    yds.
  • Stance of the Fierce Tiger: Increases all damage dealt by 10%.
    Grants you and your allies within 10 yards 10% increased movement speed, and improves the functionality of Jab, Expel Harm, Tiger Palm, Blackout Kick, and Rising Sun Kick.
  • Surging Mist:
    New name : Effuse
    HealsA fast and efficient spell, healing the target for 1
    Mistweaver
    and generates 1 Chi
    Each Chi you consume reduces the cast time and mana cost of your next Surging Mist by 20%
    While channeling Soothing Mist, this ability is instant and will heal the soothed target.
    0.
  • Touch of Death: Instantly kills a creature with less health than the Monk’s maximum health.
    Can also be used on tough targets when they are below 10% health, dealing
    Use ancient Pandaren knowledge of anatomy to inflict mortal damage on an enemy. After 8 sec, the target will take damage equal to the monk’s maximum health (to them.damage reduced against players).
  • Transcendence: You split your body and spirit, leaving your spirit behind for 15 min. Use Transcendence: Transfer to swap locations with your spirit.
  • Transcendence: Transfer: Your body and spirit swap locations.
  • Zen Pilgrimage: Your spirit travels to the Peak of Serenity in Pandaria, leaving your body behind.
    Use Zen Pilgrimage again to return near to where you were.
  • Zen Pilgrimage: Return: Returns your spirit back to its body, returning you near to where you once were.
    Leaving Peak of Serenity will cancel Zen Pilgrimage: Return.

Removed

  • Tiger Palm: Attack with the palm of your hand, dealing [4.104 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Min DPS + 1 * (Offhand Min DPS / 2)) + Attack power / 3.5 – 1))] to [4.104 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Max DPS + 1 * (Offhand Max DPS / 2)) + Attack power / 3.5 + 1))] damage, and causing your attacks to ignore 30% of armor for 20 sec.
    Mistweaver (Level 10)
    Not useable in Stance of the Wise Serpent
  • Expel Harm: Heal yourself for [7.5 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Min DPS + 1 * (Offhand Min DPS / 2)) + (Attack power) / 3.5 – 1))] to [7.5 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Max DPS + 1 * (Offhand Max DPS / 2)) + (Attack power) / 3.5 + 1))], and deal 33% of the amount healed as Nature damage to an enemy within 10 yards. Generates 1 Chi.
    Brewmaster
    This ability has no cooldown while below 35% health in Stance of the Sturdy Ox
  • Expel Harm: Heal yourself for [7.5 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Min DPS + 1 * (Offhand Min DPS / 2)) + (Attack power) / 3.5 – 1))] to [7.5 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Max DPS + 1 * (Offhand Max DPS / 2)) + (Attack power) / 3.5 + 1))], and deal 33% of the amount healed as Nature damage to an enemy within 10 yards. Generates 1 Chi.
    Brewmaster
    This ability has no cooldown while below 35% health in Stance of the Sturdy Ox
  • Leer of the Ox: Your Ox Statue stirs hatred in the target, reducing their movement speed by 50% and causing them to attack your Black Ox Statue for 8 sec. The statue must be within 40 yards of the target.
    Requires Black Ox Statue to be active.
  • Surging Mist: Heals the target for 1
    Mistweaver
    and generates 1 Chi
    Each Chi you consume reduces the cast time and mana cost of your next Surging Mist by 20%
    While channeling Soothing Mist, this ability is instant and will heal the soothed target.
  • Spinning Crane Kick: While channeling Spinning Crane Kick, you also heal nearby injured allies for (49.375% of Spell power) every 0.8 sec for 2.25 sec. Healing yourself does not count for Chi generation.
  • Eminence (Statue): When the Monk deals damage while in Stance of the Spirited Crane, the summoned Jade Serpent Statue will heal the lowest health nearby target within 20 yards for 50% of the damage done.
  • Chi Torpedo: Torpedo forward, dealing (250% of Attack power) Nature damage to all enemies and 1 healing to all allies in your path.
    Replaces Roll, and travels farther.
  • Surging Mist: Heals the lowest health party or raid member within 45 yards for 1. Generates 1 Chi.
    If cast while channeling Soothing Mist, Surging Mist will be instant cast and heal that target over all others.
  • Chi Torpedo: Torpedo forward, dealing (250% of Attack power) Nature damage to all enemies and 1 healing to all allies in your path.
    Replaces Roll, and travels farther.
  • Gift of the Serpent: You have a 10% chance when you heal to summon a Healing Sphere nearby an injured ally for 30 sec. Allies who walk through the sphere will be healed for (75% of Spell power).
    If the Healing Sphere expires before being used, a nearby ally within 12 yards of the sphere will be healed.
  • Zen Sphere: Forms a Zen Sphere above the target, healing the target for 1, and dealing (9.5% of Attack power) Nature damage to a nearby enemy, every 2 for 16 sec.
    After 16 sec, the Zen Sphere detonates, dealing (125% of Attack power) Nature damage and (125% of Attack power) healing to all targets within 10 yards. Triggered early if dispelled or the target is damaged below 35% health.
  • Zen Sphere: Detonate: Forms a Zen Sphere above the target, healing the target for 1, and dealing (9.5% of Attack power) Nature damage to a nearby enemy, every 2 for 16 sec.
    After 16 sec, the Zen Sphere detonates, dealing (125% of Attack power) Nature damage and (125% of Attack power) healing to all targets within 10 yards. Triggered early if dispelled or the target is damaged below 35% health.
  • Zen Sphere: Detonate: Forms a Zen Sphere above the target, healing the target for 1, and dealing (9.5% of Attack power) Nature damage to a nearby enemy, every 2 for 16 sec.
    After 16 sec, the Zen Sphere detonates, dealing (125% of Attack power) Nature damage and (125% of Attack power) healing to all targets within 10 yards. Triggered early if dispelled or the target is damaged below 35% health.
  • Soothing Mist: Heals the target for over 8 sec.
  • Eminence: When the Monk deals damage, he will heal nearby injured target within 20 yards equal to 50% of the damage done.
  • Blackout Kick: Kick with a blast of Chi energy, dealing [6.688 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Min DPS + 1 * (Offhand Min DPS / 2)) + Attack power / 3.5 – 1))] to [6.688 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Max DPS + 1 * (Offhand Max DPS / 2)) + Attack power / 3.5 + 1))] Physical damage
    Brewmaster (Level 10)
    and increasing your parry chance by 10% for 6 sec
    Mistweaver (Level 10)
    and increasing your critical strike chance by 20% for 20 sec
    Also deals [6.688 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Min DPS + 1 * (Offhand Min DPS / 2)) + Attack power / 3.5 – 1))] to [6.688 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Max DPS + 1 * (Offhand Max DPS / 2)) + Attack power / 3.5 + 1))] damage to up to 50 additional nearby targets
    Windwalker (Level 20)
    If behind the target, you deal an additional 30% damage over 4 sec. If in front of the target, you are instantly healed for 30% of the damage done
    Mistweaver (Level 10)
    Eminence healing from this ability heals up to 4 targets for 20% of the damage done
    Not useable in Stance of the Wise Serpent
  • Blackout Kick: Kick with a blast of Chi energy, dealing [6.688 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Min DPS + 1 * (Offhand Min DPS / 2)) + Attack power / 3.5 – 1))] to [6.688 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Max DPS + 1 * (Offhand Max DPS / 2)) + Attack power / 3.5 + 1))] Physical damage
    Brewmaster (Level 10)
    and increasing your parry chance by 10% for 6 sec
    Mistweaver (Level 10)
    and increasing your critical strike chance by 20% for 20 sec
    Also deals [6.688 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Min DPS + 1 * (Offhand Min DPS / 2)) + Attack power / 3.5 – 1))] to [6.688 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Max DPS + 1 * (Offhand Max DPS / 2)) + Attack power / 3.5 + 1))] damage to up to 50 additional nearby targets
    Windwalker (Level 20)
    If behind the target, you deal an additional 30% damage over 4 sec. If in front of the target, you are instantly healed for 30% of the damage done
    Mistweaver (Level 10)
    Eminence healing from this ability heals up to 4 targets for 20% of the damage done
    Not useable in Stance of the Wise Serpent
  • Enveloping Mist: Heals the target for (990% of Spell power) over 6 sec, and increases healing received from your Soothing Mist by 30%.
    While channeling Soothing Mist, this ability is instant and will heal the soothed target.
  • Gift of the Serpent: You have a 10% chance when you heal to summon a Healing Sphere nearby an injured ally for 30 sec. Allies who walk through the sphere will be healed for (75% of Spell power).
    If the Healing Sphere expires before being used, a nearby ally within 12 yards of the sphere will be healed.
  • Nimble Brew: Removes all root, stun, fear and horror effects and reduces the duration of future such effects by 60% for 6 sec.

Talents and Specialization
New
Mistweaver

  • Essence Font: Unleash a rapid twirl of healing bolts at up to 6 allies within 25 yds, every 1002 sec for 3 sec.
    Each bolt heals the target for 0, plus an additional 0 over 6 sec.
  • Soothing Mist: Your Effuse, Enveloping Mist, and Vivify also trigger Soothing Mist.
    After casting these spells, you continue to channel healing mists into the target, healing them for 1 every 0.5 sec, until you take any other action.
  • Refreshing Jade Wind: Summon a whirling tornado around you, causing 0 healing over 6 sec to up to 6 allies within 8 yards.
  • Focused Thunder: Thunder Focus Tea now empowers your next 3 spells.
  • Soothing Elegance: Your Soothing Mist may now channel while moving, and does 30% increased healing.
  • Mana Tea: Reduces the mana cost of your spells by 50% for 10 sec.
  • Lifecycles: Enveloping Mist reduces the cost of your next Vivify by 30%, and vice versa.
  • Mistwalk: Instantly dash to an ally, and heal them for 0.
  • Crane’s Grace: If a target affected by your Renewing Mist drops below 30%, the Renewing Mist is consumed and the target is healed for 0.
  • Invoke Chi-Ji, the Red Crane: Summon an effigy of Chi-Ji, the Red Crane for 45 sec. Chi-Ji heals nearby allies with Crane Heal for 0.
  • Song of Chi-Ji: Conjure a cloud of hypontic mist that slowly travels forward. Enemies that touch the mist are put to sleep, Disorienting them for up to 20 sec (reduced in PvP).
  • Mist Wrap: Enveloping Mist duration increased by 2 sec and healing bonus increased by 20%.

Brewmaster

  • Eye of the Tiger: Tiger Palm also applies Eye of the Tiger, dealing 0 Nature damage to the enemy, and 0 healing to the Monk, over 8 sec.
  • Secret Ingredients:
    Tiger Palm has a 30% chance to reset the cooldown of Keg Smash.
  • Light Brewing: Reduces the cooldown of Ironskin Brew and Purifying Brew by 5 sec and increases their maximum number of charges by 1.
  • Special Delivery:
    When you drink Ironskin or Purifying Brew, you have a 30% chance to toss a keg high into the air that lands nearby after 3 sec, dealing [11.6 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Min DPS + 1 * (Offhand Min DPS / 2)) + Attack power / 3.5 – 1))] to [11.6 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Max DPS + 1 * (Offhand Max DPS / 2)) + Attack power / 3.5 + 1))] damage to all enemies within 8 yards and reducing their movement speed by 50% for 15 sec.
  • Fortified Mind:
    Keg Smash and Tiger Palm now also reduce the cooldown of Fortifying Brew.
  • High Tolerance: You Stagger an additional 5% of incoming damage.
  • Elusive Dance:
    Purifying Brew also grants up to 15% Dodge for 6 sec, based on the level of Stagger damage purified.

Windwalker

  • Dizzying Kicks: Blackout Kick also snares the target by 70% for 3 sec.
  • Hit Combo:
    Each successive attack that triggers Combo Strikes in a row grants 1% increased damage, stacking up to 10 times.
  • Chi Orbit:
    Every 5 sec, an orb of energy forms and rotates around you, until it impacts an enemy, dealing 0 damage. Max 4 orbs.

Changes
All Specializations

  • Ascension: Increases your maximum Chi by 1, and your Energy regeneration by 15%.and your Spirit by 10%.
  • Celerity: Reduces the cooldown of Roll and Chi Torpedo by 5 sec and increases theirits maximum number of charges by 1.
  • Chi Brew:
    New name : Black Ox Brew
    Instantly restores 2 Chi, and generates
    Windwalker
    2 stacks of Tigereye Brew
    Brewmaster
    5 stacks of Elusive Brew
    Mistweaver
    1 stack of Mana Tea
    Maximum 2 charges.
    Chug some Black Ox Brew, which instantly refills your Energy, and your Ironskin Brew and Purifying Brew charges.
  • Chi Burst: Hurls a torrent of Chi energy up to 40 yds forward, dealing [1 + 1 * Attack power * 2.75 * (1 + $versadmg)] Nature damage to all enemies, and [1 + 1 * Attack power * 2.75 * (1 + $versadmg)] healing to the Monk and all allies in its path.
    Brewmaster
    Casting Chi Burst does not prevent avoiding attacks
  • Chi Torpedo: Torpedo forward, dealing (250% of Attack power) Nature damage to all enemies and 1 healing to all allies in your path.
    Replaces Roll, and travels farther.
    a long distance.
    Also increases movement speed by 30% for 10 sec, stacking up to 2 times.
    Replaces Roll.
  • Chi Wave: A wave of Chi energy to flows through friends and foes, dealing [1 * Attack power * 0.500 * (1 + $versadmg)] Nature damage or [1 * Attack power * 0.500 * (1 + $versadmg)] healing. Bounces up to 7 times to targets within 25 yards.
  • Invoke Xuen, the White Tiger: Summon an effigy of Xuen, the White Tiger for 45 sec under your command. Xuen attacks your primary target and strikes 3 enemies within 10 yards every 1 sec with Tiger Lightning for 66.6% of Attack power) Nature damage.
    Brewmaster
    Xuen will also taunt the target
    1 Nature damage.
  • Power Strikes: Every 15 sec, your next Jab, Spinning Crane Kick, Expel Harm, or
    Mistweaver
    Surging Mist
    Brewmaster and Windwalker
    Crackling Jade Lightning
    <br
    Tiger Palm generates 1 additional Chi.or a Chi Sphere if already at maximum Chi.
  • Ring of Peace: Form a Ring of Peace around the friendly target for 8 sec, incapacitating all enemies for 5 sec, and incapacitating other enemies the first time they usesec.
    Enemies in the ring that cast
    a harmful spell or ability will be knocked out of the ring.
  • Rushing Jade Wind: Summon a whirling tornado around you, causing [(
    Mistweaver
    [(39.5% of Spell power) * 9] healing over 6 sec to up to 6 allies within 8 yards
    Brewmaster and Windwalker
    [(0.72
    2.00 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Min DPS + 1 * (Offhand Min DPS / 2)) + Attack power / 3.5 – 1)) + 0.722.00 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Max DPS + 1 * (Offhand Max DPS / 2)) + Attack power / 3.5 + 1))) / 2 * 9] damage over 6 sec to enemies within 8 yards
    Generates 1 Chi if it hits at least 3 targets.
    Replaces Spinning Crane Kick.
    yards.
  • Tiger’s Lust: Increases movement speed by 70% for 6 sec and removes all roots and snares.
  • Zen Sphere:
    New name : Zen Pulse
    Forms a Zen Sphere above the target, healing the target for 1, and dealing (9.5% of Attack power) Nature damage to a nearby enemy, every 2 for 16 sec.
    After 16 sec, the Zen Sphere detonates, dealing (125% of Attack power) Nature damage and (125% of Attack power) healing to all targets within 10 yards. Triggered early if dispelled or the target is damaged below 35% health.
    Trigger a Zen Pulse around an ally. Deals (100% of Spell power) damage to all enemies within 8 yards of them. The ally is healed for the amount of damage done.

Brewmaster

  • Bladed Armor: Increases your Attack Power by 100% of your Bonus Armor.
  • Breath of Fire: Targets in front of the caster take (43.692% of Attack power) Fire damage. If affected by Dizzying HazeKeg Smash, they will also burn for 78.408% of Attack power4 to 12 Fire damage over 8 sec.sec.
    Shares cooldown with Blackout Kick.
  • Critical Strikes: Increases your chance to critically strike by 10%.
  • Elusive Brew:
    New name : Ironskin Brew
    Consumes all stacks of Elusive Brew to increase your chance to dodge melee and ranged attacks by 45% for 1 sec per stack.
    Your autoattack critical strikes grant up to 3 stacks of Elusive Brew, which can stack up to 15 times.
    Increases your Stagger amount by an additional 60% for 6 sec.
    Shares charges with Purifying Brew.
  • Gift of the Ox: Your autoattack multistrikes can trigger Gift of the Ox, summoningWhen you take damage, you have a chance to summon a Healing Sphere visible only to you. Moving through this Healing Sphere will heal you for 1.25% of your maximum health.
    This chance is increased, the lower health you are.
  • Keg Smash: Smash a keg of brew on the target, dealing [14.5[11.6 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Min DPS + 1 * (Offhand Min DPS / 2)) + Attack power / 3.5 – 1))] to [14.5[11.6 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Max DPS + 1 * (Offhand Max DPS / 2)) + Attack power / 3.5 + 1))] damage to all enemies within 8yardsyds and reducing their movement speed by 50% for 15 sec. Generates 2 Chi.sec.
    Reduces the remaining cooldown on your Brews by 4 sec.
  • Mastery: Elusive Brawler: Increases your Stagger amount by an additional 5%.
    Also increases your attack power by 8%.
    Each time you are hit by a melee attack, you gain 8% Dodge, until your next successful Dodge. This can stack.
    Also increases your attack power by 8%.
  • Purifying Brew: Instantly purifies all of your staggered damage.
    Shares charges with Ironskin Brew.
  • Serenity: You enter an elevated state of mental and physical serenity for
    Brewmaster
    5 sec
    Windwalker and Mistweaver
    10 sec
    100 sec
    Windwalker
    10 sec
    While in this state, all Chi consumptions are instantly refilled.consumers are free.
  • Stance of the Sturdy Ox:
    New name : Stagger
    Increases armor by 125%, increases Stamina by 25%, reduces magic damage taken by 15%, and improves the functionality of Jab, Fortifying Brew, Tiger Palm, Blackout Kick, and Expel Harm.
    While in this stance, you will Stagger damage taken.
    Stagger
    You shrug off physical attacks, causing 80% of the damage to happen instantly and the remaining 20% to be divided over 10 sec.
    You shrug off physical attacks, delaying 6% of the damage, instead taking it over 10 sec.
    Also affects magic attacks, at half effectiveness.
  • Summon Black Ox Statue: Summons a Black Ox Statue at the target location for 15 min, pulsing threat to all enemies within 30 yards, and interacting with your Provoke ability. You may only have one statue active.yards.
    You may cast Provoke on the statue to taunt all enemies near the statue.
  • Zen Meditation: Reduces all damage taken by 90% for 8 sec. Being hit by a melee attack will cancel this effect.

Windwalker

  • Combat Conditioning: Your Blackout Kick now also deals an additional 20% damage over 4 sec0 if behind the target or heals you for 20% of the damage done if in front of the target.
    Additionally, your Rising Sun Kick now also causes Mortal Wounds to the primary target.
    Mortal Wounds
    Grievously wounds the target, reducing the effectiveness of any healing received for 10 sec.
  • Combo Breaker: You have a 8% chance when you Jab to cause your next Tiger Palm or Blackout Kick to cost no Chi within 15 sec.0.
  • Critical Strikes: Increases your chance to critically strike by 10%.
  • Disable: Reduces the target’s movement speed by 50% for 15 sec, duration refreshed by your melee attacks. Targets already snared will be rooted for 8 sec instead.
  • Energizing Brew:
    New name : Energizing Elixir
    Regenerates 60 Energy over 6 sec.Chug an Energizing Elixir, instantly refilling your Energy and Chi.
  • Fists of Fury: Pummel all targets in front of you, stunning them and dealing [(5 * 8.84dealing [(5 * 10.0 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Min DPS + 1 * (Offhand Min DPS / 2)) + Attack power / 3.5 – 1)) + 5 * 8.8410.0 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Max DPS + 1 * (Offhand Max DPS / 2)) + Attack power / 3.5 + 1))) / 2] damage over 4 sec. Deals reduced damage to secondary targets.targets.
    Can be channeled while moving.
  • Flying Serpent Kick: Soar forward through the air at high speed for 2 sec.

    If used again while active, you will land, dealing 53.658% of Attack power1 damage to all enemies within 8 yards, and slowing them by 70% for 4 sec.

  • Hurricane Strike:
    New name : Spinning Dragon Strike
    Unleash a rapid series of kicks toward random enemies within 12 yards, dealing a total of [15 * 2.375Perform a devastating spinning upward strike, dealing [3 * (10 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Min DPS + 1 * (Offhand Min DPS / 2)) + Attack power / 3.5 – 1)) + to [15 * 2.37510 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Max DPS + 1 * (Offhand Max DPS / 2)) + Attack power / 3.5 + 1))) / damage over 2 sec. While kicking, you are immune to movement impairing and loss of control effects.2] damage to all enemies around you.
    Only usable while Fists of Fury and Rising Sun Kick are on cooldown.
  • Leather Specialization: Increases your Agility by 5% while wearing only Leather armor.
  • Mastery: Bottled Fury:
    New name : Mastery: Combo Strikes
    When you generate Tigereye Brew charges, you have a 20% chance to generate an additional charge.Your abilities deal 10% more damage when they are not a repeat of the previous ability.
  • Rising Sun Kick:
    Mistweaver:
    You kick upwards, dealing [11.0[15.0 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Min DPS + 1 * (Offhand Min DPS / 2)) + Attack power / 3.5 – 1))] to [11.0[15.0 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Max DPS + 1 * (Offhand Max DPS / 2)) + Attack power / 3.5 + 1))] damage and causing all enemies within 8 yards to take 20% increased damage from your abilities for 15 sec.
    Windwalker:

    Windwalker:
    You kick upwards, dealing [11.0[15.0 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Min DPS + 1 * (Offhand Min DPS / 2)) + Attack power / 3.5 – 1))] to [11.0[15.0 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Max DPS + 1 * (Offhand Max DPS / 2)) + Attack power / 3.5 + 1))] damage, and reducing the effectiveness of healing on the target for 10 sec, and causing all enemies within 8 yards to take 20% increased damage from your abilities for 15 sec.
  • Serenity: You enter an elevated state of mental and physical serenity for
    Brewmaster
    5 sec
    Windwalker and Mistweaver
    10 sec
    100 sec
    Windwalker
    10 sec
    While in this state, all Chi consumptions are instantly refilled.consumers are free.
  • Storm, Earth, and Fire: Summons an elemental spirit to attack the target. The spirit mirrors your damaging abilities when attacking a target different than your own. Max 2 spirits.
    A single spirit taxes your body, reducing your damage and its damage by 30%. Two spirits reduce damage by 45%.
    Spirits last until cancelled or their target dies.
    Split into 3 elemental spirits, suited to attacking 3 or more enemies. Each spirit deals 50% of normal damage and healing.
    The Monk directly controls the Storm spirit, while Earth and Fire spirits mimic the Monk’s attacks on different nearby enemies. They will not attack the same target as the Monk.
    Lasts until toggled off, or either Earth or Fire are destroyed.
  • Tigereye Brew: Consumes up to 10 stacks of Tigereye Brew to increase Tigereye Brew, gaining 30% increased damage and healing done by 6% per stack for 15 sec.
    For each 4 Chi you consume, you gain a stack of Tigereye Brew. You can have a maximum of 20 stacks.
    dealt for 15 sec.
  • Zen Meditation: Reduces all damage taken by 90% for 8 sec. Being hit by a melee attack will cancel this effect.

Mistweaver

  • Enveloping Mist: Heals the targetWrap the target in healing mists, healing them for (990% of Spell power) over 6 sec, and increasesincreasing healing received from yourSoothing Mist by 30%.
    While channeling Soothing Mist, this ability is instant and will heal the soothed target.
    spells by 30%.
  • Life Cocoon: Encases the target in a cocoon of Chi energy, absorbing [(((Spell power * 31.164) + 1)) * (1 + $versadmg)] damage and increasing periodic healing received by 50%. Lasts for 12 sec.
  • Mastery: Gift of the Serpent:
    New name : Mastery: Gust of Mists
    You have a 10% chance when you heal to summon a Healing Sphere nearby an injured ally for 30 sec. Allies who walk through the sphere will be healed for (75% of Spell power).
    If the Healing Sphere expires before being used, a nearby ally within 12 yards of the sphere will be healed.
    Your targeted heals also cause a gust of healing mists, instantly healing the target for 0.
  • Pool of Mists: Your Renewing Mist spell now has 3 charges and its healing is increased by 15%.
    Your Rising Sun Kick spell now has 3 charges and its damage is increased by 50%.
  • Renewing Mist: You surround the target with healing mists, restoring (13.748%750% of Spell power) 10] health over 18 sec and generating 1 Chi.
    Each time Renewing Mist heals, it also travels
    health over 20 sec.
    If Renewing Mist causes any overhealing, it will travel
    to the most injured ally within 20 yards, up to 2 times.yds.
    When Renewing Mist heals, it has a 4% chance to increase the healing of your next Vivify by 50%.
  • Revival: Heals all party and raid members within 40 yards for (895% of Spell power) and clears them of all harmful Magical, Poison, and Disease effects.
  • Rising Sun Kick:
    Mistweaver:
    You kick upwards, dealing [11.0[15.0 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Min DPS + 1 * (Offhand Min DPS / 2)) + Attack power / 3.5 – 1))] to [11.0[15.0 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Max DPS + 1 * (Offhand Max DPS / 2)) + Attack power / 3.5 + 1))] damage and causing all enemies within 8 yards to take 20% increased damage from your abilities for 15 sec.
    Windwalker:

    Windwalker:
    You kick upwards, dealing [11.0[15.0 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Min DPS + 1 * (Offhand Min DPS / 2)) + Attack power / 3.5 – 1))] to [11.0[15.0 * ((1.0 * (1 + $versadmg)) * (0.857143 * (Mainhand Max DPS + 1 * (Offhand Max DPS / 2)) + Attack power / 3.5 + 1))] damage, and reducing the effectiveness of healing on the target for 10 sec, and causing all enemies within 8 yards to take 20% increased damage from your abilities for 15 sec.
  • Soothing Mist: Heals the target for 918% of Spell power) over 8 sec.
    While channeling
    600 over 5 min.
    While channeling Soothing Mist
    , Surging Mist and Enveloping Mist are instant and will heal the soothed target.on any target.
  • Summon Jade Serpent Statue: SummonsSummon a Jade Serpent Statue at the target location for 15 min. The statue has two passive abilities:
    Eminence
    When the Monk deals damage while in Stance of the Spirited Crane, the summoned Jade Serpent Statue will heal the lowest health nearby target within 20 yards for 50% of the damage done.
    Serpent’s Accord
    When you cast Soothing Mist while in Stance of the Wise Serpent, the Jade Serpent
    a target location. When you trigger Soothing Mist, the statue will also castbegin castingSoothing Mist on an injured party or raid member within 40 yards.
    Only one statue can be active at a time.
    your target.
  • Teachings of the Monastery: Causes your Spinning Crane Kick to heal nearby injured allies for (49.375% of Spell power) every 0.8 sec for 2.25 sec. Healing yourself does not count for Chi generation from Spinning Crane Kick.Your Tiger Palm increases the damage of the next Blackout Kick or Rising Sun Kick by 20%.
    Your Blackout Kick has a 30% chance to reset the cooldown of Rising Sun Kick.
  • Thunder Focus Tea: Receive a jolt of energy, doubling healing done by your next Surging Mist, or causing your next Renewing Mist to jump 2 additional times.empowering your next spell cast:
    – Renewing Mist doesn’t trigger its cooldown.
    – Effuse’s healing is increased by 200%.
    – Enveloping Mist is instant.
    – Essence Font may be channeled while moving.
    – Vivify costs no mana.
  • Uplift:
    New name : Vivify
    Heals all targets with your Renewing Mist active for (165%Cause a surge of invigorating mists around the target, healing them and their 2 nearest injured allies for (200% of Spell power).

Perks
Changes
Brewmaster

  • Enhanced Roll:
    New name : Roll Speed Controls
    Your Roll now travels the same distance in 25% less time.

Windwalker

  • Empowered Chi:
    New name : Windwalking
    Increases your maximum Chi by 1.Grants you and your allies within 10 yards 10% increased movement speed.
  • Enhanced Roll:
    New name : Roll Speed Controls
    Your Roll now travels the same distance in 25% less time.

Mistweaver

  • Enhanced Roll:
    New name : Roll Speed Controls
    Your Roll now travels the same distance in 25% less time.

Glyphs
Changes

  • Glyph of Freedom Roll:
    New name : Yu’lon’s Gift
    Your Roll, Chi Torpedo, and Flying Serpent Kick abilities dispel all snares affecting you when used.

Removed

  • Glyph of Zen Meditation: You can now channel Zen Meditation while moving.
  • Glyph of Surging Mist: While in Stance of the Spirited Crane, your Surging Mist no longer requires a target, and instead heals a random injured target within 40 yards.
  • Glyph of Transcendence: Reduces the cooldown of your Transcendence: Transfer spell by 5 sec.
  • Glyph of Renewing Mist: Increases the range that Renewing Mist may travel by 20 yards.
  • Glyph of Touch of Death: Your Touch of Death no longer has a Chi cost, but the cooldown is increased by 2 minutes.
  • Glyph of Breath of Fire: When you use Breath of Fire on targets afflicted with your Dizzying Haze, they become Incapacitated for 3 sec.
  • Glyph of Guard: Increases the amount your Guard absorbs by 10%, but your Guard can only absorb magical damage.
  • Glyph of Mana Tea: Your Mana Tea is instant instead of channeled and consumes two stacks when used, but causes a 10 sec cooldown.
  • Glyph of Life Cocoon: Life Cocoon can now be cast while stunned.
  • Glyph of Fortifying Brew: Your Fortifying Brew reduces damage taken by an additional 5%, but increases your health by 10% rather than 20%.
  • Glyph of Fists of Fury: When channeling Fists of Fury, your parry chance is increased by 100%.
  • Glyph of Touch of Karma: Your Touch of Karma now has a 20 yard range.
  • Glyph of Paralysis: Your Paralysis ability also removes all damage over time effects from the target.
  • Glyph of Leer of the Ox: Teaches you the spell Leer of the Ox.
    Leer of the Ox
    Your Ox Statue stirs hatred in the target, reducing their movement speed by 50% and causing them to attack your Black Ox Statue for 8 sec. The statue must be within 40 yards of the target.
    Requires Black Ox Statue to be active.
  • Glyph of Targeted Expulsion: Expel Harm can now be used on other allies, but the healing is reduced by 50% on them.
  • Glyph of Rapid Rolling: For 5 sec after using Roll or Chi Torpedo, your next Roll or Chi Torpedo will go 30% farther.
  • Glyph of Nimble Brew: Clearing an effect with Nimble Brew heals you for 7% of your maximum health.
  • Glyph of Fortuitous Spheres: Falling below 25% health will automatically summon a Healing Sphere near you at no cost. This effect cannot occur more often than once every 30 seconds.
  • Glyph of Detox: Detox heals your target for 4% of their maximum health when it successfully removes a harmful effect.
  • Glyph of Expel Harm: Expel Harm’s Energy cost is reduced by 5 while your health is below 35%.
  • Glyph of the Floating Butterfly: Fists of Fury can be channeled while moving but no longer stuns its target.
  • Glyph of the Flying Serpent: Flying Serpent Kick now also slows all enemies you move through by 70% for 4 sec.
  • Glyph of Keg Smash: Increases the range on Keg Smash by 5 yards.
  • Glyph of Renewed Tea: When Renewing Mist is dispelled, you gain 1 charge of Mana Tea.
  • Glyph of Victory Roll: You gain 1 charge of Roll or Chi Torpedo whenever you kill a target that grants experience or honor.
  • Glyph of Soothing Mist: When you stop channeling Soothing Mist, you gain 60% movement speed for 1 sec for every sec you spent channeling Soothing Mist.
  • Glyph of Zen Focus: When you use Thunder Focus Tea, you gain Zen Focus causing you to be immune to all silence and interrupt effects for 5 sec.
  • Glyph of Detoxing: Detox now has a maximum of 2 charges, but its cooldown is increased by 4 sec.
  • Glyph of Flying Fists: Increases the range of Fists of Fury by 5 yards.

Paladin

Forum | Talent Calculator
Spells
Changes

  • Block: Gives a chance to block enemy melee attacks.
  • Cleanse: Holy
    Cleanses
    Cleanses a friendly target, removing all Poison, Disease and Magic effects
    Protection and Retribution
    Cleanses a friendly target, removing all Poison and Disease effects
    effects.
  • Crusader Strike: An instant strike that causes 130%100% Physical damage.
  • Divine Protection: Reduces magicalall damage taken by 40%20% for 8 sec.
  • Divine Shield: Protects you from all damage and spells for 8 sec. but reduces all damage you deal by 50%.

    Cannot be used on a target withif you have Forbearance. Causes Forbearance for 1 min.30 sec.
  • Hammer of Justice: Stuns the target for 6 sec.
  • Hammer of Wrath: Hurls a magical hammer that strikes an enemy for 259.2% of Spell power) Holy damage
    Retribution
    and generates a charge of Holy Power
    <br
    1 Holy damage. Only usable on enemies that have 20% or less health
    Retribution
    or during Avenging Wrath
    health.
  • Hand of Freedom:
    New name : Blessing of Freedom
    Places a Handblessing on the friendly target, granting immunity to movement impairing effects for 6 sec.Players may only have one Hand on them per Paladin at any one time.
  • Hand of Protection:
    New name : Blessing of Protection
    Places a Handblessing on a party or raid member, protecting them from all physical attacks for 10 sec.but during that time they cannot attack or use physical abilities. Players may only have one Hand on them per Paladin at any one time.

    Cannot be used on a target with Forbearance. Causes Forbearance for 1 min.30 sec.
  • Hand of Sacrifice:
    New name : Blessing of Sacrifice
    Places a Hand on a party or raid member,
    Retribution
    instantly removing all harmful Magic effects from the target, and
    transferring
    transferring 30% of damage taken to the Paladinyou for 12 sec, or until the Paladin has transferred 100% of their maximum health. Playerstransferred damage would cause you to fall below 20% health. You may only have one Hand on them per Paladin at any one time.active on a target.
  • Heart of the Crusader: Increases your mounted speed by 20%. This does not stack with other movement speed increasing effects.
  • Judgment: Causes (62.208%Judge an enemy, dealing (150% of Spell power) 75.168% of Attack power) Holy damage
    Protection (Level 28)
    and generates 1 Holy Power
    Retribution (Level 10)
    and generates 1 Holy Power
    Requires an active Seal to cast.
    Holy damage.
  • Lay on Hands: Heals a friendly target for an amount equal to your maximum health.
    Cannot be used on a target with Forbearance. Causes Forbearance for 1 min.30 sec.
  • Parry: Gives a chance to parry enemy melee attacks.
  • Rebuke: Interrupts spellcasting and prevents any spell in that school from being cast for 4 sec.
  • Reckoning:
    New name : Hand of Reckoning
    Taunts the target to attack you, and increases threat that you generate against the target for 3 sec.
  • Redemption: Brings a dead ally back to life with 35% of maximum health and mana. Cannot be cast when in combat.
  • Righteous Fury: Increases your threat generation while active, making you a more effective tank.
  • Sanctity of Battle: Melee haste effects lower the cooldown and global cooldown of your
    Holy
    Holy Shock
    Judgment, Crusader Strike,
    Protection
    Hammer of the Righteous, Consecration, Holy Wrath, Avenger’s Shield, Shield of the Righteous
    Retribution
    Hammer of the Righteous, Exorcism
    and
    and Hammer of Wrath.

Removed

  • Turn Evil: The power of the Light compels an Undead, Aberration, or Demon target to flee, disorienting them for up to 40 sec. Only one target can be turned at a time.
  • Blessing of Might: Places a Blessing on the friendly target, increasing mastery by 5.
    If the target is in your party or raid, all party and raid members will be affected. Players may only have one Blessing on them per Paladin at any one time.
  • Seal of Insight: Fills you with Holy Light, increasing healing done by 5% and giving melee attacks a chance to heal you for (16% of Spell power).
  • Seal of Insight: Fills you with Holy Light, increasing healing done by 5% and giving melee attacks a chance to heal you for (16% of Spell power).
  • Blessing of Kings: Places a Blessing on the friendly target, increasing Strength, Agility, and Intellect by 5%.
    If the target is in your party or raid, all party and raid members will be affected. Players may only have one Blessing on them per Paladin at any one time.
  • Censure: Deals (6.67181% of Spell power) additional Holy damage over 15 sec. Stacks up to 5 times.
  • Seal of Truth: Fills you with Holy Light, causing melee attacks to deal 13% additional Holy damage and apply Censure to the target.
  • Word of Glory: Consumes up to 3 Holy Power to heal a friendly target for up to (330% of Spell power).
  • Seal of Righteousness: Fills you with Holy Light, causing melee attacks to deal 12% Holy damage to all targets within 8 yards.
  • Seal of Command: Fills you with Holy Light, causing melee attacks to deal 10% additional Holy damage.
  • Glyph of Avenging Wrath: You are healed for 1% of your maximum health every 4 sec for 20 sec.
  • Word of Glory: Consumes up to 3 Holy Power to heal a friendly target for up to (330% of Spell power).
  • Harsh Word: Consumes up to 3 Holy Power to heal a friendly target for up to (330% of Spell power).
  • Word of Glory: Consumes up to 3 Holy Power to heal a friendly target for up to (330% of Spell power) .

Talents and Specialization
New
Holy

  • Aura of Mercy: Allies within 10 yards heal 1% of max health every 5 sec.
  • Aura of Light: Allies within 10 yards receive 10% increased healing.
  • Devotion Aura: Allies within 10 yards take 10% reduced magical damage.
  • Judgment of Light: Your Judgment applies Judgment of Light to the target, causing the next $196941N successful attacks against the target to heal the attacker for 0. This effect can only occur once every few seconds on each target.
  • Tower of Light: All heals cast by other members of your party or raid also heal your Beacon of Light for 10% of the amount healed. Additionally, all healing you cause on your Beacon of Light is increased by 100%. Lasts 10 sec.
  • Mastery: Lightbringer: Proximity to your target causes your spells to heal for up to 12% more.
  • Light of the Martyr: Sacrifice 0 of your own health to instantly heal an ally for (400% of Spell power).
    Cannot be cast on yourself.
  • Daybreak: Reduces the cooldown of Light of Dawn by 3 sec.
  • Stoicism: Reduces the damage you take from Light of the Martyr by 30%.
  • Crusader’s Might: Your successful Crusader Strikes grant you Crusader’s Might, increasing the effect of Lightbringer by 12%.
  • Beacon of the Lightbringer: The maximum bonus from Mastery: Lightbringer is increased by 24%, and it now increases your healing based on the target’s proximity to either you or your Beacon of Light, whichever is closer.
  • Divine Purpose: Light of Dawn and Holy Shock have a 20% chance to not start their cooldown.
  • Beacon of Hope: Place a Beacon of Hope at the target location. After 3 sec, or when you take damage, you will be sent to the Beacon.
  • Holy Bolt: Increases the damage and healing of Holy Shock by 30%.
  • Beacon of the Savior: Dealing damage with Crusader Strike, Judgment, Holy Shock, Denounce, or autoattacks also heals your Beacon of Light for 0.
  • Divine Intervention: Any attack which would kill you instead reduces you to 20% of your maximum health and triggers Divine Shield. Cannot occur while Divine Shield is on cooldown or Forbearance is active.
  • Reprisal: Melee attacks against you cause your Crusader Strike to deal 200% additional damage.

Protection

  • Light of the Protector: Calls down the Light to heal yourself for 50% of your missing health.
  • Redoubt: Your autoattack critical strikes cause you to gain a charge of Shield of the Righteous or Light of the Protector.
  • First Avenger: Increases the damage of Avenger’s Shield by 100%, and increases the chance for its cooldown to be reset by abilities and talents by 100%, but it now hits only 1 target.
  • Day of Reckoning: Hand of Reckoning now has 3 charges. Additionally, targets affected by Hand of Reckoning deal 10% less physical damage to you.
  • Consecrated Hammer: Your Hammer of the Righteous always gains the damage bonus of Consecration and no longer has a cooldown.
  • Last Defender: Each enemy within 8 yards causes you to take 3% reduced damage.
  • Retribution Aura: You deal 0 Holy damage to any enemy whose melee attack strikes an ally within 60 yards. This damage generates additional threat.
  • Blessing of Salvation: Temporarily removes all threat from the target and causes all additional threat generated to be transferred to the casting Paladin. Lasts 10 sec.
  • Blessing of Negation: Places a blessing on a party or raid member, protecting them from all magical attacks for 10 sec.
    Cannot be used on a target with Forbearance. Causes Forbearance for 30 sec.
  • Blessed Hammer: Throw a Blessed Hammer that spirals outward, dealing 0 Holy damage to enemies that it hits, and causing them to deal 10% less damage to the Paladin for 4 sec.
    Replaces Hammer of the Righteous.
  • Crusader’s Judgment: When you cast Judgment, you have a 15% chance of refreshing the cooldown on Avenger’s Shield.
  • Divine Bulwark: Insantly grants 3 charges of Shield of the Righteous.
  • Consecrated Ground: Allies standing within your Consecration receive 20% additional healing, and enemies within your Consecration have 50% reduced movement speed.
  • Righteous Protector: Each time you use Shield of the Righteous, your remaining cooldown on Light of the Protector is reduced by 3 sec.
  • Final Stand: Reduces the cooldown of Divine Shield by 50%, and when you use Divine Shield, you also taunt all targets within 15 yards for 8 sec.
  • Knight Templar: Reduces the cooldown on Divine Steed by 50% and reduces all damage taken while mounted on your Divine Steed by 20%.
  • Aegis of Light: Raise an Aegis of Light, reducing all damage taken by 20% for you and all allies standing within 10 yards behind you for 6 sec.
  • Divine Steed: Summons your Holy Charger to ride for 4 sec, increasing movement speed by 100%. Useable while indoors or in combat.
  • Guardian’s Light: Increases the healing from Light of the Protector by 20%.

Retribution

  • Blaze of Light: A quick and powerful heal, healing a friendly target for (575% of Spell power).
    Replaces Flash of Light.
  • Eye for an Eye: Instantly counterattack any enemy that strikes you in melee for 12 sec. Melee attacks made from behind cannot be counterattacked. Maximum of 10 counterattacks.
  • The Might of Virtue: Your Judgment ability generates 1 Holy Power.
  • Holy Wrath: Fires holy bolts at the target, causing (525% of Spell power) Holy damage and restoring 5% of the paladin’s heath over 2.25 sec.
    Deals 50% additional damage to stunned targets.
  • Shield of Vengeance: Creates a barrier of holy light that absorbs (Attack power * 5) damage for 15 sec. When the barrier is consumed or expires, all damage absorbed is dealt back to your current melee target as Holy damage.
  • Hand of Light: Places a Hand on an enemy target, healing you for 3% each time the target takes damage, up to once per sec.
    If the target dies with this Hand active, you will heal for 40%. Lasts 10 sec.
  • Hand of Hindrance: Places a Hand on an enemy target, reducing movement speed by 70% for 10 sec.
  • Retribution: When any party or raid member within 40 yards dies, you gain 100% increased damage for 10 sec.
  • Blade of Justice: Strikes an enemy with the Blade of Justice, dealing 135% Holy damage and generating 2 Holy Power.
  • Conviction: Your Crusader Strike and Blade of Justice have a 20% chance to generate 1 additional Holy Power.
  • Divine Hammer: Divine Hammers spin around the Paladin, damaging enemies within 8 yds for 40% Holy damage instantly and every 2 sec for 8 sec. Generates 1 Holy Power.
    Replaces Blade of Justice.
  • Execution Sentence: A hammer slowly falls from the sky, causing (Spell power * 9142 / 1000 + 26.72716306 * 0) Holy damage over 10 sec, culminating in a final burst.
  • Mass Judgment: Your Judgment spell affects all enemies within 8 yds of the target and increases the duration by 100%.
  • Final Verdict: Increases damage done by Templar’s Verdict by 15%.
  • Turalyon’s Might: Flings a blade of holy light to the target location, dealing 1 Holy damage instantly and every 2 seconds to enemies within 8 yds for8 sec.
    Re-activating the ability will cause the Paladin to charge to the blade, damaging enemies in the area for 1 Holy damage, ending the effect.
  • Judgments of the Bold: Increases the damage bonus effect of your Judgment by 10%.
  • Crusader Flurry: An instant strike that causes 105% Physical damage
    Retribution
    and grants 1 Holy Power
    3 Charges.
    Replaces Crusader Strike.
  • Blade of Wrath: Strikes an enemy with the Blade of Wrath, dealing 85% Holy damage and generating 1 Holy Power.
    Replaces Blade of Justice.
  • Virtue’s Blade: Increases damage done by Blade of Justice by 25%.
  • Seal of Light: Draws upon the paladin’s holy energy to increase attack speed by 35% and movement speed by 10%. Lasts 30 sec sec.
  • The Fires of Justice: Increases damage done by Crusader Strike by 25%.
  • Zeal: An instant strike that causes 100% Physical damage
    Retribution
    and grants 1 Holy Power
    Grants Zeal, increasing your attack speed by 20% and causes Zeal to chain to an additional nearby target per stack.
    Replaces Crusader Strike.

All specs

  • Fist of Justice:
    Holy:
    Your Judgment reduces the remaining cooldown on Hammer of Justice by 10 sec.
    Protection, Retribution:
    Your spells that consume Holy Power reduce the remaining cooldown on Hammer of Justice by 10 sec.

Changes
All Specializations

  • Blinding Light: Emits a dazzling light in all directions, blinding enemies within 10 yards, causing them to wander disoriented for 6 sec.
  • Divine Purpose: Word of Glory
    Protection
    and Shield of the Righteous have
    Holy
    and Light of Dawn have
    Retribution
    Templar’s Verdict, and Divine Storm have
    <br
    Glory has a 25% chance to cause your next Word of Glory or
    Protection
    Shield of the Righteous
    Holy
    Light of Dawn
    Retribution
    Templar’s
    Templar’s Verdict or Divine Storm
    <br
    Storm to consume no Holy Power but cast as if 3 were consumed.
  • Eternal Flame: Consumes up to 3 Holy Power to healHeals an ally for up to (330% of Spell power1 and an additional 10% of Spell power1 every 2 sec for up to 30 sec. Healing over time increased by 50% when cast on self.
    Replaces Word of Glory.
  • Execution Sentence: A hammer slowly falls from the sky, causing (Spell power * 9142 / 1000 + 26.72716306 * 0) Holy damage over 10 sec. Damage increases over time, culminating in a final burst. Dispelling the effect triggers the final burst.
    Stay of Execution
    On a friendly target, the falling hammer heals for [(59.4% of Spell power 27.906 over 9 sec. This healing is a large burst at first, and then decreases over time.
  • Fist of Justice: Stuns the target for 6 sec.
    Replaces Hammer of Justice.
  • Holy Avenger: Abilities that generate Holy Power will deal 30% additional damage and healing, and generate 3 charges of Holy Power for the next 18 sec.
  • Holy Prism: A beam of light turns the target into a Holy Prism.
    An enemy target takes 300% of Spell power1 to 3 Holy damage and radiates 300% of Spell power1 to 3 healing to 5 nearby allies within 15 yards.
    A friendly target is healed for (400% of Spell power) and radiates (225% of Spell power) Holy damage to 5 nearby enemies within 15 yards.
  • Light’s Hammer: Hurls a Light-infused hammer into the ground, where it blasts a 10 yard radius every 2 sec for 14 sec. Each blast deals (86% of Spell power) Holy damage to enemies and reduces enemy movement speed by 50% for 2 secsec
    Holy<br
    /> and heals up to 6 allies for 67% of Spell power).1
  • Pursuit of Justice: Increases your movement speed by 15%, plus an additional 5% for each charge of Holy Power up to 3.
  • Repentance: Meditation incapacitates the enemy target for 1 min. Any damage other than Censure will awaken the target. Usable against Demons, Dragonkin, Giants, Humanoids, and Undead.
  • Selfless Healer: Your successful Judgments reduce the cast time and mana cost of your next Flash of Light by 35%, and increase its effect on others by
    Holy
    35
    Protection and Retribution
    20
    %
    20%. Stacks up to 3 times.
  • Speed of Light: Increases your movement speed by 70% for 8 sec.
  • Unbreakable Spirit: Reduces the cooldown of your Divine Shield, Divine Protection and Lay on Hands by 50%.

Holy

  • Avenging Wrath: Imbues you with wrathful light, increasing healing done by 100% and haste50% and your critical strike chance and damage by 20% for 20 sec.
  • Beacon of Faith: Mark a second target as a Beacon, mimicking the effects of Beacon of Light.
    Beacon of Light
    Your heals, including multistrikesPlace a Beacon of Light on a friendly target.
    Your heals
    on other party or raid members will also heal the Beacon of Light target for up to 50% of the amount healed. Your Flash of Light and Holy Light on the Beacon of Light target will also refund 40% of their Mana cost.
  • Beacon of Light: Your heals, including multistrikesPlace a Beacon of Light on a friendly target.
    Your heals
    on other party or raid members will also heal the Beacon of Light target for up to 50% of the amount healed. Your Flash of Light and Holy Light on the Beacon of Light target will also refund 40% of their Mana cost.
  • Denounce: Casts down the enemy with a bolt of Holy Light, causing (132% of Spell power) Holy damage and preventing the target from causing critical effects for the next 4 sec.
  • Devotion Aura:
    New name : Aura Mastery
    Inspire all party and raid members within 40 yards, granting them immunity to Silence and Interrupt effects and reducing all damage taken by 20%. Lasts 6 sec.Increases the effectiveness of your chosen aura and increases its radius to 0 yards for 6 sec.
  • Flash of Light: HealsA quick but expensive spell, healing a friendly target for (240%375% of Spell power).
  • Holy Light: HealsA slow but efficient spell, healing a friendly target for (300%375% of Spell power).
  • Holy Shock: Deals (210%Instantly trigger a burst of Light on the target, dealing (300% of Spell power) Holy damage to an enemy, or 140% of Spell power1 healing to an ally.and grants 1 Holy Power.
    Holy Shock has double the normal critical strike chance.

    Holy Shock has double the normal critical strike chance.
  • Infusion of Light: Your Holy Shock criticals reduce the cast time of your next Holy Light or Holy Radiance by 1.50by 1.5 sec or increase the healing of your next Flash of Light by 50%.
    Also increases your haste by 10%.
    50%.
  • Light of Dawn: Consumes up to 3 Holy Power to Unleash a wave of healing energy healing 6before you, healing up to 5 injured allies within 30 yards for up to [(24.4992%a 15 yd frontal cone for (125% of Spell power).3].
  • Sacred Shield: Protects the target with a shield of Holy Light for 30 sec. The shield absorbs up to (1 + 0.995 * Spell power) damage every 6 sec.
    Max 3 charges.
  • Sanctified Wrath: Avenging Wrath lasts 50% longer and grants more frequent access to one of your abilities while it lasts.
    Holy
    Holy
    Reduces Holy Shock’s cooldown by 50% and increases its critical strike chance by 20%
    Retribution
    Retribution
    Reduces Hammer of Wrath’s cooldown by 50%

Protection

  • Ardent Defender: Reduce damage taken by 20% for 108 sec. While Ardent Defender is active, the next attack that would otherwise kill you will instead cause you to be healed for 12% of your maximum health.
  • Avenger’s Shield: Hurls your shield at an enemy target, dealing (218.4% of Attack power) Holy damage, interrupting and silencing the target for 3 sec, and then jumping to 2 additional nearby enemies.
    Also increases the effects of your next Shield of the Righteous or Light of the Protector by 20%.
  • Bladed Armor: Increases your Attack Power by 100% of your Bonus Armor.
  • Consecration: Consecrates the land beneath you, causing [(13.9% of Attack power 9 Holy damage over 9 sec to enemies who enter the area.
  • Empowered Seals: Your Seals also cause your Judgment to empower you with an additional beneficial effect which persists through changing Seals:
    Retribution
    Judgment of Justice
    Increases your movement speed by 20% for 20 sec

    Judgment of Insight
    Heals you for 2% of your maximum health every 3 sec for 21 sec.
    Judgment of Righteousness
    Increases your haste by 20% for 20 sec.
    Judgment of Truth
    Increases your attack power by 15% for 20 sec.
  • Flash of Light: HealsA quick but expensive spell, healing a friendly target for (240%375% of Spell power).
  • Grand Crusader: When you avoid a melee attack or use Crusader Strike or Hammer of the Righteous, you have a 30%15% chance of refreshing the cooldown on your next Avenger’s Shield and causing it to generate 1 Holy Power.Avenger’s Shield.
  • Guardian of Ancient Kings: Summons a Guardian of Ancient Kings to protect you for 8 sec.
    The Guardian of Ancient Kings reduces damage taken by 50%.
  • Hammer of the Righteous: Hammer the current target for 42% Physical damage, causingdamage.
    If you are standing in your Consecration, Hammer of the Righteous also causes
    a wave of light that hits all other targets within 8 yardsyds for 24% Holy damage.Grants 1 Holy Power.
  • Holy Shield: Increases your block chance by 15%, and allows you to block spells. Additionally, when you block, you deal 1 Holy damage to your attacker.
  • Mastery: Divine Bulwark: Increases the damage reduction of your Shield of the Righteous by 4%, adds 8% to your Bastion of Glory, and increases your chance to block melee attacks by 8%.
    Also increases your attack power by 8%.
  • Riposte: You gain Parry equal to 100% of your Critical Strike from gear.
  • Sacred Shield: Protects the target with a shield of Holy Light for 30 sec, absorbing up to (
    Retribution
    (
    1 + 1.306 * Spell power / 0.7)
    Protection
    (1 + 1.306 * Spell power)
    <br
    ) damage every 6 sec. Only one target can be affected at a time.
  • Sanctified Wrath: Your Holy Wrath now generates 1 Holy Power, and deals 100% additional damage.
  • Seraphim: The Light temporarily magnifies your power, increasing your Haste, Critical Strike, Mastery, Multistrike,
    Protection
    Versatility, and Bonus Armor by 750
    Holy and Retribution
    and Versatility by 1000
    <br
    and Versatility by 1000 for 15 sec.
  • Shield of the Righteous: Instantly slam the target with your shield, causing (200% of Attack power) Holy damage, reducing the physicaland reducing damage you take by (25 ; Min 25, Max 80)% for 3 sec, and causing Bastion of Glory.
    Bastion of Glory
    Increases the strength of your Word of Glory when used to heal yourself by 8%. Stacks up to 5 times.
    4.50 sec.

Retribution

  • Avenging Wrath: Increases all damage and healing caused by 20%50% for 20 sec.
  • Divine Storm: Deals 86%A whirl of divine energy, dealing 180% Holy damage to all enemies within 8 yards. yds.
  • Empowered Seals: Your Seals also cause your Judgment to empower you with an additional beneficial effect which persists through changing Seals:
    Retribution
    Judgment of Justice
    Increases your movement speed by 20% for 20 sec

    Judgment of Insight
    Heals you for 2% of your maximum health every 3 sec for 21 sec.
    Judgment of Righteousness
    Increases your haste by 20% for 20 sec.
    Judgment of Truth
    Increases your attack power by 15% for 20 sec.
  • Final Verdict: Empowers your weapon with holy energy, and performs a devastating strike, dealing 240% Holy damage.
    Also increases the damage of your next Divine Storm by 100%, and increases its radius by 50%.
    Replaces Templar’s Verdict.
    Increases damage done by Templar’s Verdict by 15%.
  • Flash of Light: HealsA quick but expensive spell, healing a friendly target for (240%375% of Spell power).
  • Hammer of the Righteous: Hammer the current target for 42% Physical damage, causingdamage.
    If you are standing in your Consecration, Hammer of the Righteous also causes
    a wave of light that hits all other targets within 8 yardsyds for 24% Holy damage.Grants 1 Holy Power.
  • Mastery: Hand of Light: Your Crusader Strike, Hammer of the Righteous, Hammer of Wrath, Templar’s VerdictBlade of Justice, Divine Storm, and their multistrikes deal 17.0% additional damage as Holy damage.Templar’s Verdict deal 18.0% additional Holy damage.
  • Sacred Shield: Protects the target with a shield of Holy Light for 30 sec, absorbing up to (
    Retribution
    (
    1 + 1.306 * Spell power / 0.7)
    Protection
    (1 + 1.306 * Spell power)
    <br
    ) damage every 6 sec. Only one target can be affected at a time.
  • Sanctified Wrath: Avenging Wrath lasts 50% longer and grants more frequent access to one of your abilities while it lasts.
    Holy
    Holy
    Reduces Holy Shock’s cooldown by 50% and increases its critical strike chance by 20%
    Retribution
    Retribution
    Reduces Hammer of Wrath’s cooldown by 50%
  • Seraphim: The Light temporarily magnifies your power, increasing your Haste, Critical Strike, Mastery, Multistrike,
    Protection
    Versatility, and Bonus Armor by 750
    Holy and Retribution
    and Versatility by 1000
    <br
    and Versatility by 1000 for 15 sec.
  • Sword of Light: Increases the damage you deal with two-handed melee weapons by 30%.
  • Templar’s Verdict: A powerful weapon strike that deals 259% Physical damage.170% Holy damage.

Perks
Changes
Protection

  • Improved Block: Increases the amount blocked by your shield by an additional 10%.

Glyphs
Removed

  • Glyph of Double Jeopardy: Judging a target increases the damage of your next Judgment by 20%, but only if used on a different second target.
  • Glyph of Holy Wrath: Your Holy Wrath now also stuns Elementals, Dragonkin, and Aberrations.
  • Glyph of Divine Protection: Reduces the magical damage reduction of your Divine Protection by 20% but adds 20% physical damage reduction.
  • Glyph of Templar’s Verdict: You take 10% less damage for 6 sec after dealing damage with Templar’s Verdict or Exorcism.
  • Glyph of Avenging Wrath: While Avenging Wrath is active, you are healed for 1% of your maximum health every 4 sec.
  • Glyph of Consecration: You can now target Consecration anywhere within 25 yards.
  • Glyph of Focused Shield: Your Avenger’s Shield hits only one target, but for 30% more damage.
  • Glyph of Burden of Guilt: Your Judgment hits fill your target with doubt and remorse, reducing movement speed by 50% for 2 sec.
  • Glyph of Final Wrath: Your Holy Wrath does an additional 50% damage to targets with less than 20% health.
  • Glyph of Word of Glory: Increases your damage by 3% per Holy Power spent after you cast Word of Glory or Eternal Flame on a friendly target. Lasts 6 sec.
  • Glyph of Harsh Words: Your Word of Glory can now also be used on enemy targets, causing Holy damage approximately equal to the amount it would have healed.
    Does not work with Eternal Flame.
  • Glyph of Divinity: Increases the cooldown of your Lay on Hands by 2 min but causes it to give you 10% of your maximum mana.
  • Glyph of Light of Dawn: Light of Dawn affects 2 fewer targets, but heals each target for 25% more.
  • Glyph of Blessed Life: You have a 50% chance to gain a charge of Holy Power whenever you are affected by a Stun, Fear or Immobilize effect.
    This effect cannot occur more than once every 20 sec.
  • Glyph of Dazing Shield: Your Avenger’s Shield now also dazes targets for 10 sec.
  • Glyph of Immediate Truth: Increases the instant damage done by Seal of Truth by 30%, but decreases the damage done by Censure by 50%.
  • Glyph of Denounce: Your Holy Shocks reduce the cast time of your next Denounce by 0.5 sec. This effect stacks up to 3 times.
  • Glyph of Flash of Light: When you Flash of Light a target, it increases your next heal done to that target within 7 sec by 10%.
  • Glyph of Beacon of Light: Removes the global cooldown on Beacon of Light.
  • Glyph of Hammer of the Righteous: The physical damage reduction caused by Hammer of the Righteous now lasts 50% longer.
  • Glyph of Divine Storm: Your Divine Storm also heals you for (4 / 100 * Total health).
  • Glyph of Holy Shock: Decreases the healing of Holy Shock by 25% but increases its damage by 25%.
  • Glyph of Protector of the Innocent: When you use Word of Glory to heal another target, including multistrikes, it also heals you for 20% of the amount.
  • Glyph of the Battle Healer: Melee attacks while Seal of Insight is active no longer heal you, but instead heal a random injured member of your party or raid for 45% of the normal amount.
  • Glyph of Mass Exorcism: Reduces the range of Exorcism to melee range, but causes 25% damage to all enemies within 8 yards of the primary target.
  • Glyph of Devotion Aura: Devotion Aura no longer affects party or raid members, but the cooldown is reduced by 60 sec.
  • Glyph of Divine Shield: Removing harmful effects with Divine Shield heals you for 7% for each effect removed. This heal cannot exceed 35% of your maximum health.
  • Glyph of Hand of Sacrifice: Hand of Sacrifice no longer redirects damage to the Paladin.
  • Glyph of Ardent Defender: Ardent Defender no longer reduces damage taken, but if its duration expires without being consumed, its cooldown will be reset to 60 sec.
  • Glyph of the Consecrator: Your Consecration effect now moves with you.
  • Glyph of Divine Wrath: Reduces all mana costs while Avenging Wrath is active by 25%, but Avenging Wrath increases healing done by 50% less.
  • Glyph of the Liberator: Hand of Freedom’s cooldown is reduced by 5 sec when not cast on self.
  • Glyph of Hand of Freedom: Hand of Freedom immediately reduces the remaining duration of all effects which cause loss of control of a character by 25%. Any additional loss of control effects applied within 4 sec have 25% reduced duration.
  • Glyph of Judgment: Increases the range of Judgment by 10 yards.
  • Glyph of Merciful Wrath: Reduces the cooldown and effect of Avenging Wrath by 50%.
  • Glyph of Cleanse: Cleanse now has a maximum of 2 charges, but its cooldown is increased by 4 sec.

Priest

Forum | Talent Calculator
Spells
Changes

  • Fade: Fade out, temporarily removing all your threat and reducing all damage taken by 10% for 10 sec.
  • Flash Heal: Holy only, down to 3.5% mana Heals a friendly target for (332.657%A fast but expensive spell that heals an ally for (450% of Spell power).
  • Leap of Faith: Holy and Discipline only.
  • Levitate: Holy and Discipline only.
  • Mind Sear: Shadow only.
  • Mind Vision: Shadow and Discipline only.
  • Power Word: Shield: Shadow and Discipline only. Shield a friendly targetan ally, absorbing [((Spell power * 4.59) + 2) * 16) + 0) * (1 + $versadmg)] damage. Lasts 15 sec.While the shield holds, spellcasting will not be interrupted by damage. Once shielded, the target cannot be shielded again for 15 sec.
    Discipline (Level 10)
    Also grants you Borrowed Time, causing you to gain 40% more of the Haste stat from all sources for 6 sec

    While the shield holds, spellcasting will not be delayed by damage.
  • Prayer of Mending: Holy only. Places a spell on a party or raid member that heals them for [((1 + (Spell power * 0.666)) * Percent health * 1)] the next time they take damage. When the heal occurs, Prayer of Mending jumps to aanother party or raid member within 20 yardsyds. Jumps up to 5 times and lasts 30 sec after each jump.
  • Resurrection: Holy and Discipline only. Brings a dead allyall dead party members back to life with 35% health and mana. Cannot be cast when in combat.
  • Shadow Word: Pain: Shadow and Discipline only.
  • Shadowfiend: Holy and Discipline only. Creates a shadowy fiend to attack the target Lastsfor 12 sec.
  • Smite: Smite an enemy for (92.448%160% of Spell power) Holy damage.

Removed

  • Fear Ward: Wards the friendly target against Fear. The next Fear effect used against the target will fail, using up the ward. Lasts 3 min.
  • Power Word: Fortitude: Infuses the target with vitality, increasing Stamina by 10% for 1 hour.
    If the target is in your party or raid, all party and raid members will be affected.
  • Holy Word: Sanctuary: Blesses the ground with divine light, healing all within it for (8.45775% of Spell power) every 2 sec for 30 sec. Only one Sanctuary can be active at a time.
  • Cascade: Launch a Holy bolt that grows in power with distance, healing an ally for up to (43.2% of Spell power), and then bouncing to additional allies 4 times. Each time it bounces, it splits into 2 bolts.
  • Cascade: Launch a Shadowy bolt that grows in power with distance, damaging an enemy for up to (183.6% of Spell power), and then bouncing to additional enemies 4 times. Each time it bounces, it splits into 2 bolts.

Talents and Specialization
New
Holy

  • Holy Word: Serenity: Perform a miracle, healing an ally for (1600% of Spell power).
  • Hymn of Hope: Recite a hymn allowing all healers in your party or raid within 40 yards to cast spells for no mana. Lasts 12 sec.
  • Light of the Naaru: Serendipity reduces the cooldown of the appropriate Holy Word by an additional 2 sec.
  • Divinity: When you heal with a Holy Word spell, your healing is increased by 20% for 8 sec.
  • Piety: Prayer of Mending triggers Serenipity, reducing the cooldown of Holy Word: Sanctify by 6 seconds.
  • Trail of Light: When you cast Flash Heal, s1% of the healing is replicated on the previous target you healed with Flash Heal.
  • Enduring Renewal: Your single-target healing spells refresh the duration of your Renew on the target.
  • Apotheosis: Enter a pure Holy form for 30 sec, increasing the effects of Serendipity by 200%.
  • Censure: Holy Word: Chastise stuns the target instead of incapacitating them.
  • Guardian Angel: When Guardian Spirit expires without saving the target from death, reset its cooldown to 60 seconds.
  • Shining Force: Create a burst of light around a friendly target, knocking away nearby enemies and slowing their movement by 70% for 3 sec seconds.
  • Circle of Healing: Heals up to 5 injured allies within 30 yards of the target for (300% of Spell power).
  • Path of Light: Your Levitate is no longer canceled by damage, and causes the target to move 15% faster, but the duration is reduced to 30 sec.
  • Enlightenment: Your regenerate mana 20% faster.
  • Benediction: Your Prayer of Mending has a 30% chance to leave a Renew on each target it heals.

Disc

  • Castigation: Penance fires one additional bolt of holy light over its duration.
  • Power Word: Radiance: A burst of light heals a friendly target and their 5 nearest allies for (150% of Spell power), and applies Atonement for 50% of its normal duration.
  • Revelation: Your Smite and Mind Blast casts have a 30% chance to reset the cooldown on Penance.
  • Shield Discipline: When your Power Word: Shield is completely absorbed you are instantly refunded 1% of your maximum mana.
  • Contrition: Your Atonement duration is increased by 5 sec.
  • Schism: The final bolt of Penance creates an explosion of shadow energy around the target, dealing 1 damage to all enemies within 10 yards.
  • Grace: Increases your non-Atonement healing and absorption by 30% on targets with Atonement.
  • The Penitent: Penance may be cast on a friendly target, healing them for 0 over 2 sec.
  • Plea: A quick, efficient plea to heal an ally for (225% of Spell power).
  • Shadow Covenant: Draw on the power of shadow to heal up to 5 injured allies within 30 yds of the target for (450% of Spell power), but leaving a shell on them that absorbs the next [((Spell power * 2.25) + 0) * (1 + $versadmg)] healing they receive.
  • Purge the Wicked: Cleanse the target with fire, causing (150% of Spell power) Fire damage and an additional 0 Fire damage over until cancelled. Spreads to an additional nearby enemy when you cast Penance on the target.
  • Mind Blast: Blasts the target’s mind for (250% of Spell power) Shadow damage.

Shadow

  • Voidform: When you reach 100 Insanity, you enter Voidform, reducing the cooldown on Mind Blast by 3 sec, and increasing your Shadow damage by 30%.
    While in Voidform, you gain 1% Haste, every 1 sec. This Haste will also persist for 20 sec after Voidform ends. Voidform causes your Insanity to constantly drain, faster and faster, until completely drained, and Voidform ends.
  • Mania: You move 1% faster for every 5 Insanity you have.
  • Dark Visions: Shadow Word: Pain and Vampiric Touch deal 20% more damage if cast while you have more than 50% Insanity.
  • Fortress of the Mind: Mind Flay and Mind Blast deal 10% more damage and generate 20% more Insanity.
  • Surrender to Madness: Surrender to the Old Gods, sacrificing your soul for ultimate power.
    All your Insanity-generating abilities generate 300% more Insanity, until you exit Voidform, then you die. Requires Voidform.
  • Oblivion: Let the power of the void flow through you, instantly generating 100 Insanity.
  • Void Lord: While in Voidform, your Shadow damage bonus is now 40%, and that bonus also applies to all your absorbs and healing.
  • Reaper of Souls: Your Shadow Word: Death is now castable on targets below 35% health, and always generates Insanity, even if it did not kill the target.
  • San’layn: Increases the damage of your Vampiric Touch by 20%, and the healing of your Vampiric Embrace by 20%.
  • Mindbender: Creates a Mindbender to attack the target. Caster receives
    Shadow
    2 Insanity
    0.75% mana when the Mindbender attacks. Lasts 20 sec.
    Replaces Shadowfiend.
  • Legacy of the Void: Casting Mind Blast increases the effect of your next Shadow Word by 50% for 30 sec, stacking up to 2 times.
  • Psychic Voice: Reduces the cooldown of your Psychic Scream ability by 30 sec.
  • Shadow Word: Void: Blasts the target’s mind for (220% of Spell power) Shadow damage.
    Generates 30 Insanity.

Other

  • Shadow Mend:
    Discipline:
    Wrap an ally in shadows which heal them for (700% of Spell power), but at a price.
    The ally will take [(700% of Spell power) / 10] damage every 1 sec, until they have taken [(700% of Spell power) / 2] total damage from all sources, or leave combat.
    Shadow:
    Wrap an ally in shadows which heal them for (700% of Spell power), but at a price.
    The ally will take [(700% of Spell power) / 10] damage every 1 sec, until they have taken [(700% of Spell power) / 2] total damage from all sources, or leave combat.
    Drains up to 10 Insanity, if you have any.
  • Masochism: When you cast Shadow Mend on yourself, it deals no damage.

Changes
All Specializations

  • Angelic Feather: 15 sec recharge.
  • Desperate Prayer: Level 30 Holy talent.
  • Dominate Mind: Down to level 45.
  • Mindbender: Up to level 60.
  • Phantasm: Activating Fade removes all movement impairing effects and prevents your movement speed from being reduced for 5 sec.
  • Power Infusion: Shadow only. Infuses the Priest with power for 20 sec, increasing haste by 25%25%
    Shadow
    and increasing Insanity generation by 25%
    <br
    /> and reducing the mana cost of all spells by 20%.
  • Psychic Scream: Discipline and Shadow only, 1 min cooldown.
  • Spectral Guise: Appears to be removed/unused.
  • Twist of Fate: Shadow only. After
    Shadow
    damaging
    Discipline and Holy
    healing
    <br
    healing a target below 35% health, you deal 15%20% increased damage and 20% increased healing for 10 sec.
  • Void Tendrils: Summons shadowy tendrils, rooting up to 5 enemy targets within 8 yards for 20 sec or until the tendril is killed.

Discipline

  • Atonement: When you deal damage with Smite, Holy Fire, Penance, Power Word: Solace, or their multistrikes, you instantly heal a nearby injured friendly target for 100% of the damage dealt.
    If the Priest is healed through Atonement, the effect is reduced by 50%.
    Plea, Power Word: Shield, and Shadow Mend also apply Atonement to your target for 15 sec.
    When you deal spell damage, you instantly heal all targets affected by Atonement for 50% of the damage done.
  • Clarity of Will: Discipline, down to level 90. Shields the target with a protective ward, absorbing [Spell power * 6.60 * 18 * (1 + $versadmg)] damage within 20 sec.
  • Focused Will: No longer Discipline. Whenever you take any damage youMelee attacks against you cause you to gain Focused Will, reducing all damage taken by 15% lastingincreasing damage you deal by15% for 8 sec. Stacks up to 2 times.
  • Halo: Creates a ring of Holy energy around you that quickly expands and grows in power, up to 30 yds away. Heals allies for up to (287.4% of Spell power), with the greatest effect at 25 yds.to a 30 yd radius, healing allies for 1.
  • Heal: Holy only. A slow castingbut efficient spell that heals a single target for (332.64%an ally for (450% of Spell power).
  • Holy Fire: Holy only. Consumes the enemy in Holy flames that cause (137.61%90% of Spell power) Holy damage and an additional (29.835%315% of Spell power) Holy damage over 9 sec.
  • Holy Nova: Holy only. Causes an explosion of holy light around the caster, causing (42.9%70% of Spell power) Holy damage to all nearby enemy targets within 12 yards.and healing up to 5 nearby targets within 12 yards for (56.25% of Spell power).
  • Mastery: Shield Discipline:
    New name : Mastery: Absolution
    Increases the potency of all your damage absorption spells by 13%, and all of your healing by 6%.healing transferred through Atonement by 11%.
  • Penance: Launches a volley of holy light at the target, causing 120% of Spell power) * 3 Holy damage to an enemy or [(264% of Spell power) * 3] healing to an ally over 2 sec.over 2 sec.
    Channelable while moving.
  • Power Word: Barrier: Level change.
  • Power Word: Solace: No spec restriction. Strike an enemy with heavenly power, dealing (183.48%200% of Spell power) Holy damage an additional (19.89% of Spell power) Holy damage over 9 sec, and restoring 2% of maximum mana.
    Discipline
    This damage triggers Atonement
    This damage will heal a nearby injured ally for 100% of the damage dealt, or half as much if it heals the Priest.
    Replaces Holy Fire.
    and restoring 0.75% of maximum mana.
  • Prayer of Healing: Holy only. A powerful prayer heals the friendly target’s party members within 30 yards for (221.664%that heals up to 5 injured allies within 15 yds of the target for (300% of Spell power).
  • Rapture: Removes the cooldown onFor the next 8 sec, your Power Word: Shield has no cooldown.
  • Silence: Shadow only.
  • Spirit Shell: For the next 10 sec, your Heal, Flash Heal, and Prayer of Healing no longer heal but instead create absorption shields that last 15 sec.
  • Surge of Light: Level change.

Holy

  • Binding Heal: Heals a friendly target, and the caster for (132.996%the caster, and a third friendly target within 20 yards for (200% of Spell power).
    Triggers Serendipity, reducing the cooldown of both Holy Word: Serenity and Holy Word: Sanctify by a reduced amount.
  • Circle of Healing:
    New name : Holy Word: Sanctify
    Heals up to 5 injured allies within 30 yards of the target for (221.666%Release miraculous light into a target location, healing up to 6 allies within 10 yds for (600% of Spell power). Circle of Healing has essentially been removed, not changed, with the spell ID reused for Holy Word: Sanctify.
  • Divine Hymn: Heals all party or raid members within 40 yards for [(140% of Spell power 4 over 8 sec, and increases healing done to them by 10% for 8 sec. The Priest must channel to maintain the spell.Healing increased 100% when not in a raid.
  • Divine Insight: Your Heal and Prayer of Healing have a 40% chance to make your next Prayer of Mending not trigger its cooldown and jump to each target instantly.
  • Divine Star: Fire a Divine Star forward 24 yds, healing allies in its path for 65.2% of Spell power1. After reaching its destination, the Divine Star returns to you, healing allies in its path again.
  • Focused Will: Whenever you take any damage youMelee attacks against you cause you to gain Focused Will, reducing all damage taken by 15% lastingincreasing damage you deal by15% for 8 sec. Stacks up to 2 times.
  • Guardian Spirit: Calls upon a guardian spirit to watch over the friendly target, increasing healing received by 60% and preventing the target from dying by sacrificing itself. This sacrifice terminates the effect and heals the target for 40% of maximum health. Lasts 10 sec. Castable while stunned.
  • Halo: Creates a ring of Holy energy around you that quickly expands and grows in power, up to 30 yds away. Heals allies for up to (287.4% of Spell power), with the greatest effect at 25 yds.to a 30 yd radius, healing allies for 1.
  • Heal: A slow castingbut efficient spell that heals a single target for (332.64%an ally for (450% of Spell power).
  • Holy Fire: Consumes the enemy in Holy flames that cause (137.61%90% of Spell power) Holy damage and an additional (29.835%315% of Spell power) Holy damage over 9 sec.
  • Holy Word: Chastise: Chastises the target for (63.6%400% of Spell power) Holy damage and incapacitates them for 35 sec.
  • Mastery: Echo of Light: Your direct healing spells and their multistrikes heal for an additional 10% over 6 sec.
  • Power Word: Solace: Strike an enemy with heavenly power, dealing (183.48%200% of Spell power) Holy damage an additional (19.89% of Spell power) Holy damage over 9 sec, and restoring 2% of maximum mana.
    Discipline
    This damage triggers Atonement
    This damage will heal a nearby injured ally for 100% of the damage dealt, or half as much if it heals the Priest.
    Replaces Holy Fire.
    and restoring 0.75% of maximum mana.
  • Prayer of Healing: A powerful prayer heals the friendly target’s party members within 30 yards for (221.664%that heals up to 5 injured allies within 15 yds of the target for (300% of Spell power).
  • Renew: Heals the target for
    Holy (Level 64)
    (22%
    Fill the target with faith in the light, healing them instantly for (50% of Spell power) and then (an additional
    (176%
    500% of Spell power) over 12 sec.15 sec.
  • Serendipity: When you heal with Binding Heal or Flash Heal, the cast time of your next Heal orcast Flash Heal or Heal, the cooldown of Holy Word: Serenity is reduced by 6 sec.
    When you cast
    Prayer of Healing, spellthe cooldown of Holy Word: Sanctify is reduced by 20% and mana cost reduced by 20%. Stacks up to 2 times. Lasts 20 sec.6 sec.
    When you cast Smite, the cooldown of Holy Word: Chastise is reduced by 6 sec.
  • Spirit of Redemption: Upon death, the Priest becomes the Spirit of Redemption for 15 sec. The Spirit of Redemption cannot move, attack, be attacked, or be targeted by any spells or effects. While in this form the Priest can cast any healing spell free of cost. When the effect ends, the Priest dies.
  • Surge of Light: Your healing spells and Smite have a 8% chance to make your next Flash Heal instant and cost no mana. Can accumulate up to 2 charges.

Shadow

  • Auspicious Spirits: Your Shadowy Apparitions now deal 100% increased damage.and grant you 1 Shadow Orb.
  • Dispersion: You disperse into pure Shadow energy, reducing all damage taken by 90%, but you are unable to attack or cast spells60%. Lasts 6 sec.
    Dispersion can be cast while stunned, feared or silenced.Clears all snare and movement impairing effects when cast, and makes you immune to them while dispersed.
  • Divine Star: Fire a Divine Star forward 24 yds, damaging enemies in its path for 63% of Spell power1. After reaching its destination, the Divine Star returns to you, damaging enemies in its path again.
  • Halo: Creates a ring of Shadow energy around you that quickly expands and grows in power, up to 30 yds away. Deals up to 326.4% of Spell power1 Shadow damage to enemies, with the greatest effect at 25 yds.
  • Mastery: Mental Anguish:
    New name : Mastery: Madness
    Increases the damage of Mind Blast, Mind Spike, and Mind Flay by 25.0%.your Shadow Word: Pain, Vampiric Touch, and Void Bolt by 20.0%.
  • Mind Blast: Blasts the targettarget’s mind for (220% of Spell power) Shadow damage and generates 1 Shadow Orb.damage.
    Generates 15 Insanity.
  • Mind Flay: Assault the target’s mind with Shadow energy, causing (118.8% of Spell power) Shadow damage over 3 sec and slowing their movement speed by 50%.
  • Mind Spike: Blasts the target for (100% of Spell power) Shadowfrost damage but extinguishes your damage over time effects on the target.and increases the damage done by your next Mind Blast within 15 sec by 50%, stacking up to 5 times.
    Replaces Mind Flay.
  • Psychic Horror: Consumes up to 3 Shadow Orbs to terrify the target, incapacitating them for 1 sec plus 1 sec per Shadow Orb consumed.Terrifies the target, stunning them for 4 sec.
  • Shadow Word: Death: A word of dark binding that inflicts (270%67.5% of Spell power) Shadow damage to the target
    Shadow
    and grants a Shadow Orb
    Only usable on enemies that have less than 20% health.
    Shadow
    If the target does not die, the cooldown is reset, but this additional Shadow Word: Death does not grant a Shadow Orb
    . Only usable on enemies that have less than 20% health.
    Generates 30 Insanity if the target dies.
  • Shadowy Apparitions: When your Shadow Word: Pain damage over time critically strikes, you also create a shadowy version of yourself that floats towards the target and deals 45% of Spell power1 Shadow damage.
  • Shadowy Insight: Your Shadow Word: Pain damage over time and Mind Spike damage has a 5%has a 10% chance to reset the cooldown on Mind Blast.and make your next Mind Blast instant.
  • Silence: Silences the target, preventing them from casting spells for 5 sec. Non-player victim spellcasting is also interrupted for 3 sec.
  • Surge of Darkness: Your Vampiric Touch and Devouring Plague damage has a 12% chance to cause your next Mind Spike not to consume your damage over time effects, be instant, and deal 50% additional damage. Can accumulate up to 3 charges.
  • Vampiric Embrace: Fills you with the embrace of Shadow energy, causing you and your allies to be healed for 10% of any single-target Shadow spell damage you deal. Lasts 15 sec.
  • Vampiric Touch: Causes (292.5% of Spell powerA touch of darkness that causes 8 Shadow damage over 15 sec.
    If Vampiric Touch is dispelled, the dispeller flees in Horror for 3 sec.
    24 sec, and heals the Priest for each point of damage dealt.
    If Vampiric Touch is dispelled, the dispeller flees in Horror for 3 sec.
  • Void Entropy: Consumes 3 Shadow Orbs to deal 1350% of Spell power20 Shadow damage over 1 min.
    Devouring Plague will refresh this effect to its full 1 min duration.

Glyphs

Removed

  • Glyph of Reflective Shield: Causes 70% of the damage you absorb with your own Power Word: Shield to reflect back at the attacker. This damage causes no threat.
  • Glyph of Mind Spike: Your successful non-instant Mind Spikes reduce the cast time of your next Mind Blast within 9 sec by 50%. This effect can stack up to 2 times.
  • Glyph of Power Word: Shield: 20% of the absorb from your Power Word: Shield spell is converted into healing.
  • Glyph of Deep Wells: Increases the total amount of charges of your Lightwell by 2.
  • Glyph of Circle of Healing: Your Circle of Healing spell heals 1 additional target, but its mana cost is increased by 35%.
  • Glyph of Psychic Scream: Targets of your Psychic Scream now tremble in place instead of fleeing in fear.
  • Glyph of Purify: Your Purify spell also heals your target for 5% of maximum health when you successfully dispel a magical effect or disease.
  • Glyph of Fear Ward: Reduces the cooldown of Fear Ward by 60 sec.
  • Glyph of Fade: Your Fade ability now also reduces all damage taken by 10%.
  • Glyph of Prayer of Mending: The first charge of your Prayer of Mending heals for an additional 60% but your Prayer of Mending has 1 fewer charge.
  • Glyph of Psychic Horror: Reduces the cooldown of your Psychic Horror by 10 sec.
  • Glyph of Scourge Imprisonment: Reduces the cast time of your Shackle Undead by 1.0 sec.
  • Glyph of Mass Dispel: Causes your Mass Dispel to be potent enough to remove Magic effects that are normally undispellable.
  • Glyph of Smite: Your Smite spell inflicts an additional 20% damage against targets afflicted by Holy Fire, but that additional damage does not get transferred by Atonement.
  • Glyph of Dispersion: Reduces the cooldown on Dispersion by 15 sec.
  • Glyph of Binding Heal: Your Binding Heal spell now heals a third friendly target within 20 yards, but costs 35% more mana.
  • Glyph of Mind Blast: When you critically hit with your Mind Blast, you cause the target to be unable to move for 4 sec.
  • Glyph of Weakened Soul: Reduces the duration of the Weakened Soul effect caused by Power Word: Shield by 2 sec.
  • Glyph of Levitate: Increases your movement speed while Levitating and for 10 sec afterward by 15%.
  • Glyph of Leap of Faith: Your Leap of Faith spell now also clears all movement impairing effects from your target.
  • Glyph of Holy Fire: Increases the range of your Holy Fire, Smite, and Power Word: Solace spells by 10 yards.
  • Glyph of Dispel Magic: Your Dispel Magic spell also damages your target for (27.8% of Spell power) Holy damage when you successfully dispel a magical effect.
  • Glyph of Penance: Increases the mana cost of Penance by 20% but allows Penance to be cast while moving.
  • Glyph of Renew: Your Renew heals for 25% more each time it heals, but its duration is reduced by 3 sec.
  • Glyph of Spirit of Redemption: Increases the duration of Spirit of Redemption by 10 sec.
  • Glyph of Shadow Word: Death: Your Shadow Word: Death can now be cast at any time, but deals 25% damage against targets above 20% health
    Shadow (Level 10)
    and does not generate a Shadow Orb when used against themCasting Shadow Word: Death now also does damage to you equivalent to the damage it would do to an enemy above 20% health.
  • Glyph of Vampiric Embrace: Your Vampiric Embrace converts an additional 10% of the damage you deal into healing, but the duration is reduced by 5 sec.
  • Glyph of Mind Flay: Your Mind Flay spell no longer slows your victim’s movement speed. Instead, each time Mind Flay deals damage you will be granted 15% increased movement speed for 5 sec, stacking up to 3 times.
  • Glyph of Holy Nova: Teaches you the ability Holy Nova.
    Causes an explosion of holy light around the caster, causing (42.9% of Spell power) Holy damage to all enemy targets within 12 yards and healing up to 5 targets within 12 yards for (56.25% of Spell power).
    Healing is divided among the number of targets healed. These effects cause no threat.
  • Glyph of Lightwell: Your Lightwell no longer automatically heals nearby targets, but can be clicked by players to deal 50% more healing than normal.
  • Glyph of Focused Mending: Causes your Prayer of Mending to only bounce between the target and the caster.
  • Glyph of Free Action: While Dispersion is active, you move 30% faster.
  • Glyph of Delayed Coalescence: Dispersion lasts 3 sec longer, but when it has 2 sec remaining, its damage reduction reduces by 30% per sec.
  • Glyph of Guardian Spirit: Guardian Spirit increases healing on the target by an additional 200%, but no longer prevents the target’s death.
  • Glyph of Restored Faith: Leap of Faith pulls you to your target instead of pulling your target to you.
  • Glyph of Miraculous Dispelling: Reduces the mana cost of Mass Dispel by 50%.
  • Glyph of the Inquisitor: Your Holy Fire and Power Word: Solace deal 25% additional initial damage, but 20% of that damage is also dealt back to you.
  • Glyph of Silence: Reduces the cooldown on your Silence spell by 25 sec, but also reduces its duration by 2 sec.
  • Glyph of the Redeemer: All your healing is increased by 50% while Spirit of Redemption is active.
  • Glyph of Shadow Magic: For 5 sec after activating Fade, you are immune to Silence and Interrupt effects, but the cooldown of Fade is increased by 60 sec.
  • Glyph of Mind Harvest: The first time you damage an enemy with Mind Blast, you gain 2 additional Orb, but the cooldown on Mind Blast is increased by 6 sec.
  • Glyph of Purification: Purify now has a maximum of 2 charges, but its cooldown is increased by 4 sec.

Rogue

Forum | Talent Calculator
Spells
Changes

  • Ambush: Outlaw only. Ambush the target, causing 315% Physical damage to the target (damage increased 40% if a dagger is equipped). Awards 2 combo point.
    Subtlety (Level 10)
    For the next 10 sec, your attacks bypass up to 100% of that enemy’s armor
  • Blind: Outlaw only. Blinds the target, causing it to wander disoriented for up to 1 min. Any Damage caused will remove the effect. Usable while stealthed.Limit 1 target.
  • Cheap Shot: Assassination, Subtlety only. Stuns the target for 4 sec. Awards 2 combo point.
    Subtlety
    For the next 10 sec, your attacks bypass up to 100% of that enemy’s armor
  • Crippling Poison: Assassination only. Coats your weapons with a Non-Lethal Poison that lasts for 1 hour. Each strike has a 50% chance of poisoning the enemy, slowing movement speed by 50% for 12 sec.
  • Deadly Poison: Assassination only. Coats your weapons with a Lethal Poison that lasts for 1 hour. Each strike has a 30% chance of poisoning the enemy for 25.014% of Attack power) * 424 Nature damage over 12 sec. Subsequent poison applications will instantly deal 12.87% of Attack power0 Nature damage.
  • Eviscerate:
    New name : Run Through
    Outlaw only. Lunging finishing move that causes damage per combo point and has increased range:
    1 point : [(Attack power * 0.559) * 0.88 * (1 + $ersadmg)] damage
    2 points: [(Attack power * 0.559) * 0.88 * (1 + $ersadmg) * 2] damage
    3 points: [(Attack power * 0.559) * 0.88 * (1 + $ersadmg) * 3] damage
    4 points: [(Attack power * 0.559) * 0.88 * (1 + $ersadmg) * 4] damage
    5 points: [(Attack power * 0.559) * 0.88 * (1 + $ersadmg) * 5] damage
  • Garrote: Assassination only. Garrote the enemy, silencing them for 3 sec and causing (54%causing (675% of Attack power) damage over 18 sec Awards 1 combo point.
    Subtlety
    For the next 10 sec, your attacks bypass up to 100% of that enemy’s armor
    and awarding 1 combo point. Silences the target for 3 sec when used from Stealth.
  • Gouge: Down to 25 Energy Gouges the eyes of an enemy target, incapacitating the opponent for 4 sec. Target must be facing you. Any subsequentAny damage will cause the target to recover immediately. Generates 1 combo point.
  • Kidney Shot: Finishing move that stuns the target. Lasts longer per combo point:
    1 point : 2 seconds
    2 points: 3 seconds
    3 points: 4 seconds
    4 points: 5 seconds
    5 points: 6 seconds
  • Sap: Assassination, Subtlety only. Incapacitates a target not in combat for up to 1 min. Only works on Humanoids, Beasts, Demons and Dragonkin. Any damage caused will revive the target. Only 1 target may be sapped at a time.
  • Slice and Dice: Outlaw only.
  • Sprint: 30 sec cooldown
  • Vanish: Allows you to vanish from sight, entering an improved stealth mode for 3 sec. For the first 3 sec after vanishing, damage and harmful effects received will not break stealth. Also breaks movement impairing effects.
  • Wound Poison: Assassination only.

Removed

  • Sinister Strike: An instant strike that causes 176% Physical damage.
  • Shiv: Deals 10% Physical damage, applying a concentrated form of your active Non-Lethal poison, and dispelling an Enrage effect from the target.
    See individual Non-Lethal poisons for their concentrated effects.
  • Preparation: Immediately resets the cooldown on your Sprint, Vanish, and Evasion.
  • Tricks of the Trade: The threat caused by your next damaging attack and all actions taken for 6 sec afterwards will be transferred to the target party or raid member. Transferred threat is not permanent, and will fade after 30 sec.
  • Recuperate: Finishing move that restores 3% of maximum health every 3 sec. Lasts longer per combo point:
    1 point : 6 seconds
    2 points: 12 seconds
    3 points: 18 seconds
    4 points: 24 seconds
    5 points: 30 seconds
  • Swiftblade’s Cunning: Increases the haste and multistrike chance of all party and raid members within 100 yards by 5%.
  • Shroud of Concealment: Extend a cloak that wraps party and raid members within 0 yards in shadows, providing stealth for 15 sec.
  • Crimson Tempest: Finishing move that slashes at the flesh of all enemies within 10 yards, dealing Physical damage and causing victims to bleed for an additional 240% of the initial damage over 12 sec:
    1 point : [(3) + ((Attack power * 0.09) * 1 * (1.00 * (1 + $versadmg)))]) damage
    2 points: [(3) + ((Attack power * 0.09) * 2 * (1.00 * (1 + $versadmg)))]) damage
    3 points: [(3) + ((Attack power * 0.09) * 3 * (1.00 * (1 + $versadmg)))]) damage
    4 points: [(3) + ((Attack power * 0.09) * 4 * (1.00 * (1 + $versadmg)))]) damage
    5 points: [(3) + ((Attack power * 0.09) * 5 * (1.00 * (1 + $versadmg)))]) damage

Talents and Specialization
New
Subtlety

  • Shadow Blades: Draw upon the surrounding shadows to empower your weapons, causing your autoattacks to deal pure Shadow damage and your combo-point-generating abilities to generate an additional combo point when used. Lasts 5 sec.
  • Weaponmaster: Your abilities have a 20% chance to hit the target twice each time they deal damage. lvl 15 Talent
  • Shadow Dance: Your finishing moves have a 20% chance per combo point to activate Stealth. For 3 sec, this Stealth will not break when you autoattack or take damage. When this effect occurs, a Shadow Decoy will appear nearby, confusing your enemies.
  • Shadowstrike: Strike through the shadows, appearing behind your target and dealing 220% Physical damage. Awards 2 combo point.
  • Nightblade: Finishing move that infects the target with shadowy energy, dealing Shadow damage over time and reducing movement speed by 50%. Lasts longer per combo point.
    1 point : [(1 * (1 + $versadmg)) * 1 * 0.0685 * Attack power * 0.5 * 8] over 8 sec
    2 points: [(1 * (1 + $versadmg)) * 2 * 0.0685 * Attack power * 0.5 * 12] over 12 sec
    3 points: [(1 * (1 + $versadmg)) * 3 * 0.0685 * Attack power * 0.5 * 16] over 16 sec
    4 points: [(1 * (1 + $versadmg)) * 4 * 0.0685 * Attack power * 0.5 * 20] over 20 sec
    5 points: [(1 * (1 + $versadmg)) * 5 * 0.0685 * Attack power * 0.5 * 24] over 24 sec
  • Eviscerate: Finishing move that disembowels the target, causing damage per combo point.
    1 point : [(Attack power * 0.559) * 0.88 * (1 + $ersadmg)] damage
    2 points: [(Attack power * 0.559) * 0.88 * (1 + $ersadmg) * 2] damage
    3 points: [(Attack power * 0.559) * 0.88 * (1 + $ersadmg) * 3] damage
    4 points: [(Attack power * 0.559) * 0.88 * (1 + $ersadmg) * 4] damage
    5 points: [(Attack power * 0.559) * 0.88 * (1 + $ersadmg) * 5] damage
  • Shadow Techniques: Your autoattacks have a chance to generate a combo point.
  • Strike From The Shadows: Shadowstrike also stuns your target for 2 sec. lvl 75 Talent
  • Master of Shadows: You immediately gain 60 Energy when you enter Stealth.
  • Premeditation: Cheap Shot and Shadowstrike generate 1 additional combo point. lvl 90 Talent
  • Shuriken Storm: Sprays shurikens at all targets within 10 yards, dealing (23.1% of Attack power) Physical damage and applying your active poisons at their normal rate. Awards 1 combo points$ per target hit.
  • Gloomblade: Infuse your weapon with Shadow energies and stab the target, causing 210% Shadow damage. Awards 1 combo point.
    Replaces Backstab. lvl 15 Talent
  • Soothing Darkness: You heal 3% of your maximum life every 1 sec while Stealth is active. lvl 60 Talent
  • Tangled Shadow: Nightblade now decreases the target’s movement speed by an additional 20%. lvl 75 Talent
  • Expanded Technique: Your combo point generators now also have a chance to trigger Shadow Techniques. lvl 90 Talent

Outlaw

  • Pistol Shot: Draw a concealed pistol and fire a quick shot at an enemy, dealing (60% of Attack power) damage and reducing movement speed by 50% for 6 sec. Awards 1 combo point.
  • Cannonball Barrage: Command a ghost ship crew to barrage the target area with cannonballs doing 8 Physical damage over 1.80 sec and slowing enemies by 50% for 1.50 sec. lvl 90 Talent
  • Saber Slash: Viciously slash an enemy, causing 176% Physical damage and awarding 1 combo point.
    Saber Slash has a 35% chance to strike an additional time, granting additional damage and combo point, and making your next Pistol Shot free.
  • Roll the Bones: Finishing move that rolls the dice of fate, providing a random combat enhancement. lvl 100 Talent Lasts longer per combo point:
    1 point : 12 seconds
    2 points: 18 seconds
    3 points: 24 seconds
    4 points: 30 seconds
    5 points: 36 seconds
  • Iron Stomach: Increases the healing you receive from Crimson Vial, healing potions, and healthstones by 30%. lvl 60 Talent
  • Grappling Hook: Launch a grappling hook and pull yourself to the target location.
  • Into the Fray <NNF>: Increases your movement speed at all times by 15%. lvl 30 Talent
  • Acrobatic Strikes: Increases the range on all your melee attacks by 3 yards. lvl 30 Talent
  • Ghostly Strike: Strike an enemy with your cursed weapon, dealing 176% Physical damage, awarding 1 combo point, and causing the target to take 10% increased damage from your abilities for 15 sec. lvl 15 Talent
  • Quick Draw: Free uses of Pistol Shot granted by Sabre Slash now generate 1 additional combo point, and deal 50% increased damage. lvl 15 Talent
  • Find Treasure: You can sense nearby treasure, making it appear on the minimap. Lasts until cancelled.
  • Bribe: Bribe a humanoid target with fool’s gold, convincing it to fight for you for 1 min.
  • Parley: Pacifies the target, who is forced to negotiate instead of fighting for 1 min. Only works on Humanoids, Demons, and Dragonkin. Any damage caused will break the peace. Limit 1 target. lvl 75 Talent
  • Riposte: Gain 100% chance to parry for 10 sec. While active, each time you parry an attack you will riposte the target for 100% Physical damage. Ripostes cannot occur more often than once per 1 sec.
  • Between the Eyes: Finishing move that deals damage with your pistol and stuns the target:
    1 point : [Attack power * 0.35 * 1 * (1.00 * (1 + $versadmg))] damage, 1 sec
    2 points: [Attack power * 0.35 * 2 * (1.00 * (1 + $versadmg))] damage, 2 sec
    3 points: [Attack power * 0.35 * 3 * (1.00 * (1 + $versadmg))] damage, 3 sec
    4 points: [Attack power * 0.35 * 4 * (1.00 * (1 + $versadmg))] damage, 4 sec
    5 points: [Attack power * 0.35 * 5 * (1.00 * (1 + $versadmg))] damage, 5 sec
  • Swordmaster: Sabre Slash has an additional 15% chance to trigger a second instant free Sabre Slash. lvl 15 Talent

Assassination

  • Poisoned Knife: Throw a poison-coated knife, dealing (60% of Attack power) damage and applying your active Lethal and Non-Lethal Poisons. Awards 1 combo point.
  • Thuggee: Each time you deal Bleed damage, you have a 15% chance to reset the cooldown on Garrote, but Garrote’s silence now lasts only 1 sec. lvl 75 Talent
  • Master Poisoner: Increases the damage done by your poisons by 10% and their non-damaging effects by 20%. lvl 15 Talent
  • Paralytic Poison: Coats your weapons with a Non-Lethal Poison that lasts for 1 hour and causes 10% increased duration for your Kidney Shot and Cheap Shot. lvl 75 Talent
  • Numbing Poison: Coats your weapons with a Lethal Poison that lasts for 1 hour. Each strike has a 20% chance of poisoning the enemy, increasing all damage taken from your abilities by 10%, stacking up to 5 times and lasting 12 sec. lvl 90 Talent

General Talents

  • Vigor: Increases your maximum Energy by 50 and your base Energy regeneration by 10%. lvl 45
  • Deeper Strategem: You may now have a maximum of 6 combo points, and your finishing moves now consume up to 6 combo points. lvl 45
  • Alacrity: Your finishing moves have a 20% chance per combo point to grant 1% Haste for 20 sec, stacking up to 25 times. lvl 90
  • Elaborate Planning: Your finishing moves grant 20% increased damage done for 4 sec. lvl 15
  • Blood Sweat (NYI): Each time you deal Bleed damage, the effect has a 30% chance to spread to an additional nearby target. lvl 90

Changes
All Specializations

  • Anticipation: Level 45 talent. When one of your attacks generates a combo point while you already haveIncreases your maximum number of combo points by 3. Finishers still consume a maximum of 5 combo points.you gain an Anticipation charge.
    Performing an offensive finishing move consumes all Anticipation charges and grants you a combo point for each.
  • Burst of Speed: Removed as talent.
  • Cheat Death: Level 60 talent. Fatal attacks instead reduce you to 7% of your maximum health. For 3 sec afterward, you take 85% reduced damage. Cannot trigger more often than once per 90 seconds.2 min.
  • Deadly Throw: Finishing move that deals damage and reduces the target’s movement speed by 70% for 6 sec:
    1 point : [Attack power * 0.178 * 1 * (1.00 * (1 + $versadmg))] damage
    2 points: [Attack power * 0.178 * 2 * (1.00 * (1 + $versadmg))] damage
    3 points: [Attack power * 0.178 * 3 * (1.00 * (1 + $versadmg))] damage
    4 points: [Attack power * 0.178 * 4 * (1.00 * (1 + $versadmg))] damage
    5 points: [Attack power * 0.178 * 5 * (1.00 * (1 + $versadmg))] damage
  • Death from Above:
    Outlaw:
    Finishing move that consumes combo points on the target to empower your weapons with shadow energy and perform a devastating two-part attack.
    You whirl around, dealing up to (166.6% of Attack power) damage to all enemies within 8 yds, then leap into the air and EviscerateRun Through your target on the way back down, with such force that it has a 50% stronger effect.
  • Dirty Tricks: Level 75 Outlaw Talent. Gouge and Blind no longer cost Energy, and no longer break from your Poison and Bleed damage.damage over time.
  • Elusiveness: Level 60 talent. Feint also reduces all damage you take by 30% for 5 sec.
  • Internal Bleeding: Assassination Talent. Your Kidney Shot also causes the target to bleed for 124.2% of Attack power0 damage per combo point over 12 sec.
  • Leeching Poison: Assassination Talent. Coats your weapons with a Non-Lethal Poison that lasts for 1 hour, granting you 10% Leech.
  • Marked for Death: Level 100 Talent. Mark the target, instantly generating 5 combo points. Cooldown reset if the target dies within 1 min.
  • Nerve Strike: Kidney Shot and Cheap Shot also reduce damage dealt by the target by up to 50% and healing done by the target by 10% for 6 sec after their effect fades.
  • Nightstalker: While stealthed, you move 20% faster and your abilities deal 50% more damage.
  • Shadow Focus: Level 30 talent.
  • Shadow Reflection: Summon a shadow of yourself on the target that will watch you and memorize your offensivedamaging ability usage for the next 8 sec. After this time, it will mimic the memorized abilities on its target over the next 8 sec.
  • Shadowstep: Blue tweets have stated this ability has been removed/merged.
  • Shuriken Toss: Subtlety ability, no longer Talent. A ranged attack dealing (120% of Attack power) Physical damage to an enemy target. and having a chance to apply Lethal Poisons. If the enemy is farther than 10 yards away, your autoattacks gain a 30 yard range for 10 sec. Awards 1 combo point.
    Replaces Throw.
  • Subterfuge: Level 30 talent.
  • Venom Rush: Assassination-only Talent. Increases your maximum energy by 15.
    Increases your energy regeneration rate by 5% for every enemy you have poisoned, up to 3.

Assassination

  • Envenom: Finishing move that dealsdrives your poisoned blades in deep, dealing instant Nature damage refreshes the duration of Slice and Dice if it is active, and increasesand increasing your poison application chance by 30%. Damage and duration increased per combo point.
    1 point : [(1.00 * 1.05 * (1 + $versadmg)) * 1 * Attack power * 0.417 + (1)] damage, 2 sec
    2 points: [(1.00 * 1.05 * (1 + $versadmg)) * 1 * Attack power * 0.417 * 2 + (2)] damage, 3 sec
    3 points: [(1.00 * 1.05 * (1 + $versadmg)) * 1 * Attack power * 0.417 * 3 + (3)] damage, 4 sec
    4 points: [(1.00 * 1.05 * (1 + $versadmg)) * 1 * Attack power * 0.417 * 4 + (4)] damage, 5 sec
    5 points: [(1.00 * 1.05 * (1 + $versadmg)) * 1 * Attack power * 0.417 * 5 + (5)] damage, 6 sec
    Replaces Eviscerate.
  • Fan of Knives: No longer Subtlety.
  • Mastery: Potent Poisons: Increases the damage done by your poisons by 28%.
  • Mutilate: Attack with both weapons, dealing 273% Physical damage with the main-hand anda total of (273% + 273%) Physical damage with the off-hand. Awards 2 combo point.
  • Relentless Strikes: No longer Assassination. Your finishing moves have a 20% chance per combo point to restore 25 Energy.You gain an additional 40 Energy when you enter Stealth.
  • Rupture: No longer Subtlety. Finishing move that causestears open the target, dealing bleed damage over time. Lasts longer per combo point:point.

    1 point : [(1 * (1 + $versadmg)) * 1 * 0.0685 * Attack power * 0.5 * 8] over 8 sec
    2 points: [(1 * (1 + $versadmg)) * 2 * 0.0685 * Attack power * 0.5 * 12] over 12 sec
    3 points: [(1 * (1 + $versadmg)) * 3 * 0.0685 * Attack power * 0.5 * 16] over 16 sec
    4 points: [(1 * (1 + $versadmg)) * 4 * 0.0685 * Attack power * 0.5 * 20] over 20 sec
    5 points: [(1 * (1 + $versadmg)) * 5 * 0.0685 * Attack power * 0.5 * 24] over 24 sec
    Assassination
    While you have poisoned your target, this damage deals (40.3% of Attack power) additional Nature damage and grants you 10 Energy. You gain additional Energy if a target dies with Rupture active
  • Seal Fate: When you critically strike with a melee attack that generates combo points, you gain an additional combo point.
  • Vendetta: Marks an enemy for death for 20 sec, increasing the damage your abilities and melee attacks deal to the target by 30%, and making the target visible to you even through concealments such as stealth and invisibility.
  • Venomous Wounds: Each time your Rupture deals damage, your poisons on the target have a 100% chance to deal (40.3% of Attack power) additional Nature damage andYou regain 10 Energy.
    If an enemy dies while afflicted by your Rupture, you regain up to 120 energy, based on remaining duration.
    Energy each time you deal Bleed damage to a poisoned target.

Outlaw