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Warlords of Draenor Alpha - Build 18443

Blizzard je večeras pustio novi Alpha Build 18443, gde je igračima otvorio za test startnu zonu Alijanse - Shadowmoon Valley! Tu su nam dva nova modela, kao i dva nova loading screena i dosta izmena u spellovima stringovima koje možete pročitati u daljem tekstu.
 
Novi Creature Modeli

Genesaur 3D Model Preview Iron Horde Elekk 3D Model Preview

Novi Loading Screen


Item Set Bonusi
Originally Posted by AdriaCraft
Death Knight

Druid

Hunter

Mage
  • Item - Mage T17 Arcane 2P Bonus Increases the damageAfter using Evocation, you gain the Arcane Affinity. Arcane Affinity reduces the cast time and mana cost of Arcane Blast by 10%.for until cancelled.
  • Item - Mage T17 Arcane 4P Bonus Increases the damage bonus of Arcane Power by 10%.When you gain an Arcane Charge, you have a chance to gain the Arcane Instability effect. Arcane Instability increases the number of missiles your next Arcane Missiles will fire by 10.
  • Item - Mage T17 Fire 2P Bonus Reduces the cooldown of Inferno Blast by 2 sec.Casting Inferno Blast grants you the Firestarter effect. Firestarter reduces the cast time of your next fireball by 2,000%.
  • Item - Mage T17 Fire 4P Bonus Increases the damage of Pyroblast by 10%.When Hot Streak activates, you have a 10% chance to gain the Pyromaniac effect. Pyromaniac causes all Pyroblasts to have no cast time and be guaranteed critical strikes for until cancelled.
  • Item - Mage T17 Frost 4P Bonus Increases the damage of Frostbolt by 10%.Frost critical strikes have a chance to strike the target with an Ice Shard, dealing 1 extra damage to the target.

Monk
  • Item - Monk T17 Brewmaster 4P Bonus Guard absorbs 10% more damage.Keg Smash now has 2 additional charge.
  • Item - Monk T17 Mistweaver 2P Bonus Increases the duration of Enveloping Mist by 1 sec.Soothing Mist now chains to 1 extra target, but the healing is reduced by 50% on the second target.
  • Item - Monk T17 Windwalker4P Bonus Increases the extra periodic damage or healing from Blackout Kick by 10%.While Tigereye Brew's damage effect is active, you gain Forceful Winds. Forceful Winds increases multistrike damage by 2% per stack of Tigereye Brew consumed.

Paladin
  • Item - Paladin T17 Holy 2P Bonus Increases the healing of Word of Glory and Light of Dawn by 10%.When you cast Word of Glory, you gain Light's Favor, which lets you cast a free Light of Dawn at 25% effectiveness. When you cast Light of Dawn, you gain Lawful Words, which lets you cast a free Word of Glory at 25% effectiveness.
  • Item - Paladin T17 Retribution 2P Bonus Increases the damage of Crusader Strike by 10%.Judgment has a 101% chance to immediately deal 10% of the total damage of your Censure effect to the target.
  • Item - Paladin T17 Retribution 4P Bonus Using Templar's Verdict or Divine Storm empowershas a 30% chance to empower you with Crusader's Fury. Crusader's Fury increases all damage dealt by 5% for 5 sec.allows the use of Hammer of Wrath regardless of your target's current health.

Priest
  • Item - Priest T17 Holy 2P Bonus Casting a Holy Word spell grants you the Faithful effect. Faithful increases your haste by 10% for 6 sec.Prayer of Mending jumps to 1 additional Ltarget:targets.
  • Item - Priest T17 Shadow 2P Bonus Increases the damage of Mind Blast by 10%.Mind Blast deals an additional 10% of its damage over until cancelled to the target.
  • Item - Priest T17 Shadow 4P Bonus Increases the damage of Devouring Plague by 10%.Each time Devouring Plague deals damage over time, you gain the Mental Instinct effect. Mental Instinct increases your haste by 10%, stacking up to 0 times.

Rogue

Shaman

Warlock
  • Item - Warlock T17 Affliction 2P Bonus Increases the damage of Unstable Affliction by 10%.While channeling Drain Soul on a target afflicted by your Corruption, Unstable Affliction, and Agony, the chance for Nightfall to activate is increased by 5%.
  • Item - Warlock T17 Affliction 4P Bonus Increases the periodic damage bonus of Haunt by 10%.When Nightfall activates, the cooldown of Dark Soul is reduced by 10 sec.
  • Item - Warlock T17 Demonology 4P Bonus Increases the damage of Shadow Bolt and Touch of Chaos by 10%.Shadowbolt has a 50% chance empower your inner demon, temporarily bringing your Metamorphosis form out even while you are not transformed.
  • Item - Warlock T17 Destruction 4P Bonus Increases the damage of Incinerate by 10%.Consuming an ember reduces the cooldown of Dark Soul by 5 sec.

Warrior
  • Item - Warrior T17 Arms 2P Bonus Increases the damage of Mortal Strike by 10%.Slam critical strikes reduce the cooldown of Recklessness by 5 sec.
  • Item - Warrior T17 Arms 4P Bonus Execute deals 10% more damage to targets affected by Colossus Smash.Colossus Smash has a 50% chance to grant you the Deadly Calm effect. Deadly Calm reduces the Rage cost and cooldown of your Mortal Strike by 50% for 10 sec.
  • Item - Warrior T17 Fury 2P Bonus Increases the critical strike chance of Bloodthirst by 10%.Wild Strike critical strikes have a 50% chance to activate Enrage.
  • Item - Warrior T17 Fury 4P Bonus Raging Blow now generates 10 Rage.When you activate Recklessness, you also gain the Rampage effect. Rampage increases your attack speed and critical strike chance by 0% every second Recklessness is active.

Novi Stringovi
Originally Posted by AdriaCraft
  • BAG_SETTINGS_TOOLTIP - Bag Settings
  • CAPACITANCE_FOLLOWER_BONUS_ACTIVE - |cff00ff00Follower bonus active!|r
  • CAPACITANCE_SHIPMENT_COUNT - %d of %d Shipments Available
  • CLICK_BAG_SETTINGS - |cff00ff00|r
  • DIALOG_VOLUME - Dialog
  • DRAENOR_ZONE_ABILITY_TUTORIAL - You've just unlocked your Garrison Zone ability.\n\nYou can drag this to your action bar.
  • FLOATING_COMBAT_PETBATTLE_LABEL - Floating Combat Text for Pet Battles
  • GAMEMENU_BOOST_BUTTON - Character Boost
  • GAMEMENU_NEW_BUTTON - What's New
  • GARRISON_ABILITY_COUNTERS_FORMAT - Counters: %s
  • GARRISON_FOLLOWER_TOOLTIP_XP - %d XP to next level
  • GARRISON_LANDING_COMPLETED - Completed: %d/%d
  • GARRISON_LANDING_NEXT - Next: %s
  • GARRISON_LANDING_RETURN - Return to your garrison
  • GARRISON_LANDING_SHIPMENT_COUNT - %d/%d
  • GARRISON_NO_SELECTED_FOLLOWER - Select a follower from the list
  • OPTION_TOOLTIP_DIALOG_VOLUME - Adjusts the dialog volume.
  • OPTION_TOOLTIP_SHOW_PETBATTLE_COMBAT - Checking this will enable additional combat messages to appear in pet battles.
  • RAID_BUFF_9 - Versatility
  • SCENE_ACTOR_NAME_001 - Liberated Frostwolf Prisoner
  • SCENE_ACTOR_NAME_002 - Liberated Karabor Prisoner
  • SCENE_ACTOR_NAME_003 - Frostwolf Slave
  • SCENE_ACTOR_NAME_004 - Karabor Slave
  • SHOW_PETBATTLE_COMBAT_TEXT - Enable
  • SPEC_FRAME_PRIMARY_STAT - Primary Stat: %s
  • SPELL_FAILED_CUSTOM_ERROR_223 - You need to be in a Shredder to chop this up!
  • SPLASH_BASE_FEATURE1_DESC - Check out the new Toy Box, bag improvements, and reagents bank.
  • SPLASH_BASE_FEATURE1_TITLE - Interface Features
  • SPLASH_BASE_FEATURE2_DESC - List and browse groups for dungeons, raids, PvP, and more.
  • SPLASH_BASE_FEATURE2_TITLE - Premade Group Finder
  • SPLASH_BASE_HEADER - What's New
  • SPLASH_BASE_LABEL - New in Warlords of Draenor Pre-Patch:
  • SPLASH_BASE_RIGHT_DESC - Your character has been upgraded with higher detail and upgraded animations.
  • SPLASH_BASE_RIGHT_TITLE - New Character Models
  • SPLASH_BOOST_FEATURE1_DESC - We gave you a new set of gear and your old gear has been mailed to you.
  • SPLASH_BOOST_FEATURE1_TITLE - Where are my items?
  • SPLASH_BOOST_FEATURE2_DESC - You will earn your abilities while questing in the Blasted Lands.
  • SPLASH_BOOST_FEATURE2_TITLE - Abilities
  • SPLASH_BOOST_HEADER - Character Boost
  • SPLASH_BOOST_LABEL - Tips for your boosted character
  • SPLASH_BOOST_RIGHT_DESC - Head to the Blasted Lands and talk to Watch Commander Relthorn Netherwane.
  • SPLASH_BOOST_RIGHT_TITLE - Where should I go?
  • SPLASH_BOOST2_RIGHT_DESC - Head to the Blasted Lands and talk to [Need NPC].
  • SPLASH_NEW_FEATURE1_DESC - Build and customize your own personal fortress
  • SPLASH_NEW_FEATURE1_TITLE - Garrisons
  • SPLASH_NEW_FEATURE2_DESC - Your character has been upgraded with higher detail and upgraded animations.
  • SPLASH_NEW_FEATURE2_TITLE - New Character Models
  • SPLASH_NEW_HEADER - What's New
  • SPLASH_NEW_LABEL - New in Warlords of Draenor
  • SPLASH_NEW_RIGHT_DESC - Head to the Blasted Lands.\nA new continent awaits.
  • SPLASH_NEW_RIGHT_TITLE - Draenor
  • SPLASH_START_QUEST_NOW - Start Quest Now
  • TRACKER_HEADER_DUNGEON - Dungeon
  • TRACKER_HEADER_PROVINGGROUNDS - Proving Grounds
  • UNITNAME_SUMMON_TITLE25 - %s's Inner Demon

Achievement Izmene
Originally Posted by AdriaCraft
Draenor Dungeon
Dungeons & Raids
  • Auchindoun (New) Defeat Teron'gor in Auchindoun. 10 points.
  • Bloodmaul Slag Mines (New) Defeat Gug'rokk in the the Bloodmaul Slag Mines. 10 points.
  • Bridge Over Troubled Fire (New) Kill 20 Ragefire Whelps in 10 seconds in Upper Blackrock Spire on Heroic difficulty. 10 points.
  • Dragonmaw? More like dragon fall! (New) Kill 5 Emberscale Ironflight before killing Warlord Zaela in Upper Blackrock Spire on Heroic difficulty. 10 points.
  • Grimrail Depot (New) Defeat the final boss in Grimrail Depot. 10 points.
  • Heroic: Auchindoun (New) Defeat Teron'gor in Auchindoun on Heroic difficulty. 10 points.
  • Heroic: Bloodmaul Slag Mines (New) Defeat Gug'rokk in the the Bloodmaul Slag Mines on Heroic difficulty. 10 points.
  • Heroic: Grimrail Depot (New) Defeat the final boss in Grimrail Depot on Heroic difficulty. 10 points.
  • Heroic: Iron Docks (New) Defeat Gorgrom in the Iron Docks on Heroic difficulty. [NYI] 10 points.
  • Heroic: Overgrown Outpost (New) Defeat the final boss in Overgrown Outpost on Heroic difficulty. [NYI] 10 points.
  • Heroic: Shadowmoon Burial Grounds (New) Defeat Ner'zhul in Shadowmoon Burial Grounds on Heroic difficulty. 10 points.
  • Heroic: Spires of Arak Defeat the bosses of Spires of ArakDefeat High Justicar Viryx in Skyreach on Heroic difficulty. 10 points.
  • Heroic: Upper Blackrock Spire (New) Defeat Warlord Zaela in Upper Blackrock Spire on Heroic difficulty. 10 points.
  • I Saw Solis Cause three Piles of Ash to form Solar Flares at the same time during the Rukhran encounter in the Spires of Arak on Heroic difficulty.Skyreach on Heroic difficulty. 10 points.
  • Icky Ichors Defeat Bonemaw on Heroic difficulty after having fed him 25 Corpse Skitterlings. 10 points.in Shadowmoon Burial Grounds on Heroic difficulty. 10 points.
  • Iron Docks (New) Defeat Gorgrom in the Iron Docks. [NYI] 10 points.
  • Is Draenor on Fire? Defeat Gug'rokk without killing any Unstable Slag on Heroic difficulty.10 points.
  • Leeeeeeeeeeeeeroy...? (New) Assist Leeroy Jenkins in recovering his Devout Shoulders in Upper Blackrock Spire on Heroic difficulty. 10 points.
  • Magnets, How Do They Work? (New) Defeat Orebender Gor'ashan without allowing him to cast Thundering Cacophony 5 times in Upper Blackrock Spire on Heroic difficulty. 10 points.
  • Magnify.. Enhance Defeat the Empowered Construct in Spires of ArakSkyreach on Heroic Difficulty. 10 points.
  • No Ticket Defeat the Blackrock Assault Commander after abruptly removing 10 or more enemies from the encounter area in Grimrail Depot on Heroic difficulty. 10 points.
  • Overgrown Outpost (New) Defeat the final boss in Overgrown Outpost. [NYI] 10 points.
  • Ready for Raiding IV Defeat Ranjit in Spires of ArakSkyreach without taking damage from any of the following abilities on Heroic difficulty: 10 points.
  • Shadowmoon Burial Grounds (New) Defeat Ner'zhul in Shadowmoon Burial Grounds. 10 points.
  • Souls of the Lost Defeat Ner'zhul in Heroic difficulty after having slain two of Ner'zhul's chosen Ritual of Bones skeletons within 5 seconds of each other. 10 points.in Shadowmoon Burial Grounds on Heroic difficulty. 10 points.
  • Spires of Arak Defeat the bosses of Spires of Arak on Normal difficulty. 10 points.Defeat High Justicar Viryx in Skyreach. 10 points.
  • This Is Why We Can't Have Nice Things Defeat PauliDefeat Railmaster Rocketspark and Borka the Brute after destroying all 4 chests of Pauli's Priceless Paraphernalia in Grimrail Depot on Heroic difficulty. 10 points.
  • Tunnel Vision Defeat High Justicar Viryx in the Spires of ArakSage Viryx in Skyreach on Heroic difficulty without killing any of the Shield Constructs. 10 points.
  • Upper Blackrock Spire (New) Defeat Warlord Zaela in Upper Blackrock Spire. 10 points.
  • What's Your Sign? Defeat Sadana Bloodfury on Heroic Difficulty while only having the runes that correspond to her active lunar cycle lit. 10 points.in Shadowmoon Burial Grounds on Heroic difficulty. 10 points.

Draenor Raid
Dungeons & Raids
  • A Fungus Among Us Gain 15 stacks of Burning Infusion and then defeat Lord Krakkenspore in Highmaul inBrackenspore in Highmaul on Normal Difficulty or higher. 10 points.
  • Imperator Gameplay Achievement [NYI] Imperator Gameplay Achievement [NYI] 10 points.Empower and defeat a Fortified Replicating Gorian Warmage and then defeat Imperator Mar'gok on Normal Difficulty or higher. 10 points.
  • Imperator's Fall Defeat Imperator Gor'vidusMar'gok atop his citadel in Highmaul. 10 points.
  • Mythic: Lord Krakkenspore Defeat Lord KrakkensporeDefeat Brackenspore in Highmaul on Mythic Difficulty. 10 points.
  • Mythic: Trains [NNF] Defeat the TrainsDefeat Operator Thogar in the Blackrock Foundry on Mythic difficulty. 10 points.

General

Guild
  • Scenario Roundup Complete every scenarioComplete the following scenarios while in a guild group. Reward: Guild Shirts. 10 points.
  • Scenario Roundup Complete every scenarioComplete the following scenarios while in a guild group. Reward: Guild Shirts. 10 points.

Legacy

Spell Izmene
Originally Posted by AdriaCraft
Perks
Druid
  • Empowered Thrash Increases the periodic damagedamage over time of your Thrash by 50%.

Hunter
  • Enhanced Piercing Shots Critical strikes with Multi-Shot now also trigger your Piercing Shots ability.Increases damage done by Chimera Shot by 20%.

Warlock

Companions

Unknown Class
Major Glyphs
  • Telluric Currents Your attunement to natural energies causes your Lightning Bolt spell to restore 1.25% of your maximum mana instead of costing mana. Shaman - Restoration Spec.cost no mana. Shaman - Restoration Spec.

Death Knight
  • Anti-Magic Shell Surrounds the Death Knight in an Anti-Magic Shell, absorbing 75% of damage dealt by harmful spells (up to a maximum of 40% of the Death Knight's healthfor 5 sec, absorbing 75% of all magical damage) and preventing application of harmful magical effects. Damage absorbed generates Runic Power. Lasts 5 sec. Instant. 45 sec cooldown.Instant. 45 sec cooldown.
  • Army of the Dead Summons an entireSummons a legion of Ghouls over 4 sec. The ghoulswho will fight for the Death Knight for 40 sec. The Ghouls will swarmswarming the area, taunting and fighting anything they can . While summoning Ghouls, the Death Knight takes less damage equal to his Dodge plus Parry chance. 1 Blood, 1 Frost, 1 Unholy. 4 sec cast (Channeled). 10 min cooldown.
  • Blood Presence (Blood) You assume the presence of Blood, increasing Stamina by 25%, increasing all damage dealt by 0%, reducing chance to receive a critical strike by 0%, increasingdamage dealt by 0%, and base armor by 55%, and reducing damage taken by 10%. Threat generation is also significantly increased. significantly increased. Only one Presence may be active at a time, and assuming a new Presence willActivating a new Presence will cancel this one and consume any stored Runic Power.
  • Blood Presence (Frost, Unholy) You assume the presence of Blood, increasing Stamina by 25%, increasingand base armor by 55%, and reducing damage taken by 10%. Threat generation is also significantly increased. significantly increased. Only one Presence may be active at a time, and assuming a new Presence willActivating a new Presence will cancel this one and consume any stored Runic Power.
  • Chains of Ice Shackles the target with frozen chains, reducing movement speed by 60% for 8 sec. Also infectsand infecting the target with Frost Fever. 1 Frost. 30 yd range. Instant.
  • Death and Decay Corrupts the ground targeted by the Death Knight, causing [ 6.93% of AP ] Shadow damage every sec to targets that remain in the area for 10 sec[ 69.3% of AP ] Shadow damage over 10 sec to targets within the area. 1 Unholy. 30 yd range. Instant. 30 sec cooldown.
  • Death Coil (Blood, Frost) Fire a blast of unholy energyFires a blast of unholy energy at the target, causing [ 127.2% of AP ] Shadow damage to an enemy target or healing [ 269.9% of AP ] damage on a friendly Undead target.or healing an Undead ally for [ 269.9% of AP ].
  • Death Coil (Unholy) Fire a blast of unholy energyFires a blast of unholy energy at the target, causing [ 152.6% of AP ] Shadow damage to an enemy target or healing [ 269.9% of AP ] damage on a friendly Undead target.or healing an Undead ally for [ 269.9% of AP ].
  • Death Grip Harness the unholyHarnesses 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. 30 yd range. Instant. 25 sec cooldown.
  • Frost Presence (Blood, Unholy) Only one Presence may be active at a time, and assuming a new Presence willActivating a new Presence will cancel this one and consume any stored Runic Power.
  • Frost Presence (Frost) Only one Presence may be active at a time, and assuming a new Presence willActivating a new Presence will cancel this one and consume any stored Runic Power.
  • Horn of Winter The Death Knight blows the Horn of Winter, which increasesincreasing attack power of all party and raid members within 100 yards by 10%. Lasts 60 min. Instant.for 60 min. Instant.
  • On a Pale Horse You become as hard to stop as death itself. The duration of movement-slowing effects used against you is reduced by 30%, and your mounted speed is increased by 20%. This does not stack with other movement speed increasing effects.
  • Path of Frost Your freezing auraActivates a freezing aura for 10 min that creates ice beneath your feet, allowing party or raid members within 50 yards to walk on water for 10 min. WorksUseable while mounted, but being attacked or receiving damagedamaged will cancel the effect. 1 Frost. Instant.
  • Pestilence Deals [ 1 + 66.6% of AP ] Shadow damage to all enemies within 10 yards, and spreads existing Blood Plague and Frost Fever infectionsyour existing diseases from your target to all other enemies hit. 1 Blood. Instant.
  • Strangulate Shadowy tendrils constrict an enemy's throat, silencing them for 5 sec. Non-player victim spellcasting is also interrupted for 3 sec. 1 Blood. 30 yd range. Instant. 60 sec cooldown.
  • Unholy Presence You are infused with unholy fury, increasing haste by 10%, and movement speed by 15%. Only one Presence may be active at a time, and assuming a new Presence willActivating a new Presence will cancel this one and consume any stored Runic Power. Instant.

Blood
  • Bone Shield Surrounds you with a barrier of whirling bones. The shield begins with 6 charges, andwith 6 charges that reduces all damage you take by 20% each damaging attack consumes a charge. While at least 1 charge remains, you take 20% less damage from all sources. Lasts 5 minLasts 5 min or until all charges are consumed. Death Knight - Blood Spec. Instant. 60 sec cooldown.
  • Crimson Scourge Increases the damage dealt by your Pestilence by 50%, and the damage of your diseases by 30%. When you land a melee attack on a target that isYour successful melee attacks on targets infected with your Blood Plague, there is a 10% chance thathave a 10% chance to make your next Pestilence or Death and Decay will consumecost no runes. Death Knight - Blood Spec.
  • Dancing Rune Weapon Summons a second rune weapon that fights on its own for 12 sec, mirroring the Death Knight's attacks. The rune weapon also assists in defense of its mastermirrors its master's attacks and bolsters its master's defenses, granting an additional 20% parry chance while active. Requires Melee Weapon. Death Knight - Blood Spec. 30 yd range. Instant. 1.5 min cooldown.
  • Dark Command Commands the target to attack you, and increases threat that you generate against the target by 200% for 3 sec. Death Knight - Blood Spec. 30 yd range. Instant. 8 sec cooldown.
  • Scent of Blood Your Pestilence now refreshes your diseases on targets it damages. Your Pestilence and Soul Reaper now alsoYour Pestilence and Soul Reaper increase the healing done by your next Death Strike within 20 sec by 20%. This effect stacks up to 5 times. Death Knight - Blood Spec.Additionally, your Pestilence refreshes your diseases on targets it damages. Death Knight - Blood Spec.
  • Vampiric Blood Temporarily grants the Death Knight 15% of maximum health and increases the amount of health received from healing spells and effects by 25% for 10 sec. After the effect expires, the health is lostIncreases maximum health by 15% and increases healing received by 25% for 10 sec. Death Knight - Blood Spec. Instant. 60 sec cooldown.
  • Will of the Necropolis When a damaging attack brings you below 30% of your maximum health, your Rune Tap ability instantly gains a charge and your next Rune Tap is free, and all damage taken is reducedDamage taking you below 30% health will instantly grant a charge of Rune Tap, make your next Rune Tap free, and reduce all damage taken by 25% for 4 sec. This effect cannot occur more than once every 45 sec. Death Knight - Blood Spec.

Frost
  • Killing Machine Your autoattacks have a chance to grant a 100% critical strike bonus toincrease the critical strike chance of your next Obliterate or Frost Strike. Death Knight - Frost Spec.by 100%. Death Knight - Frost Spec.
  • Pillar of Frost Calls upon the power of Frost to increaseThe power of Frost increases the Death Knight's Strength by 20%. Icy crystals hang heavy upon the Death Knight's body, providing immunity against external movementand grants immunity to external movement effects such as knockbacks. Lasts 20 sec. Death Knight - Frost Spec. 1 Frost. Instant. 60 sec cooldown.

Frost & Unholy
  • Unholy Aura Increases the haste of all party and raid members within 100 yards by 5%. and their Versatility by 3%. Death Knight - Frost & Unholy Spec.

Unholy
  • Ebon Plaguebringer Increases the damage your diseases deal by 60% and, causes your Plague Strike to also apply Frost Fever, and causes your Blood Plague to also apply the Physical Vulnerability effect. Physical Vulnerability Weakens the constitution of an enemy target, increasing their physical damage taken by 5% for 30 sec. Death Knight - Unholy Spec.Death Knight - Unholy Spec.
  • Sudden Doom While in Unholy Presence, grants your main-hand autoattacks a chance to make your next Death Coil cost no Runic Power. Death Knight - Unholy Spec.
  • Summon Gargoyle A Gargoyle flies into the area and bombards the target with Plague damage modified by the Death Knight's attack power. Persists for 30 sec. Death Knight - Unholy Spec. 30 yd range. Instant. 3 min cooldown.

Druid
  • Mark of the Wild Increases the friendly target's Strength, Agility, and Intellect by 5%, and Versatility by 3% for 60 min. If target is in your party or raid, all party and raid members will be affected. 5% of Base Mana. 30 yd range. Instant.

Talents
  • Balance of Power You align the power of your so direct damage spells so that they reenergize your periodic damage spells 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 periodic damagedamage over time of your Moonfire and Sunfire by 10%. Druid - LvL 0 Talent.

Balance
  • Astral Showers You call upon greater Lunar and Solar energy in order to empower your Moonfire and Sunfire spells. Increases the initial damage of Moonfire by 100%, and increases the duration of its periodic damage effect by 100%. Increases the initial damage of Sunfire by 100%, and causes its periodic damage effect to beMoonfire's duration is increased by 100%. Sunfire's damage over time effect is now applied to all enemies within 5 yards of the target. Druid - Balance Spec.
  • Celestial Alignment You enter Celestial Alignment, a state where your Balance Energy cycle is paused, and all of your Lunar and Solar spells benefit from your maximum Eclipse bonus. Also increases your damage dealt by 20%, and causes your Moonfire and Sunfire spells to also apply the other's periodic damagedamage over time effect. Lasts 15 sec. Can't be cast in Travel Form, Aquatic Form, Flight Form. Druid - Balance Spec. Instant. 3 min cooldown.
  • Moonkin Form Shapeshift into Moonkin Form, increasing Arcane and Nature damage you deal by 10% and increasing your armor by 100%. Grants 5%0% haste to all party and raid members within 100 yards. The act of shapeshifting frees the caster of movement impairing effects. Can't be cast in Tree of Life Form. Druid - Balance Spec. 9.3% of Base Mana. Instant.
  • Shooting Stars You have a 5% chance when your most recent Moonfire or Sunfire deals periodic damagedamage over time to trigger Shooting Stars. Chance doubled on critical strikes. Shooting Stars restores 1 charge of Starsurge and Starfall. Druid - Balance Spec.

Feral
  • Leader of the Pack While in Bear Form or Cat Form, increases critical strike chance of all party and raid members within 100 yards by 5%. Also causes your melee critical strikes to heal you for 3% of your health. This effect cannot occur more than once every 6 sec. Requires Cat Form, Bear Form. Druid - Feral & Guardian Spec.Spec.
  • Mastery: Razor Claws Increases the damage done by your bleed abilities by 25.04%. Requires Cat Form. Druid - Feral Spec.Druid - Feral Spec.

Hunter
  • Aspect of the Cheetah The Hunter takes on the aspectsaspect of a cheetah, increasing movement speed by 30%. If the Hunter is struck, he will be dazedhit by an attack, his movement will be slowed by 70% for 4 sec. Only one Aspect can be active at a time. Instant.10 sec cooldown.
  • 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%. If you are struck under the effect of this aspect, you will be dazedAnyone hit by an attack while in this aspect will move 70% slower for 4 sec. Only one Aspect can be active at a time. Instant.10 sec cooldown.
  • Beast Lore Gather information about the target beast. The tooltip will display damage, health, armor, any special resistances, and diet. In addition, Beast Lore will revealdiet, abilities whether or not the creature is tameable and what abilities the tamed creature has. 40 yd range. Instant.if it is an exotic beast. 40 yd range. Instant.
  • Camouflage You blend into your surroundings, causing you and your pet to be untargetable by ranged attacks. AlsoYou 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. You can lay trapsTraps can be used while camouflaged, but any damage done by you or your pet will cancel the effect. If cast while in combat, lasts for 6 sec. Otherwise, lasts for 60 secLasts 60 sec, or 6 sec if cast in combat. 20 Focus. Instant. 60 sec cooldown.
  • Counter Shot A shot that interrupts spellcasting, preventing any spell in that school from being cast for 3 sec. Requires Ranged Weapon. 40 yd range. Instant. 24 sec cooldown.
  • Deterrence When activated, causes you to deflect melee attacks, ranged attacks, and spells, and reduces all damage taken by 30%. While Deterrence is active, you cannot attack. Lasts 5 sec. Instant. 5 sec cooldown.You deflect all attacks and take 30% less damage for 5 sec, but you cannot attack. Instant. 5 sec cooldown.
  • Disengage You attempt toYou leap backwards. Unlimited range. Instant. 20 sec cooldown.
  • Distracting Shot Distracts the target to attack you, and increases threat that you generate against the targetfor 6 sec, and increases threat you generate by 200% for 6 sec. Requires Ranged Weapon. 40 yd range. Instant. 8 sec cooldown.
  • Flare Exposes all hidden and invisible enemies within 10 yards of the targeted area for 020 sec. 40 yd range. Instant. 20 sec cooldown.
  • Master's Call Your pet attempts to removeremoves all root and movement impairing effects from itself and its target, and causes your pet and its target to be immunegrants immunity to all such effects for 4 sec. 40 yd range. Instant. 45 sec cooldown.
  • 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 themthe target. 100 yd range. Instant. 30 sec cooldown.
  • Multi-Shot Fires several missiles, hitting your current target and all enemies within 8 yards of that target for 30% of weapon damage. Requires Ranged Weapon. 40 Focus. 40 yd range. Instant.
  • Steady Shot A steady shot that causes 35% weapon damage and. Generates 14 Focus. Useable while moving. Requires Ranged Weapon. 40 yd range. 2 sec cast.
  • Tame Beast Begins tamingTames 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. 30 yd range. 10 sec cast (Channeled).
  • Tranquilizing Shot Attempts to removeRemoves 1 Enrage and 1 Magic effect from an enemy target. Requires Ranged Weapon. 20 Focus. 40 yd range. Instant.

Talents
  • Focusing Shot Beast Mastery, Survival: Carefully line up a shot at the target that deals 100% weapon damage and focuses you, generating 50 Focus. Cannot be cast while moving. Replaces Steady Shot and Cobra Shot. Marksmanship: Carefully line up a shot at the target that deals 100% weapon damage and focuses you, generating 50 Focus. Cannot be cast while moving. Replaces Steady Shot and Cobra Shot. Also triggers Steady Focus. Requires Ranged Weapon. Hunter - LvL 0 Talent. 40 yd range. 3 sec cast.
  • Focusing Shot Beast Mastery, Survival: Carefully line up a shot at the target that deals 100% weapon damage and focuses you, generating 50 Focus. Cannot be cast while moving. Replaces Steady Shot and Cobra Shot. Marksmanship: Carefully line up a shot at the target that deals 100% weapon damage and focuses you, generating 50 Focus. Cannot be cast while moving. Replaces Steady Shot and Cobra Shot. Also triggers Steady Focus. Requires Ranged Weapon. Hunter - LvL 0 Talent. 40 yd range. 3 sec cast.

Beast Mastery
  • Bestial Wrath SendSends you and your pet into a rage, causing 20% additional damage for 10 sec and breaking all effects which cause loss of control of your petfor 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. Hunter - Beast Mastery Spec. 100 yd range. Instant. 60 sec cooldown.
  • Cobra Strikes You have a 15% chance when you hit with Arcane Shot to cause your pet's next 2Your successful Arcane Shots have a 15% chance to grant you 2 charges of Cobra Strikes. Each charge causes 1 of your pet's Basic Attacks to critically hit. This effect can stack up to 6 times. Hunter - Beast Mastery Spec.Max 6 charges. Hunter - Beast Mastery Spec.
  • Focus Fire Consumes your pet's Frenzy stackYour 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% for each Frenzy stackper Frenzy application consumed. Lasts for 20 sec. Hunter - Beast Mastery Spec. Instant.
  • Invigoration When your pet deals damage with a Basic Attack, youYour pet's successful Basic Attacks have a 15% chance to instantly regenerate 20grant you 20 Focus, and your auto-shot critical strikes grant your pet 15 Focus. Hunter - Beast Mastery Spec.
  • Kill Command (Beast Mastery) Give the command to kill, causing your pet to instantly inflict [ 274.1% of RAP ] damage to its target and apply the Hunter's Mark effect. The pet must be within 25 yards of the target to Kill Command.25 yard range.
  • Kill Command (Marksmanship, Survival) Give the command to kill, causing your pet to instantly inflict [ 236.3% of RAP ] damage to its target and apply the Hunter's Mark effect. The pet must be within 25 yards of the target to Kill Command.25 yard range.

Beast Mastery & Marksmanship
  • Kill Shot You attempt to finish the wounded target off, firing a long range attackoff a wounded target dealing 550% weapon damage. Only useable on enemies that havewith 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 instantly reset, but cannot be reset more often than once every 6 secreset. Requires Ranged Weapon. Hunter - Beast Mastery & Marksmanship Spec. 45 yd range. 10 sec cooldown.

Beast Mastery & Survival
  • Cobra Shot Deals 35% weapon damage in the form of Nature damage and Beast Mastery, Marksmanship: Deals 35% weapon damage as Nature and generates 14 Focus. Useable while moving. Survival: Deals 35% weapon damage as Nature increases the duration of your Serpent Sting on the target by 6 sec, and. Generates 14 Focus. Useable while moving. Requires Ranged Weapon. Hunter - Beast Mastery & Survival Spec. 40 yd range. 2 sec cast.

Marksmanship
  • Bombardment Your critical hitsstrikes with Multi-Shot cause your Multi-Shotsubsequent Multi-Shots to cost 20 less Focus and cause 60% additional damage for 5 sec. Hunter - Marksmanship Spec.
  • Careful Aim Increases the critical strike chance of your Steady Shot and Aimed Shot by 75%60% on targets who are above 80% health or while Rapid Fire is active. Hunter - Marksmanship Spec.
  • Chimera Shot An instant shot that causes 190% ranged weapon Nature damage and heals you for 3% of your total health255% ranged weapon Nature damage. Requires Ranged Weapon. Hunter - Marksmanship Spec. 45 Focus. 40 yd range. 9 sec cooldown.
  • Piercing Shots Your critical Aimed, Steady and Chimera Shotsstrikes with Aimed Shot, Steady Shot, and Chimera Shot cause the target to bleed for 30% of the damage dealtan additional 30% of the initial damage over 8 sec. Hunter - Marksmanship Spec.

Survival
  • Black Arrow Fires a Black Arrow at the target, dealing [ 14.19% of AP ] damage over 20 sec. You have a chance when your Black Arrow deals damageBlack Arrow damage has a chance to cause your next two Explosive Shots within 12 sec to cost no Focus and trigger no cooldown. This effect will always happenoccurs at least once per Black Arrow. Requires Ranged Weapon. Hunter - Survival Spec. 35 Focus. 40 yd range. Instant. 30 sec cooldown.
  • Serpent Sting Targets hit by your Multi-Shot and Arcane Shot are also afflicted by Serpent Sting, dealing [ 25.12% of AP ] Nature damage over 15 sec. Hunter - Survival Spec.Serpent Sting grants you 3 Focus each time it deals damage. You can gain Focus this way only once every 3 sec. Hunter - Survival Spec.
  • Trap Mastery Reduces the cooldown of all traps and Black Arrow by 6 sec, and provides additional benefits on each Trap: Ice Trap and Freezing Trap - Increases duration by 30%. Explosive Trap and Black Arrow - Increases periodic damagedamage over time done by 30%. Snake Trap - Increases number of snakes summoned by 4. Hunter - Survival Spec.

Mage
  • Conjure Refreshment Conjures mana food providing the Mage and his allies with something to eat . Conjured Items Conjured items disappear if logged out for more than 15 minutes. 3% of Base Mana. 3 sec cast.
  • Conjure Refreshment Table Conjures a refreshment table. Raid members can click the table to acquire Conjured mana food. The tables lasts for 0table lasts for 3 min or 50 charges. 5% of Base Mana. Instant (Channeled). 60 sec cooldown.
  • Frostfire Bolt Launches a bolt of frostfire at the enemy, causing [ 112.5% of Spell Power ] Frostfire damage and slowing the targettarget's movement by 40% for 8 sec. 4% of Base Mana. 40 yd range. 2.8 sec cast.
  • Ice Block You become encased in a block of ice, protecting you from all physical attacks and spellsattacks 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. 15 Mana. Instant. 5 min cooldown.
  • Mage Bomb Casts a powerful periodic damagedamage over time effect based upon your talent choice. Instant.
  • Slow Fall SlowsSlows a friendly party or raid target's falling speed for 30 sec. 1% of Base Mana. 40 yd range. Instant.

Talents
  • Unstable Magic (Frost) Arcane Blast, Fireball, and Frostbolt have a 50%30%50% chance to explode on impact, dealing an additional 50% damage to the target, and all other enemies within 8 yards.

Arcane
  • Arcane Blast Blasts the target with energy, dealing [ 1 + 72.1% of Spell Power ] Arcane damage. Generatesand generating an Arcane Charge. Arcane Blast's damage is increased by 50% per Arcane Charge, and its mana cost is increased by 150% per Arcane Charge. Mage - Arcane Spec. 1.666667% of Base Mana. 40 yd range. 2.2 sec cast.
  • Arcane Explosion (Arcane) Causes an explosion of arcane magic around the caster, causingdealing [ 41.25% of Spell Power ] Arcane damage to all targets within 10 yards. RefreshesRefreshes the duration of your Arcane Charges and has a 30% chance to generate an Arcane Charge, if at least one target is hit.
  • Arcane Explosion (Fire, Frost) Causes an explosion of arcane magic around the caster, causingdealing [ 41.25% of Spell Power ] Arcane damage to all targets within 10 yards.
  • Presence of Mind When activated, your next Mage spell with a casting time less than 10 sec becomes an instant cast spellCauses your next Mage spell to be instant. Does not apply to Polymorph. This spell is not on the global cooldownPortal, or Teleport spells. Mage - Arcane Spec. Instant. 1.5 min cooldown.
  • Slow ReducesReduces the target's movement speed by 50% for 15 sec. Mage - Arcane Spec. 1% of Base Mana. 35 yd range. Instant.

Fire
  • Combustion Instantly deals [ 150% of Spell Power ] Fire damage and stuns the target for 3 sec. If the target is currently affected by your Ignite, it also burns the target for additional damage equal to 40% of the damage per tick of the Ignite every 1 sec for 10 sec. When cast, resets the cooldown of your Inferno Blast abilityResets the cooldown on Inferno Blast and combusts your Ignite on the target, burning for additional damage over 10 sec equal to 8 seconds of Ignite's current damage over time. Mage - Fire Spec. 10% of Base Mana. 40 yd range. Instant. 45 sec cooldown.
  • Dragon's Breath Targets in a cone in front of the caster take [ 40.95% of Spell Power ] Fire damage and are disoriented for 4 sec. Any direct damaging attack will revive targetsdamage will cancel the effect. Mage - Fire Spec. 4% of Base Mana. Instant. 20 sec cooldown.
  • Inferno Blast Blasts the enemy for [ 101.3% of Spell Power ] Fire damage, and is guaranteed to critical strike. Upon impact, it spreads any Pyroblast, Ignite, and Combustion effects to up to 3 nearby enemy targets within 10 yardsspreads your Fire damage effects on the target to up to 3 enemies within 10 yards. Inferno Blast will always deal a critical strike. Replaces Fire Blast. Mage - Fire Spec. 2% of Base Mana. 40 yd range. Instant. 8 sec cooldown.
  • Mastery: Ignite Your target burns for an additional 12% over 4 sec of the total direct damage caused by your Fireball, Frostfire Bolt, Inferno Blast, Scorch, Pyroblast, and FlamestrikeFlamestrike, and their multistrikes. If this effect is reapplied, any remaining damage will be added to the new Ignite. Mage - Fire Spec.
  • Pyroblast Hurls an immense fiery boulder that causes [ 163% of Spell Power ] Fire damage and an additional [ 29.7% of Spell Power ] Fire damage over 18 sec. Getting two single-target direct-damagenon-periodic Fire critical strikes in a row will make your next Pyroblast instant cast, cost no mana, and deal 25% additional damage. Mage - Fire Spec. 5% of Base Mana. 40 yd range. 3.5 sec cast.
  • Scorch Scorch the enemy for [ 62.78% of Spell Power ] Fire damage. Can be castCastable while moving. Mage - Fire Spec. 2% of Base Mana. 40 yd range. 1.5 sec cast.

Frost
  • Brain Freeze Your Frostbolts have a 10%60% chance to cause the Brain Freeze effect. Each multistrike increases that cast's chance by an additional 45%. The Brain Freeze effect causes your next Frostfire Bolt to cost no mana, deal 0%60% additional damage, and act as if your target were frozen for 15 sec. Mage - Frost Spec.Mage - Frost Spec.
  • Fingers of Frost Your successful Frostbolts, Frostfire Bolts and Frozen Orb hits have a 15% chance, and your Blizzard 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 your target were frozen, and increases Ice Lance damage by 25% for 15 sec. Limit 2 charges. Mage - Frost Spec.
  • Frost Armor Grants a 8% chance for your spells to multistrike, launching up to 2 additional copies of the spell dealing 30% of normal damage. If an enemy strikes the caster, their movement isIncreases multistrike chance by 8% and causes enemies who strike the caster to be slowed by 30% for 5 sec. Mage - Frost Spec.
  • Icy Veins Accelerates your spellcasting, granting 20% haste and reducing the pushback suffered from damaging attacks while casting by 100%preventing spell pushback. Lasts 20 sec. Mage - Frost Spec. Instant. 3 min cooldown.
  • Mastery: Icicles When you damage enemies with Frostbolt and Frostfire Bolt, and their multistrikes, 16% of the damage done is stored as an Icicle with you, for 30 sec. Also increases the damage of your Water Elemental's Waterbolt by 16%. Up to 5 Icicles can be stored at once. Casting Ice Lance causes any Icicles to begin launching at the target. Mage - Frost Spec.
  • Shatter Multiplies the critical strike chance of all your spells against frozen targets by 1.5 plus an additional 50%. Mage - Frost Spec.and adds another 50% chance. Mage - Frost Spec.
  • Summon Water Elemental SummonSummons a Water Elemental to fight for the caster. Casting Frostbolt on your Water Elemental will heal it for [ 225% of Spell Power ]. Mage - Frost Spec. 3% of Base Mana. 1.5 sec cast. 60 sec cooldown.

Major Glyphs
  • Glyph of Icy Veins Your Icy Veins now grants 35%30% multistrike instead of spell haste. Major Glyph.

Monk
  • Crackling Jade Lightning (Mistweaver) Generates 1 Chi each time it deals damage.Grants 1 stack of Mana Tea if channeled for entire duration. damage.
  • Jab 2.4% of Base Mana / 4050 Energy / 40 Energy / 2.4% of Base Mana.
  • Stance of the Fierce Tiger Increases your movement speed by 10% and increases the amount of Chi generated by your Jab and Expel Harm abilities by 1. Increases the energy cost of Jab by 10. Reduces the global cooldown of all of your spells and abilities by 0.5 sec. Stance. Instant.Grants yourself and all allies within 10 yards 10% increased movement speed. You have a 0% chance when you Jab to cause your next Tiger Palm or Blackout Kick to cost no Chi within 15 sec. Your Blackout Kick now also deals an additional 0% damage over 4 sec if behind the target or heals you for 0% 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. Stance. Instant.

Brewmaster
  • Elusive Brew IncreasesConsumes all stacks of Elusive Brew to increase your chance to dodge melee and ranged attacks by 30% for 1 sec per stack of Elusive Brew active, consuming your Elusive Brew chargesYour autoattack critical strikes grant up to 30 stacks of Elusive Brew. Requires Ox Stance. Monk - Brewmaster Spec. Instant. 6 sec cooldown.
  • Stance of the Sturdy Ox Reduces damage taken by 25% , increases Energy regeneration by 10%, reduces the chance to be critically hit by 6%, reduces theand chance to be parried by 3%, increases your Stamina by 20% and allows you to Stagger damageStamina by 20%, and Energy regeneration by 10%, and reduces the Energy cost of Jab by 10. Fortifying Brew also increases your Stagger amount by 20% while active. Tiger Palm no longer costs Chi. After you Blackout Kick, you gain Shuffle, increasing your parry chance by 20% and your Stagger amount by an additional 20% for 6 sec. Also. Reduces the global cooldown of all of your spells and abilities by 0.5 sec, and allows you to Stagger damage. While at or below 35% health, your Expel Harm has no cooldown. Stagger You shrug off physical attacks, causing 80% of the damage to happen instantly and the remaining 20% to be divided over 10 sec. Monk - Brewmaster Spec. Instant.

Brewmaster & Windwalker
  • Touch of Death You exploit the enemy target's weakest point, instantly killing them. Only usable on non-player targets who have less than 10% of their maximum health remaining or less health than your maximum health. Monk - Brewmaster & Windwalker Spec. 3 Chi. Melee range. Instant. 1.5 min cooldown.
  • Touch of Death/Expel Harm Notification Driver Passive. Monk - Brewmaster & Windwalker Spec.
  • Transcendence You split your body and spirit, leaving your spirit behind for 15 min. Use Transcendence: Transfer to swap locations with your spirit. Instant. 45 sec cooldown.Monk - Brewmaster & Windwalker Spec. Instant. 45 sec cooldown.
  • Transcendence: Transfer Your body and spirit swap locations. Monk - Brewmaster & Windwalker Spec. 40 yd range. 0.5 sec cast. 25 sec cooldown.
  • Zen Meditation Reduces all damage taken by 90% and redirects to you up to 5 harmful spells cast against party and raid members within 30 yards. Lastsfor 8 sec. Being the victim of a melee attack will break your meditation, cancelling the effect. Monk - Brewmaster & Windwalker Spec. 8 sec cast (Channeled). 3 min cooldown.

Mistweaver
  • Mana Tea RestoresConsumes 1 stack of Mana Tea per 0.5 sec to restore 4% of your maximum mana per stack of Mana Tea active. Mana Tea must be channeled, lasting 0.5 sec per stack. Cancelling the channel will not waste stacksFor each 4 Chi you spend, you gain 1 stack of Mana Tea, with a chance equal to your critical strike chance to generate 1 extra stack. Monk - Mistweaver Spec. Instant (Channeled).
  • Stance of the Spirited Crane Your attack power is equal to 100% of your spell power, and you no longer benefit from other sources of attack power. Also replaces your Energy resource with Mana. In addition, you also gain Eminence, causing you to heal the lowest health nearby target within 20 yards for 35% of the damage you deal. Monk - Mistweaver Spec. Instant.Each Chi that you consume grants you a stack of Vital Mists, reducing the cast time and mana cost of your next Surging Mist by 20%. Stacks up to 5 times. Lasts 30 sec. Eminence healing from Blackout Kick heals up to 0 targets for 100% of the damage done. Blackout Kick grants you Crane's Zeal, increasing your critical strike chance by 20% for 20 sec. Crackling Jade Lightning channels 0% faster and generates 1 Chi each time it deals damage. Haste effects lower the global cooldown of your spells and abilities. Monk - Mistweaver Spec. Instant.
  • Stance of the Wise Serpent Increases healing done by 20% and replaces your Energy resource with Mana. While in Stance of the Wise Serpent, Crackling Jade Lightning costs no mana and grants 1 stack of Mana Tea if channeled for its entire duration. Monk - Mistweaver Spec. Instant.Your Spinning Crane Kick heals nearby injured allies for 0 every 0.75 sec for 2.2 sec. Haste effects lower the global cooldown of your spells and abilities. Monk - Mistweaver Spec. Instant.

Windwalker
  • Tigereye Brew IncreasesConsumes up to 10 stacks of Tigereye Brew to increase damage and healing done by 6% per stack of Tigereye Brew active, consuming up to 10 Tigereye Brew stacks. Lasts 15 sec. For each 4 Chi you consume through use of abilities and attacks, you gain a charge of Tigereye Brew. Use Tigereye Brew to consume the charges, granting you 6% increased damage and healing for 15 sec. Tigereye Brew can stack up to 20 times, but you can only consume up to 10 stacks at a time for 60% increased damagefor 15 sec. For each 6 Chi you consume, you gain a stack of Tigereye Brew. You can have a maximum of 20 stacks. Monk - Windwalker Spec. Instant. 5 sec cooldown.
  • Windflurry (New) Strong winds whirl around the monk and his allies, granting all nearby party and raid members 5% multistrike chance. Monk - Windwalker Spec.

Paladin
  • Beacon of Light The target becomes a Beacon of Light to all party and raid members within 0 to 60 yards. Only one target can be the Beacon of Light at a time. Beacon of Light Your spellsYour heals on other party or raid members will also heal the Beacon for a percentageof Light target for up to 50% of the amount healed. Your Holy Radiance, Light of Dawn, Light's Hammer, and Holy Prism will heal for 15% of the amount healed. All other heals will heal for 50% of the amount healed. 60 yd range. Instant.Flash of Light and Holy Light on the Beacon of Light target will also generate 1 Holy Power. 60 yd range. Instant.
  • Crusader Strike An instant strike that causes 100% weapon damage plus 0. Requires Melee Weapon. 15% of Base Mana. Melee range. Instant. 4.5 sec cooldown.
  • Flash of Light A quick, expensive heal that heals a friendly target for [ 185.3% of Spell Power ]. 23% of Base Mana. 40 yd range. 1.5 sec cast.
  • Hammer of the Righteous An instant strike that causes 100% weapon damage plus 0. Requires Melee Weapon. Unlimited range. Instant.
  • Hand of Sacrifice (Holy, Protection) Places a Hand on a party or raid member, transferring 30% damage taken to the Paladin. Lasts 12 sec or until the Paladin has transferred 100% of their maximum health. Places a Hand on a party or raid member, transferring 30% damage taken to the Paladin for 12 sec or until the Paladin has transferred 100% of their maximum health.
  • Hand of Sacrifice (Retribution) Places a Hand on a party or raid member, transferring 30% damage taken to the Paladin and removing all harmful Magic effects from the target. Lasts 12 sec or until the Paladin has transferred 100% of their maximum health. Places a Hand on a party or raid member, transferring 30% damage taken to the Paladin and removing all harmful Magic effects from the target for 12 sec or until the Paladin has transferred 100% of their maximum health.
  • Judgment (Holy) A magic attack that unleashes the energy of a Seal to cause [ 1 + 50.21% of Spell Power + 60.3% of AP ] Holy damage.Causes [ 1 + 50.21% of Spell Power + 60.3% of AP ] Holy damage. Requires an active Seal to cast.
  • Judgment (Protection) A magic attack that unleashes the energy of a Seal to cause [ 1 + 50.21% of Spell Power + 60.3% of AP ] Holy damage and generates one charge of Holy Power.Causes [ 1 + 50.21% of Spell Power + 60.3% of AP ] Holy damage and generates 1 Holy Power. Requires an active Seal to cast.
  • Judgment (Retribution) A magic attack that unleashes the energy of a Seal to causeCauses [ 1 + 50.21% of Spell Power + 60.3% of AP ] Holy damage, generate one charge of Holy Power, and apply the Physical Vulnerability debuff to a target. damageand generates 1 Holy Power. Physical Vulnerability Weakens the constitution of an enemy target, increasing their physical damage taken by 5% for 30 sec.Requires an active Seal to cast.

Talents
  • Beacon of Faith Mark a second target as a Beacon, mimicking the effects of Beacon of Light. Beacon of Light The target becomes a Beacon of Light to all party and raid members within 0 to 60 yards. Only one target can be the Beacon of Light at a time. Beacon of Light Your spellsYour heals on other party or raid members will also heal the Beacon for a percentageof Light target for up to 50% of the amount healed. Your Holy Radiance, Light of Dawn, Light's Hammer, and Holy Prism will heal for 15% of the amount healed. All other heals will heal for 50% of the amount healedFlash of Light and Holy Light on the Beacon of Light target will also generate 1 Holy Power. Paladin - LvL 0 Talent. 60 yd range. Instant. 3 sec cooldown.
  • Empowered Seals Your Seals also cause your Judgment to empower you with an additional beneficial effect which persists through changing Seals: Judgment of Justice Increases your movement speed by 20% for 20 sec. Judgment of Insight Heals you for 5%3% of your maximum health every 2 sec for 20 sec. Judgment of Righteousness Increases your attack speed by 30% for 20 sec. Judgment of Truth Increases your attack power by 15% for 20 sec. Paladin - LvL 0 Talent.
  • Hand of Purity Places a Hand on the friendly target, reducing damage taken by 10% and damage from harmful periodicdamage over time effects by an additional 80% (less for some creature attacks) for 6 sec. Players may only have one Hand on them per Paladin at any one time. Paladin - LvL 60 Talent. 7% of Base Mana. 40 yd range. Instant. 30 sec cooldown.

Holy
  • Avenging Wrath Imbues you with wrathful light, increasing healing done by 100%, haste by 20%, critical chance by 20%, and damage done by 20%. Lastsand haste, critical strike chance, and damage by 20% for 20 sec. Paladin - Holy Spec. Instant. 3 min cooldown.
  • Beacon of Light The target becomes a Beacon of Light to all party and raid members within 0 to 60 yards. Only one target can be the Beacon of Light at a time. Beacon of Light Your spellsYour heals on other party or raid members will also heal the Beacon for a percentageof Light target for up to 50% of the amount healed. Your Holy Radiance, Light of Dawn, Light's Hammer, and Holy Prism will heal for 15% of the amount healed. All other heals will heal for 50% of the amount healedFlash of Light and Holy Light on the Beacon of Light target will also generate 1 Holy Power. Paladin - Holy Spec. 60 yd range. Instant. 3 sec cooldown.
  • Daybreak After casting Holy Radiance, your next Holy Shock will also heal other alliesCasting Holy Radiance causes your next Holy Shock to also heal each ally within 10 yards of the target for an amount equal to 75%15% of the original healing done, divided evenly among all targets. Stacks up to 2 times. Paladin - Holy Spec.Can accumulate up to 2 charges. Paladin - Holy Spec.
  • Holy Light A large heal that heals a friendly target for [ 185.3% of Spell Power ;]. Good for periods of heavy damage. Paladin - Holy Spec. 11.5% of Base Mana. 40 yd range. 2.5 sec cast.
  • Holy Radiance Imbues a friendly target with radiant energy, healing that target for [ 151.32% of Spell Power ] and all allies within 10 yards for 50% of that amount. Grants a charge ofhalf that amount. Grants 1 Holy Power. Healing effectiveness diminishes for each player target beyond 6. Paladin - Holy Spec. 44% of Base Mana. 40 yd range. 2.5 sec cast.
  • Holy Shock Blasts the target with Holy energy, causingDeals [ 102% of Spell Power ] Holy damage to an enemy, or [ 122.16% of Spell Power ] healing to an ally, and granting a charge ofgrants 1 Holy Power. Holy Shock has 2.0 timesdouble the normal critical strike chance. Paladin - Holy Spec. 7.1% of Base Mana. 40 yd range. Instant. 6 sec cooldown.
  • Infusion of Light Increases your haste by 10%. Additionally, your Holy Shock critical effectsYour Holy Shock criticals reduce the cast time of your next Holy Light, Divine Light, or Holy Radiance by 1.50 sec. Paladin - Holy Spec.Also increases your haste by 10%. Paladin - Holy Spec.
  • Light of Dawn Consumes up to 3 Holy Power to emanateunleash a wave of healing energy, healing up to 6 of the most6 injured targets in your party or raid within 30 yards for [ 1 + 24.5% of Spell Power ] per charge of Holy Powerup to [ 3 + 73.5% of Spell Power . Paladin - Holy Spec. 1 Holy Power. 1.5 sec cast.
  • Light's Beacon The target becomes a Beacon of Light to all party and raid members within 0 to 60 yards. Only one target can be the Beacon of Light at a time. Beacon of Light Your spellsYour heals on other party or raid members will also heal the Beacon for a percentageof Light target for up to 50% of the amount healed. Your Holy Radiance, Light of Dawn, Light's Hammer, and Holy Prism will heal for 15% of the amount healed. All other heals will heal for 50% of the amount healedFlash of Light and Holy Light on the Beacon of Light target will also generate 1 Holy Power. Paladin - Holy Spec. 60 yd range.

Protection
  • Avenger's Shield Hurls your shield at an enemy target, dealing [ 2 + 237.6% of AP ] Holy damage, silencing and interrupting spellcastinginterrupting and silencing the target for 3 sec, and then jumping to additional nearby enemies. Affects 3 total targets2 additional nearby enemies. Requires Shields. Paladin - Protection Spec. 7% of Base Mana. 30 yd range. Instant. 15 sec cooldown.
  • Grand Crusader When you dodge or parry a melee attack you have a 30% chance of refreshing the cooldown on your next Avenger's Shield and causing it to generate a charge of Holy Power if used within 6 sec. Paladin - Protection Spec.1 Holy Power. Paladin - Protection Spec.

Protection & Retribution
  • Seal of Righteousness Fills you with Holy Light, causing melee attacks to deal 5% weapon damage to all targets within 8 yards. Instant.Paladin - Protection & Retribution Spec. Instant.
  • Seal of TruthPaladin - Protection & Retribution Spec.

Protection, Retribution, Retribution
  • Hammer of the Righteous Hammer the current target for 35% weapon damage, causing a wave of light that hits all other targets within 8 yards for 20% Holy weapon damage. Grants a charge of1 Holy Power. Requires Melee Weapon. Paladin - Protection, Retribution, Retribution Spec. 3% of Base Mana. Melee range. Instant. 4.5 sec cooldown.

Retribution
  • Divine Storm An area attack that consumes 3 charges of Holy Power to causeDeals 50% weapon damage as Holy damage to all enemies within 8 yards. Requires Melee Weapon. Paladin - Retribution Spec. 3 Holy Power. Instant.
  • Exorcism Forcefully attempt to expel the evil from the target with a blast of Holy Light. CausesBlasts the target with Holy Light, causing [ 1 + 117.1% of AP ] Holy damage and generates a charge ofgenerating 1 Holy Power. Your autoattacks have a 20% chance of resetting the cooldown of your Exorcism. Paladin - Retribution Spec. 4% of Base Mana. 30 yd range. Instant. 15 sec cooldown.
  • Mastery: Hand of Light Your Crusader Strike, Hammer of the Righteous, Hammer of Wrath, Templar's Verdict and Divine StormDivine Storm, and their multistrikes deal 14.8% additional damage as Holy damage. Paladin - Retribution Spec.
  • Sanctity Aura (New) You radiate holy energy, granting all nearby party and raid members 3% Versatility. Paladin - Retribution Spec.
  • Sword of Light Increases the damage you deal with two-handed melee weapons by 30%. Your spell power is now equal to 100% of your attack power, and you no longer benefit from other sources of spell power. Grants 6% of your maximum mana every 2 sec. Increases the healing done by Word of Glory by 60% and Flash of Light by 100%, and Word of Glory is now instant. Paladin - Retribution Spec.Paladin - Retribution Spec.
  • Templar's Verdict A powerful weapon strike that consumes 3 charges of Holy Power to dealdeals 185% weapon damage. Requires Melee Weapon. Paladin - Retribution Spec. 3 Holy Power. Melee range. Instant.

Major Glyphs
  • Glyph of Ardent Defender Ardent Defender no longer reduces damage takenttaken, but if its duration expires without being consumed, its cooldown will be reset to 60 sec. Major Glyph.

Priest
  • Devouring Plague Consumes up to 3 Shadow Orbs to deal up to [ 1 + 337.5% of Spell Power ] Shadow damage and then up to an additional [ 1 + 337.5% of Spell Power 100% of the initial;] damage over 6 sec. Heals the caster for up to 15% of maximum health over the duration. Instant.
  • Divine Star Fires a Divine Star in front of you, traveling 24 yds, causing [ 1 + 68.3%45.54% of Spell Power ] Shadow damage to all enemies within 4 yds of its path. After reaching its destination it will return to you, also dealing damage and healing to all targets in its path. 100 yd range. Instant.This spell can be cast while moving. 100 yd range. Instant.
  • Divine Star Fires a Divine Star in front of you, traveling 24 yds, causing [ 1 + 85%56.67% of Spell Power ] healing to all allies within 4 yds of its path. After reaching its destination it will return to you, also dealing damage and healing to all targets in its path. 100 yd range. Instant.This spell can be cast while moving. 100 yd range. Instant.

Talents
  • Divine Insight Periodic damageDamage over time from your Shadow Word: Pain and damage from your Mind Spike has a 5% chance to reset the cooldown on Mind Blast and cause your next Mind Blast within 12 sec to be instant cast and cost no mana. Priest - LvL 75 Talent.
  • Divine Star Fires a Divine Star in front of you, traveling 24 yds, causing [ 1 + 68.3%45.54% of Spell Power ] Shadow damage to all enemies within 4 yds of its path. After reaching its destination it will return to you, also dealing damage and healing to all targets in its path. This spell can be cast while moving. Priest - LvL 90 Talent. 2.5% of Base Mana. 30 yd range. Instant. 15 sec cooldown.
  • Divine Star Fires a Divine Star in front of you, traveling 24 yds, causing [ 1 + 85%56.67% of Spell Power ] healing to all allies within 4 yds of its path. After reaching its destination it will return to you, also dealing damage and healing to all targets in its path. This spell can be cast while moving. Can be cast in Spirit of Redemption. Priest - LvL 90 Talent. 2.5% of Base Mana. 30 yd range. 1.5 sec cast. 15 sec cooldown.
  • Surge of Darkness Periodic damageDamage over time from your Vampiric Touch and Devouring Plague has a 20% chance to grant you Surge of Darkness, causing your next Mind Spike to not consume your damage-over-time effects, become instant cast, cost no mana, and deal 50% additional damage. Limit 3 charges. Priest - LvL 45 Talent.

Shadow
  • Devouring Plague Consumes up to 3 Shadow Orbs to deal up to [ 1 + 337.5% of Spell Power ] Shadow damage and then up to an additional [ 1 + 337.5% of Spell Power 100% of the initial;] damage over 6 sec. Heals the caster for up to 15% of maximum health over the duration. Can be cast in Shadowform. Priest - Shadow Spec. All Shadow Orbs. 40 yd range. Instant.
  • Mind Quickening Increases multistrike chance and hasteIncreases haste and multistrike chance of all party and raid members within 100 yards by 5% Priest - Shadow Spec.
  • Mind Spike Blasts the target for [ 1 + 97.5% of Spell Power ] Shadowfrost damage, but extinguishes your periodic damage effects from the target in the processdamage over time effects on the target. Can be cast in Shadowform. Priest - Shadow Spec. 1% of Base Mana. 40 yd range. 1.5 sec cast.
  • Shadowy Apparitions When you deal critical periodic damagedamage over time with your Shadow Word: Pain, you also create a shadowy version of yourself that floats towards the target and deals [ 45% of Spell Power ] Shadow damage. Priest - Shadow Spec.

Rogue
  • Ambush Ambush the target, causing 250% weapon damage to the target (362% if a dagger is equipped). Must be stealthed and behind the target. Awards 2 combo points. Requires Melee Weapon. Requires Stealth. 60 Energy. Melee range. Instant.
  • Blade Flurry While active, your attacks also strike up to 4 additional nearby opponents for 40% of normal damage, but your Energy regeneration is reduced by 20%. Lasts until canceled. 100 yd range. Instant.
  • Blind Blinds the target, causing it to wander disoriented for up to 60 sec. Any damage caused will remove the effect. Does not break stealthUseable while stealthed. 15 Energy. 15 yd range. Instant. 2 min cooldown.
  • Cheap Shot Stuns the target for 4 sec . Must be stealthed. Awards 2 combo points. Requires Melee Weapon. Requires Stealth. 40 Energy. Melee range. Instant.
  • Cloak of Shadows Instantly removes all existing harmful spell effects, provides a brief moment of immunity against magical damage and harmful effects, and then causes you to resist all spells for 5 sec. Does not remove effects that prevent you from using Cloak of Shadows. Instant. 60 sec cooldown.Provides a moment of magic immunity, instantly removing all harmful spell effects. The cloak lingers, causing you to resist harmful spells for 5 sec. Instant. 60 sec cooldown.
  • Crimson Tempest (Assassination, Combat) Finishing move that consumes combo points on any nearby target to slashslashes at the flesh of all enemies within 8 yards, dealing Physical damage and causing victims to bleed and sufferfor an additional 240% of the initial damage over 12 sec: 1 point : [ 3 + 6% of AP ] damage 2 points: [ 3 + 12% of AP ] damage 3 points: [ 3 + 18.1% of AP ] damage 4 points: [ 3 + 24.1% of AP ] damage 5 points: [ 3 + 30.1% of AP ] damage
  • Crimson Tempest (Subtlety) Finishing move that consumes combo points on any nearby target to slashslashes at the flesh of all enemies within 8 yards, dealing Physical damage and causing victims to bleed and sufferfor an additional 240% of the initial damage over 12 sec: 1 point : [ 3 + 7.5% of AP ] damage 2 points: [ 3 + 14.9% of AP ] damage 3 points: [ 3 + 22.4% of AP ] damage 4 points: [ 3 + 29.9% of AP ] damage 5 points: [ 3 + 37.3% of AP ] damage
  • Crimson Tempest (Assassination, Combat) Finishing move that consumes combo points on any nearby target to slashslashes at the flesh of all enemies within 8 yards, dealing Physical damage and causing victims to bleed and sufferfor an additional 240% of the initial damage over 12 sec: 1 point : [ 3 + 6% of AP ] damage 2 points: [ 3 + 12% of AP ] damage 3 points: [ 3 + 18.1% of AP ] damage 4 points: [ 3 + 24.1% of AP ] damage 5 points: [ 3 + 30.1% of AP ] damage
  • Crimson Tempest (Subtlety) Finishing move that consumes combo points on any nearby target to slashslashes at the flesh of all enemies within 8 yards, dealing Physical damage and causing victims to bleed and sufferfor an additional 240% of the initial damage over 12 sec: 1 point : [ 3 + 7.5% of AP ] damage 2 points: [ 3 + 14.9% of AP ] damage 3 points: [ 3 + 22.4% of AP ] damage 4 points: [ 3 + 29.9% of AP ] damage 5 points: [ 3 + 37.3% of AP ] damage
  • Crippling Poison Coats your weapons with a Non-Lethal Poison that lasts for 60 min. Each strike has a 50% chance of poisoning the enemy, slowing their movement speed by 50% for 12 sec. Requires One-Handed Melee Weapon. 3 sec cast.
  • Distract Throws a distraction, attracting the attention of all nearby monsters for 10 seconds. Does not break stealthUseable while stealthed. 30 Energy. 30 yd range. Instant. 30 sec cooldown.
  • Fleet Footed Your movement speed is increased by 15%. Passive.and you take reduced falling damage. Passive.
  • Garrote Garrote the enemy, silencing them for 3 sec and causing [ 6 + 134.5% of AP ] damage over 18 sec, increased by your attack power. Must be stealthed. Awards 0Awards 1 combo points. Requires Stealth. 45 Energy. Melee range. Instant.
  • Hemorrhage An instant strike that deals 65% weapon damage (94% if a dagger is equipped), causing profuse bleeding that dealsand causes the target to bleed for an additional 100% of the direct strike'sinitial damage over 24 sec. Awards 1 combo points. Replaces Sinister Strike. 30 yd range. Instant.
  • Main Gauche A vicious attack that deals damage equal to 75% of a main-hand attack. 30 yd range. Instant.150% weapon damage with your off-hand. 30 yd range. Instant.
  • Preparation When activated, this ability immediately finishesImmediately resets the cooldown on your Sprint, Vanish, Evasion, and Dismantle abilities. Instant. 5 min cooldown.and Evasion. Instant. 5 min cooldown.
  • Recuperate Finishing move that consumes combo points on any nearby target to restorerestores 5% 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 30 Energy. 100 yd range. Instant.
  • Sap Incapacitates the target for up to 60 sec. Must be stealthedIncapacitates a target not in combat for up to 60 sec. Only works on Humanoids, Beasts, Demons and Dragonkin that are not in combat. Any damage caused will revive the target. Only 1 target may be sapped at a time. Requires Melee Weapon. Requires Stealth. 35 Energy. 10 yd range. Instant.
  • Shiv Strikes an enemy's pressure point with your off-hand weapon, dealing 10% weapon damage, dispelling an Enrage effect from the target, andDeals 10% weapon damage applying a concentrated form of your active Non-Lethal poison. See individual Non-Lethal poison tooltips for details regarding the concentrated effects of eachand dispelling an Enrage effect from the target. See individual Non-Lethal poisons for their concentrated effects. Requires One-Handed Melee Weapon. 20 Energy. Melee range. Instant. 10 sec cooldown.
  • Shroud of Concealment Extend a cloak that wraps party and raid members within 0 yards in shadows, concealing them from sight for up toproviding stealth for 15 sec. Requires Stealth. Instant. 5 min cooldown.
  • Sprint Increases your movement speed by 70% for 8 sec. Does not break stealth. Instant. 60 sec cooldown.Useable while stealthed. Instant. 60 sec cooldown.
  • Stealth Assassination, Combat: Conceals you in the shadows, allowing you to stalk enemies without being seen. Lasts until canceled. Instant. 6 sec cooldown.Subtlety: Conceals you in the shadows, allowing you to stalk enemies without being seen. Attacks from Stealth and for until cancelled after deal 10% more damage. Lasts until canceled. Instant. 6 sec cooldown.
  • Swiftblade's Cunning Increases the haste and multistrike chance of all party and raid members within 100 yards by 5%. Passive.
  • Tricks of the Trade The threat caused by your next damaging attack and all actions taken for 06 sec afterwards will be transferred to the target party or raid member. Transferred threat is not permanent, and will fade after 30 sec. 100 yd range. Instant. 30 sec cooldown.
  • Wound Poison Coats your weapons with a Lethal Poison that lasts for 60 min. Each strike has a 30% chance of poisoning the enemy, which instantly inflicts [ 21.8% of AP ] Nature damage and reduces all healing effects on themreceived for 12 sec. Requires One-Handed Melee Weapon. 3 sec cast.

Assassination
  • Dispatch A vicious strike that exploits the vulnerability of foes with less than 35% health remaining, causing 315% weapon damage to the target. Requires a dagger in the main hand. Awards 1 combo pointsAwards 1 combo points. Your successful Mutilates have a 30% chance to make your next Dispatch free and useable on any target. Replaces Sinister Strike. Requires Daggers. Rogue - Assassination Spec. 30 Energy. Melee range. Instant.
  • Envenom Finishing move that deals instant Nature damage proportional to the number of combo points on the target. Following the Envenom attack, your poison application chance is increased by 15%, for 1 sec plus an additional 1 secrefreshes the duration of Slice and Dice if it is active, and increases your poison application chance by 15%. Damage and duration increased per combo point. 1 point : [ 30.6% of AP + 1 ] damage 2 sec 2 points: [ 61.2% of AP + 2 ] damage, 3 sec 3 points: [ 91.8% of AP + 3 ] damage 4 sec 4 points: [ 122.4% of AP + 4 ] damage 5 sec 5 points: [ 153% of AP + 5 ] damage, 6 sec Replaces Eviscerate. Requires One-Handed Melee Weapon. Rogue - Assassination Spec. 35 Energy. Melee range. Instant.
  • Seal Fate When you critically strike with a melee attack that generates combo points, you gain an additional combo point on your target. Rogue - Assassination Spec.Rogue - Assassination Spec.
  • Vendetta Marks an enemy for death for 20 sec, increasing all damage you deal to the target by 30% and granting you unerring vision of your target, regardless ofmaking the target visible to you even through concealments such as stealth and invisibility . Lasts 20 sec. Rogue - Assassination Spec. 30 yd range. Instant. 2 min cooldown.
  • Venomous Wounds Each time your Rupture or Garrote deals damage to an enemy that you have poisoned, youdeals damage, your poisons on the target have a 75% chance to deal [ 32% of AP ] additional Nature damage and to regain 10 Energy. Garrote will not trigger this effect if the enemy is also afflicted by your Ruptureyou regain 10 Energy. If an enemy dies while afflicted by your Rupture, you regain energy proportional to the remaining Rupture duration. Rogue - Assassination Spec.up to 120 energy, based on remaining duration. Rogue - Assassination Spec.

Assassination & Subtlety
  • Fan of Knives Instantly whirl around, releasing a spray ofSprays knives at all targets within 10 yards, dealing [ 1 + 23.1% of AP ] Physical damage. This attack has a chance ofand applying your active poisons at their normal rate. Awards 1 combo points if it strikes your current combo target. Rogue - Assassination & Subtlety Spec. 35 Energy. Instant.
  • Rupture (Assassination) Finishing move that causes damage over time, increased by your attack power.
  • Rupture (Combat) Finishing move that causes damage over time, increased by your attack power.
  • Rupture (Subtlety) Finishing move that causes damage over time, increased by your attack power.

Combat
  • Adrenaline Rush Increases your Energy regeneration rate by 100% and your attack speed by 20% for 15 sec. While Adrenaline Rush is active, the global cooldown of Sinister Strike, Revealing Strike, Eviscerate, Slice and Dice, and Ruptureon most of your Energy consumers is reduced by 0.2 sec Rogue - Combat Spec. Instant. 3 min cooldown.
  • Bandit's Guile Your training allows you to recognize and take advantage of the natural ebb and flow of combat. Your Sinister Strike increasescausing your Sinister Strike to gradually increase your damage dealt by up to 30%. After reaching this maximum, the effect will fade after 15 sec and the cycle will begin anew. Rogue - Combat Spec.This maximum effect will last for 15 sec before fading and beginning the cycle anew. Rogue - Combat Spec.
  • Blade Flurry While active, your attacks also strike up to 4 additional nearby opponents for 40% of normal damage, but your Energy regeneration is reduced by 20%. Lasts until canceled. Requires One-Handed Melee Weapon. Rogue - Combat Spec. Instant. 10 sec cooldown.
  • Combat Potency Gives your successful off-hand melee attacks and Main Gauche attacksYour successful off-hand attacks have a chance to generate 15 Energy. Slower off-hand weapons have a proportionally higher chance to trigger Combat Potency. Rogue - Combat Spec.weapons have a higher chance. Rogue - Combat Spec.
  • Killing Spree Step through the shadows to ana visible enemy within 10 yards, attacking it every 0.57 times over 3 sec with both weapons for 50% weapon damage until 7 assaults are made, and increasing all damage done by 50% for the duration. Cannot hit invisible or stealthed targets. Blade Flurry Effect: Killing Spree100% weapon damage. While Blade Flurry is active, each Killing Spree attack will teleport to and damage a nearby enemy target every 0.5 sec instead of focusing on your primarydifferent nearby enemy target. Requires Melee Weapon. Rogue - Combat Spec. 10 yd range. Instant. 2 min cooldown.
  • Mastery: Main Gauche Your main-hand attacks have a 16% chance to grant you an attack that deals damage equal to 75% of a main-hand attack. Rogue - Combat Spec.trigger an attack with your off-hand that deals 150% weapon damage. Rogue - Combat Spec.
  • Revealing Strike An instant strike that deals 80% weapon damage and exposes the target's vulnerabilities, increasing the effectivenessDeals 80% weapon damage, increasing the effect of your offensive finishing moves on that target by 35%, and giving your Sinister StrikesStrike a 20% chance to generate an extra combo point, forLasts 24 sec. Awards 1 combo points. Requires Melee Weapon. Rogue - Combat Spec. 40 Energy. Melee range. Instant.

Subtlety
  • Backstab Backstab the target, causing 130% weapon damage. Must not be in front of the target. Requires a dagger in the main hand. Awards 1 combo points. Requires Daggers. Rogue - Subtlety Spec. 35 Energy. Melee range. Instant.
  • Hemorrhage An instant strike that deals 65% weapon damage (94% if a dagger is equipped), causing profuse bleeding that dealsand causes the target to bleed for an additional 100% of the direct strike'sinitial damage over 24 sec. Awards 1 combo points. Replaces Sinister Strike. Requires Melee Weapon. Rogue - Subtlety Spec. 30 Energy. Melee range. Instant.
  • Premeditation When used, adds 2 combo points to your target. You must add to or use those combo points within 18 sec or the combo points are lost. Requires Stealth. Rogue - Subtlety Spec. 30 yd range. Instant. 20 sec cooldown.
  • Shadow Dance Enter the Shadow Dance for 8 sec, allowing the use of abilities that ordinarily require Stealth. The Energy cost of Ambush is reduced by 20 while Shadow Dance is activeand reducing the Energy cost of Ambush by 20. Rogue - Subtlety Spec. Instant. 60 sec cooldown.

Shaman
  • Lightning Bolt (Elemental, Enhancement) Fires a bolt of lightning at the target, dealing [ 1 + 76.27%95.34% of Spell Power ] Nature damage.
  • Lightning Bolt (Restoration) Fires a bolt of lightning at the target, dealing [ 1 + 76.27%95.34% of Spell Power ] Nature damage, and restoring 1.25% of maximum mana
  • Unleash Wind Unleashes the Windfury enchantment upon the Shaman's weapon, increasing the Shaman's attack speed by 0% for the next 6 swings or until 1230 sec have elapsed. Requires Melee Weapon. 100 yd range. Instant.
  • Windstrike Hurl a staggering blast of wind at an enemy, dealing Physical damage equal to 120% weapon damage, bypassing armor, and granting you an additional 25% chance to critically strike that enemy with your Lightning Bolt, Chain Lightning, Lightning Shield, and Earth Shock for 15 sec. Damage is increased by 0% while Lightning Shield is active. Requires Melee Weapon. 9.372% of Base Mana. 30 yd range. Instant. 8 sec cooldown.7.5 sec cooldown.

Talents
  • Unleashed Fury IncreasesEmpowers your Unleash Flame, increasing the enemy target's damage taken from your Lightning Bolt and Lava Burst by 30%by 30%, and from your Lava Burst by 10% for 10 sec. Shaman - LvL 90 Talent. 40 yd range. Instant.

Elemental
  • Lava Surge Your Flame Shock periodic damagedamage over time has a chance to reset the cooldown of your Lava Burst spell and cause your next Lava Burst spell to be instant. Shaman - Elemental Spec.
  • Shamanism Increases the damage of Lightning Bolt by 70%36% and Chain Lightning by 100%, reduces the casting time of Lightning Bolt by 0.5 sec, and removes the cooldown from Chain Lightning. Shaman - Elemental Spec.
  • Unleash Flame (New) Unleashes elemental forces of Flame, increasing the damage dealt by the Shaman's next Fire spell by 40%. Shaman - Elemental Spec. 7.5% of Base Mana. 40 yd range. Instant. 15 sec cooldown.

Elemental & Enhancement
  • Chain Lightning Hurls a lightning bolt at the enemy, dealing [ 1 + 30.66% of Spell Power ] Nature damage and then jumping to additional nearby enemies. Affects 3 total targets. Shaman - Elemental Spec. 30.5%Enhancement Spec. 7.1% of Base Mana. 30 yd range. 2 sec cast. 3 sec cooldown.

Enhancement
  • Fire Nova Ignites your Flame Shock spell on any nearby enemies, causing each of them to emit a wave of flames that deals [ 48.07% of Spell Power ] Fire damage to every other enemy within 10 yards. Shaman - Enhancement Spec. 13.7% of Base Mana. 100 yd range. Instant. 4 sec cooldown.4.5 sec cooldown.
  • Flurry After dealing a melee critical strike, your attack speed increases by 15%, and you gain 50% additional benefit from Haste granted by items. Lasts until 5 melee attacks have occurred. Shaman - Enhancement Spec.Melee haste effects lower the cooldown and global cooldown of your Stormstrike, Lava Lash, Shocks, Unleash Elements, and Fire Nova. Shaman - Enhancement Spec.
  • Lava Lash You charge your off-hand weapon with lava, instantly dealing 260% of that weapon's damage to an enemy target and spreading your Flame Shock from the target to up to 4 enemies within 12 yards. Requires Melee Weapon. Shaman - Enhancement Spec. 4% of Base Mana. Melee range. Instant. 10 sec cooldown.10.5 sec cooldown.
  • Magma Totem Summons a Fire Totem with 5 health at the feet of the caster for 60 sec that causes [ 4.25%[ 8.5% of Spell Power ] Fire damage to creatures within 8 yards every 2 seconds. Shaman - Enhancement Spec. 21.1% of Base Mana. Instant.
  • Stormstrike Instantly strike an enemy with both weapons, dealing 160% weapon damage and granting you an additional 25% chance to critically strike that enemy with your Nature damage spells for 15 sec. Requires Melee Weapon. Shaman - Enhancement Spec. 9.4% of Base Mana. Melee range. Instant. 8 sec cooldown.7.5 sec cooldown.
  • Unleash Elements Unleashes elemental forces of Flame and Wind, increasing the damage done by the Shaman's next Fire spell by 40%, and increasing the Shaman's attack speed by 60% for the next 6 swings or until 12 sec have elapsed. Shaman - Enhancement Spec. 7.5% of Base Mana. 40 yd range. Instant. 15 sec cooldown.

Restoration
  • Water Shield (New) The caster is surrounded by globes of water, granting 0 mana per 5 sec. When a melee attack hits the caster, the caster regains 0 mana. This effect can only occur once every few seconds. Lasts 60 min. Only one of your Elemental Shields can be active on you at once. Replaces Lightning Shield. Shaman - Restoration Spec. Instant.

Warlock
  • Blood Pact (New) A demonic pact that increases the Stamina of all nearby party and raid members by 10%.
  • Dark Intent Infuses all party and raid members with shadow, increasing their spell power by 10% and Stamina by 10%multistrike chance by 5% for 60 min. If the target is in your party or raid, all party and raid members will be affected. 1% of Base Mana. 30 yd range. Instant.

Talents
  • Cataclysm Affliction: Conjures a cataclysm at the target location, dealing [ 375% of Spell Power ] Shadowflame damage to all enemies within 0 yards, and applying Agony, Demonology: Conjures a cataclysm at the target location, dealing [ 375% of Spell Power ] Shadowflame damage to all enemies within 0 yards, and applying Corruption. Destruction: Conjures a cataclysm at the target location, dealing [ 375% of Spell Power ] Shadowflame damage to all enemies within 0 yards, and applying Immolate. Warlock - LvL 0 Talent. 40 yd range. 3 sec cast. 60 sec cooldown.
  • Soulburn: Haunt Grants the Soulburn empowerment to your Haunt spell. Your Haunt spell also grants you 15% increased periodic damageincreases the damage of your damage over time effects by 15% for 30 sec. Warlock - LvL 0 Talent.

Affliction
  • Drain Soul Drains the soul of the target, causing [ 1 + 15% of Spell Power ] Shadow damage every 1 sec for 4 sec. If the target dies and yields experience or honor, one Soul Shard is energized. Every 1 sec, when Drain Soul deals damage, it causes all of your other periodic Warlock damageWarlock damage over time effects to instantly deal 40% of their normal periodic damagedamage over time. Warlock - Affliction Spec. 1.5% of Base Mana, plus 1.5% per sec. 40 yd range. 4 sec cast (Channeled).
  • Haunt You send a ghostly soul into the target, dealing [ 295.5% of Spell Power ] Shadow damage and increasing all periodic damagedamage over time done by your spells on the target by 35% for 8 sec. Warlock - Affliction Spec. 1 Soul Shard. 40 yd range. 1.5 sec cast.

Warrior
  • Battle Shout Increases the attack power of all raid and party members within 100 yards by 10%. Lasts 60 min. Instant.for 60 min. Targets may only have one Shout active on them per Warrior. Instant.
  • Battle Stance Arms: An aggressive combat stance that generates increased Rage from melee autoattacks. Fury, Protection: An aggressive combat stance that generates Rage from melee autoattacks. Instant. 1.5 sec cooldown.
  • Commanding Shout Increases the Stamina of all party and raid members within 100 yards by 10%. Lasts 60 min. Instant.for 60 min. Targets may only have one Shout active on them per Warrior. Instant.
  • Deep Wounds Your Mortal Strike, Bloodthirst, and DevastateDevastate, and Thunder Clap cause the target to bleed for [ 5 + 60% of AP ] Physical damage over 15 sec. This effect is cancelled if the target reaches full health. 100 yd range. Instant.
  • Hamstring Your Mortal Strike, Bloodthirst, Raging Blow, and Revenge abilities also reduce the target'sMaims the enemy for 20% weapon damage, reducing movement speed by 50% for 15 sec.Requires Melee Weapon. Requires Battle Stance. 10 Rage. Melee range. Instant.
  • Headlong Rush Arms: Haste reduces your global cooldown, and the cooldown of Mortal Strike, Bloodthirstand Thunder Clap. Fury: Haste reduces your global cooldown, and the cooldown of Bloodthirst. Protection: Haste reduces your global cooldown, and the cooldown of, Shield Slam, and Thunder Clap.
  • Heroic Leap (Arms) Leap through the air towardstoward a targeted location, slamming down with destructive force to deal [ 1 + 62.4% of AP ] Physical damage to all enemies within 8 yards.
  • Heroic Leap (Fury, Protection) Leap through the air towardstoward a targeted location, slamming down with destructive force to deal [ 1 + 52% of AP ] Physical damage to all enemies within 8 yards.
  • Heroic Leap (Arms) Leap through the air towardstoward a targeted location, slamming down with destructive force to deal [ 1 + 62.4% of AP ] Physical damage to all enemies within 8 yards.
  • Heroic Leap (Fury, Protection) Leap through the air towardstoward a targeted location, slamming down with destructive force to deal [ 1 + 52% of AP ] Physical damage to all enemies within 8 yards.
  • Heroic Strike An attack that instantly deals 75% weapon damage (105% if a one-handed weapon is equipped ). Use when you have more Rage than you can spend. This ability is not on the global cooldown. Requires Melee Weapon. 30 Rage. Melee range. Instant. 1.5 sec cooldown.
  • Intervene Run at high speed towardstoward an ally, intercepting the next melee or ranged attack within 10 sec while the target remains within 10 yards. 25 yd range. Instant. 30 sec cooldown.
  • Mocking Banner Throw down a war banner within 30 yards that forces all enemies within 15 yards of the banner to focus attacks on the Warrior for 6 sec. Lasts 30 sec. You can Intervene to your war banner. Requires Defensive Stance. 30 yd range. Instant. 3 min cooldown.
  • Spell Reflection Raise your shield, reflecting the next spell cast on you. Lasts 5 sec. Instant. 25 sec cooldown.Requires Defensive Stance. Instant. 25 sec cooldown.
  • Taunt Taunts the target to attack you, and increases threat that you generate against the target by 200% for 3 sec. Requires Defensive Stance. 30 yd range. Instant. 8 sec cooldown.
  • Victory RushRequires Battle Stance.
  • Whirlwind Off-Hand Arms , Protection: In a whirlwind of steel you attack all enemies within 8 yards, causing 45%90% weapon damage to each enemy. Fury: In a whirlwind of steel you attack all enemies within 8 yards with both weapons, causing 45% weapon damage to each enemy. Protection: In a whirlwind of steel you attack all enemies within 8 yards, causing 45% weapon damage to each enemy. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Fist Weapons, Daggers. Instant.

Talents
  • Enraged Regeneration Instantly heals you for 5%10% of your total health, and an additional 10%20% over 5 sec. Can be used while stunned . Effects are doubled if used while Enraged. Warrior - LvL 30 Talent. Instant. 60 sec cooldown.
  • Mass Spell Reflection Reflects the next spell cast on you and on all party and raid members within 20 yards for 5 sec. Replaces Spell Reflection. Requires Defensive Stance. Warrior - LvL 75 Talent. Instant. 30 sec cooldown.
  • Safeguard Run at high speed towards a party or raid member, removing all movement-impairing effects upon you, intercepting the next melee or ranged attack made against them and reducing their damage taken by 20% for 6 sec. Replaces Intervene. Requires Defensive Stance. Warrior - LvL 75 Talent. 25 yd range. Instant. 30 sec cooldown.
  • Vigilance Focus your protective gaze on a party or raid member, reducing their damage taken by 30% for 12 sec. During the duration of Vigilance, your Taunt has no cooldown. Requires Defensive Stance. Warrior - LvL 75 Talent. 40 yd range. Instant. 2 min cooldown.

Arms
  • Colossus Smash (New) Smashes a target for 400% weapon damage and weakens their defenses, allowing your attacks to bypass all of their armor for 6 sec. Bypasses less armor on players. Requires Melee Weapon. Warrior - Arms Spec. 10 Rage. Melee range. Instant. 20 sec cooldown.
  • Execute Attempt to finish off a foe, causing 220% weapon damage to the target200% weapon damage to the target, and consuming up to 40 additional Rage to deal up to 400% additional weapon damage. Only usable on enemies that have less than 20% health. Requires Melee Weapon. Warrior - Arms Spec. 60 Rage. Melee range. Instant.20 Rage. Melee range. Instant.
  • Mastery: Weapons Master Increases the damage of your Colossus Smash, SlamMortal Strike, Colossus Smash, and Execute abilities by 20%. Warrior - Arms Spec.
  • Mortal Strike A vicious strike that generates 10 Rage, deals 180%deals 400% weapon damage, and causes Mortal Wounds on the target. Mortal Wounds Grievously wounds the target, reducing the effectiveness of any healing received for 10 sec. Requires Melee Weapon. Warrior - Arms Spec. 30 Rage. Melee range. Instant. 6 sec cooldown.
  • Sweeping Strikes Your melee attacks strike an additional nearby opponent for 50% damage. Lasts 10 sec. Requires Battle Stance. Warrior - Arms Spec. 30 Rage. Instant. 10 sec cooldown.

Arms & Fury
  • Inspiring Presence (New) You inspire all nearby party and raid members, granting 3% Versatility. Warrior - Arms & Fury Spec.
  • Rallying Cry Temporarily grants you and all party or raid members within 30 yards 15% ofincrease to maximum health for 10 sec. After thethis effect expires, the health is lost. Requires Defensive Stance. Warrior - Arms & Fury Spec. Instant. 3 min cooldown.
  • Recklessness Grants your special attacks an additional 15% chance to critically hitstrike, and increases critical strike damage by 10%. Lasts 10 sec. Warrior - Arms & Fury Spec. Instant. 3 min cooldown.
  • Whirlwind Arms , Protection: In a whirlwind of steel you attack all enemies within 8 yards, causing 45%90% weapon damage to each enemy. Fury: In a whirlwind of steel you attack all enemies within 8 yards with both weapons, causing 45% weapon damage to each enemy. Requires Melee Weapon. WarriorProtection: In a whirlwind of steel you attack all enemies within 8 yards, causing 45% weapon damage to each enemy. Requires Melee Weapon. Requires Battle Stance. Warrior - Arms - Fury Spec. 30 Rage. Instant.

Arms & Protection
  • Thunder Clap (Arms) BlastsBlasts all enemies within 8 yards for [ 57.2% of AP ] damage.[ 123.5% of AP ] damage and reduces their movement speed by 50% for 6 sec.
  • Thunder Clap (Fury, Protection) BlastsBlasts all enemies within 8 yards for [ 47.7% of AP ] damage.[ 102.89% of AP ] damage and reduces their movement speed by 50% for 6 sec.
  • Thunder ClapRequires Defensive Stance. 1030 Rage.

Fury
  • Bloodthirst Instantly attack the target, generating 10 Rage, dealing 60% weapon damage with your main hand weaponfor 60% main hand weapon damage, generating 10 Rage, and restoring 1% of your health. Bloodthirst has an additional 30% chance to be a critical strike. Requires Melee Weapon. Warrior - Fury Spec. Melee range. Instant. 4.5 sec cooldown.
  • Colossus Smash Smashes a target for 140% weapon damage and weakens their defenses, allowing your attacks to bypass all of their armor for 6 sec. Bypasses less armor on players. Causes the Physical Vulnerability effect on the target. Physical Vulnerability Weakens the constitution of an enemy target, increasing their physical damage taken by 5% for 30 sec. Requires Melee Weapon. Warrior - ArmsRequires Melee Weapon. Warrior & Fury Spec. Melee range. Instant. 20 sec cooldown.
  • Crazed Berserker You are a master of dual-wield combat, and can equip one-hand and off-hand weapons in your off-hand. Increases your off-hand damage by 25% and causes your Execute ability to hit with both weapons. Warrior - Fury Spec.able to equip one-handed and two-handed weapons in both hands. You deal 20% additional damage when wielding only one-handed weapons. Your off-hand weapon damage is increased by 25% with two-handed weapons and by 50% with one-handed weapons. Warrior - Fury Spec.
  • Raging Blow A mighty blow that deals 115% weapon damage fromwith both melee weapons. Becoming Enraged enables one usecharge of Raging Blow. Limit 2 charges. Requires Melee Weapon. Warrior - Fury Spec. 10 Rage. Melee range. Instant.
  • Wild Strike A quick strike with your off-hand weapon that deals 150% weapon damage plus 2 and causes Mortal Wounds on the target. Unuseable without charges. Bloodthirst has a 20% chance of granting 3 charges. Mortal Wounds Grievously wounds the target, reducing the effectiveness of any healing received for 10 sec. Requires Melee Weapon. Warrior - Fury Spec. 30 Rage. Melee range. Instant.Melee range. Instant.

Fury & Protection
  • Enrage Arms: Mortal Strike and Colossus SmashProtection: Shield Slam and Devasate critical strikes, and critical blocks Enrage you, generating 10 Rage and increasing damage done by 10% for 6 sec. Fury: Bloodthirst and Colossus Smash critical strikes, and critical blocks Enrage you, generating 10 Rage and increasing damage done by 10% for 6 sec. Protection: Shield Slam and Devastate critical strikesactivating Berserker Rage, and critical blocks Enrage you, generating 10 Rage and increasing damage done by 10% for 6 sec.Warrior - Fury & Protection Spec.
  • ExecuteWarrior - Fury & Protection Spec.

Protection
  • Blood Craze Your multistrikes from auto attacks trigger a Blood Craze. Blood Craze regenerates 0%3% of your health over 3 sec. When this effect is refreshed, the remaining portion is added to the new effect. Warrior - Protection Spec.
  • Deep Wounds Your Mortal Strike, Bloodthirst, and Devastate Arms: Your Mortal Strike and Thunder Clap cause the target to bleed for [ 5 + 60% of AP ] Physical damage over 15 sec. This effect is cancelled if the target reaches full health.Fury: Your Bloodthirst causes the target to bleed for [ 5 + 60% of AP ] Physical damage over 15 sec. This effect is cancelled if the target reaches full health. Protection: Your Devastate and Thunder Clap cause the target to bleed for [ 5 + 60% of AP ] Physical damage over 15 sec. This effect is cancelled if the target reaches full health. Warrior - Protection Spec.
  • Revenge Instantly attack an enemy and two additional enemies fordealing [ 1 + 185% of AP ] damage. A successful dodge or parry willto each, and generating 20 Rage. Your successful dodges and parries reset the cooldown on Revenge. Generates 20 Rage in Defensive Stance. Requires Melee WeaponRequires Melee Weapon. Requires Defensive Stance. Warrior - Protection Spec. Melee range. Instant. 9 sec cooldown.
  • Shield Barrier Raise your shield, absorbing [ 250% of AP ] damage for the next 6 sec. Consumes up to 6040 additional Rage to increase the amount absorbed . Absorption amount increases with attack power. Requires Shields. Warrior - Protection Spec. 20 Rage. Instant. 1.5 sec cooldown.
  • Shield Slam Slam the target with your shield, causing [ AP * (gte(Level, 85) * (3.08) + (gte(Level, 80)) * (0.4) + 0.35) + 1 ] to [ AP * (gte(Level, 85) * (3.08) + (gte(Level, 80)) * (0.4) + 0.35) + 1 ] damage. Generates 20 Rage in Defensive Stance. Requires Shieldsdamage and generating 20 Rage. Requires Shields. Requires Defensive Stance. Warrior - Protection Spec. Melee range. Instant. 6 sec cooldown.

Professions
Alchemy
  • Greater Draenor Armor Flask Alchemy. 1.5 sec cast. Reagents: Metamorphic Crystal, Alchemical Catalyst, Draenor Armor Flask, Embodiment of Stamina (PH).Permafrost Shard.
  • Greater Draenor Critical Strike Flask Alchemy. 1.5 sec cast. Reagents: Metamorphic Crystal, Alchemical Catalyst, Draenor Critical Strike Flask, Embodiment of Critical Strike (PH).Boiling Blood.
  • Greater Draenor Haste Flask Alchemy. 1.5 sec cast. Reagents: Metamorphic Crystal, Alchemical Catalyst, Draenor Haste Flask, Embodiment of Haste (PH).Shadow Dew.
  • Greater Draenor Mastery Flask Alchemy. 1.5 sec cast. Reagents: Metamorphic Crystal, Alchemical Catalyst, Draenor Mastery Flask, Embodiment of Mastery (PH).Brightwater Lily.
  • Greater Draenor Multi-Strike Flask Alchemy. 1.5 sec cast. Reagents: Metamorphic Crystal, Alchemical Catalyst, Draenor Multi-Strike Flask, Embodiment of Multi-Strike (PH).Twin-Yolked Egg.
  • Greater Draenor Spirit Flask Alchemy. 1.5 sec cast. Reagents: Metamorphic Crystal, Alchemical Catalyst, Draenor Spirit Flask, Embodiment of Spirit (PH).Ancient Moonwillow Leaf.
  • Greater Draenor Stamina Flask Alchemy. 1.5 sec cast. Reagents: Metamorphic Crystal, Alchemical Catalyst, Draenor Stamina Flask, Embodiment of Armor (PH).Wailing Bone.

Enchanting
  • Breath of Versatility (New) Permanently enchant a ring to increase versatility by 27,188. Enchanting. 1.5 sec cast. Reagents: Draenic Dust (20). Tools: Runed Copper Rod.

Inscription
  • Card of Omens (New) Inscription. 3.5 sec cast. Reagents: Light Parchment (20), War Paints (7), Sorcerous Earth (4). Tools: Virtuoso Inking Set.
  • Crystalfire Spellstaff (New) Inscription. 5 sec cast. Reagents: Simple Wood, War Paints (53), Sorcerous Fire (32), Sorcerous Air (17). Tools: Virtuoso Inking Set.
  • Darkmoon Card of Draenor Inscription. 3 sec cast. Reagents: Ink of the Clans (14), War Paints (11). Tools: Virtuoso Inking Set.Light Parchment, War Paints (11), Sorcerous Air (3). Tools: Virtuoso Inking Set.
  • Etched-Blade Warstaff (New) Inscription. 5 sec cast. Reagents: Simple Wood, War Paints (22). Tools: Virtuoso Inking Set.
  • Glorious Etched Crystal (New) Inscription. 5 sec cast. Reagents: War Paints (33). Tools: Virtuoso Inking Set.
  • Mystical Etched Crystal (New) Inscription. 5 sec cast. Reagents: War Paints (27). Tools: Virtuoso Inking Set.
  • Shadowtome (New) Inscription. 5 sec cast. Reagents: Light Parchment (40), War Paints (22). Tools: Virtuoso Inking Set.
  • Volatile Etched Crystal (New) Inscription. 3.5 sec cast. Reagents: War Paints (5). Tools: Virtuoso Inking Set.

Ostale Izmene
Originally Posted by AdriaCraft
CurrencyType
  • CurrencyType #980 - Dingy Iron Coins

Faction
  • Faction #1679 - Operation: Aardvark
  • Faction #1681 - Vol'jin's Spear
  • Faction #1682 - Wrynn's Vanguard

Game Text
  • Game Text #83431 - Free at last! Join me in the ogre mound when you are done, and we shall slay the ogre chieftain together.
  • Game Text #84463 - We've learned much from K'ure. (We're writing a book.)
  • Game Text #84464 - You�ve given your sanity for this power, Cho'gall. It will consume you.
  • Game Text #84465 - Run away, old man. (Soon Highmaul will burn. Then, the world!)
  • Game Text #84576 - Those Iron cowards were using us as conduits to power their portal. They will regret that.
  • Game Text #84577 - The Shadow Council thanks you.
  • Game Text #84580 - Seek out Gul'dan if you truly wish to stop the Iron Horde.
  • Game Text #84658 - I admit, even in Socrethar's madness, there was a hint of truth.
  • Game Text #84659 - He questioned our complacency. Perhaps we have been too content, too SAFE, hiding here on Draenor.
  • Game Text #84660 - A call is coming, hero. I feel it, large and looming, just beyond the horizon. When the time comes, the draenei must answer.
  • Game Text #84662 -
  • Game Text #84663 -
  • Game Text #84665 -
  • Game Text #84866 - Our only course of action is to retreat. Everyone, with me!
  • Game Text #85014 - Operations in Tanaan go well, sir. The Citadel is almost complete.
  • Game Text #85015 - I am keeping a close eye on the Highmaul ogres, Warchief. So far, they remain... obedient.
  • Game Text #85016 - What of you, Blackhand?
  • Game Text #85017 - Alliance and Horde forces strike at the Foundry, but they are nothing I cannot handle.
  • Game Text #85018 - BAH! Again, Blackhand? All I hear are excuses.
  • Game Text #85019 - Azuka!
  • Game Text #85020 -
  • Game Text #85021 - Can I trust you to take care of these other-worlders? Or do you lack the bloodlust of your forefathers?
  • Game Text #85022 -
  • Game Text #85023 - I'll slice off your tongue for that!
  • Game Text #85024 - Ahahaha... bold words from my newest Warlord. I see you carry the Demon Blade of your forefathers.
  • Game Text #85025 -
  • Game Text #85026 - I will have you bathe it in the blood of our enemies. Scour them from this world! Only then, shall your worth be known.
  • Game Text #85027 - You all have your orders. Come. I ride for Tanaan.
  • Game Text #85028 -
  • Game Text #85041 - Hang tight, $Gsir:my lady;. I'm here to help you.
  • Game Text #85049 - Don't worry about me. I know my way around here.
  • Game Text #85050 - I'll poke around here. See if you can find anything elsewhere in the camp.
  • Game Text #85052 - What do you know about Grommash Hellscream's plans?
  • Game Text #85058 - Grommash Hellscream met with his Warlords - Blackhand, Kargath Bladefist, Kilrogg Deadeye, and Azuka Bladefury. I'd watch out for Azuka... it seems she is charged with destroying the Alliance forces here on Draenor.
  • Game Text #85060 -
  • Game Text #85061 -
  • Game Text #85062 -
  • Game Text #85098 -
  • Game Text #85099 -
  • Game Text #85109 - Hmmm, if dis all be true, den da Iron Horde be more dangerous den we imagined.
  • Game Text #85110 - I underestimated Hellscream. I send my shadow huntas at once. Tank you, commanda. I will report ta ya when I know more.
  • Game Text #85111 - If this intel is true, then the Iron Horde's network is larger than we imagined.
  • Game Text #85112 - I've underestimated Grommash. I must send out agents at once. Commander, I will inform you as soon as I know more.

GameTip
  • GameTip #626 - |cffffd100Tip:|r Look for the Toybox inside your Collections menu. All your cosmetic items and toys are automatically stored there.
  • GameTip #627 - |cffffd100Tip:|r Draenor Perks are class enhancements that unlock in random order as you level through Warlords of Draenor.
  • GameTip #628 - |cffffd100Tip:|r Professions buildings let you craft items from all tradeskills, not just those your character has learned.
  • GameTip #629 - |cffffd100Tip:|r Your Garrison serves as your base of operations in Draenor. Upgrade it and recruit an army of followers to defeat Garrosh and the Iron Horde.

GarrSpecialization
  • GarrSpecialization #41 - Buying in Bulk - Reduces cost of purchasing buildings and changing specializations.

Scenario
  • Scenario #661 - The Wicked Grotto
  • Scenario #662 - Foulspore Caverns
  • Scenario #663 - Earth Song Falls
  • Scenario #664 - Maraudon
  • Scenario #665 - Warpwood Quarter
  • Scenario #666 - Capital Gardens
  • Scenario #667 - Gordok Commons
  • Scenario #668 - Dire Maul
  • Scenario #669 - Detention Block
  • Scenario #670 - Upper City
  • Scenario #671 - Blackrock Depths
  • Scenario #673 - Debug Invasion
  • Scenario #674 - The Stonecore
  • Scenario #675 - The Stonecore

Taxi
  • Taxi #1487 - Bloodblade Redoubt, Spires of Arak
  • Taxi #1488 - Quest Path 4333: Shadowmoon Valley 6.0:JP3 - Darktide Roost - Taxi Path to Darktide Roost
  • Taxi #1489 - Quest Path 4334: Frostfire Ridge:JP3 - Darktide Roost - Taxi to Darktide Roost
  • Taxi #1490 - Quest Path 4337: Spires of Arak 6.0 - Horde Garrison Outpost > Shadow's Defiance (GJC)
  • Taxi #1493 - Southport, Spires of Arak
  • Taxi #1494 - Quest Path 4341: Spires of Arak 6.0 - Alliance Garrison Outpost > Shadow's Defiance (GJC)
 

Sledeća Faza Heroes of The Storm Alpha Tech Testa

Blizzard je najavio da uskoro planira novu fazu Heroes of the Storm Alpha Tech testa, gde će biti napokon uključeni igrači i van US regiona!
Originally Posted by Blizzard (Source)
 

In the coming weeks, the next phase of the Heroes of the Storm Technical Alpha will begin, and we wanted to let everyone know what changes lay ahead of us in the Nexus.

The Current State of the Technical Alpha

Heroes of the Storm is still deep in development, and during the past few months we’ve introduced a variety of changes to the game, including an overhauled UI, new heroes, skins, and more, but we’re not done yet! We have a lot of plans in store, and we will continue to iterate and improve the game throughout the coming weeks and months ahead.

As we’ve said before, the main goal of the Technical Alpha is to help us better examine how our infrastructure and tech will function across a much broader spectrum of machines and connection types. What’s more, inviting external Alpha testers allows us to take a closer look at our hardware needs so that we can be absolutely sure we’re able to support the entire Heroes population as the community grows. This phase of testing is necessary for us, and feedback from this phase continues to help us fine-tune the game’s features and balance prior to releasing wider scale testing. In order to make this process as fast and efficient as possible, we’ve needed to keep the scale of the testing relatively small and restricted, with the intention being that we would start small first, and then expand once it made sense from a development perspective.

We know that players from around the world are excited to help us test Heroes, and we’re pleased to announce that the next major patch will begin the Technical Alpha invite process for players outside of the United States!

New Regions Being Added to the Technical Alpha, and More on the Way!

These upcoming phases of testing will allow opted-in players from North America, Europe, Latin America, South East Asia, Australia, and New Zealand to have a chance at being selected to take part in the Heroes of the Storm Technical Alpha. During this upcoming phase of testing, we will continue to use the English client for all applicable regions until our fully localized clients are ready. Regional payment flows will be in place, so invited players will also be able to make purchases using their region’s accepted currency.

Our hope is that in the coming months we can release fully localized clients to support additional languages. Thereafter, we intend to widen our testing to also include Taiwan, Korea, and China. Following that, we are looking to implement fully localized clients for all remaining languages

How Do I Opt-in to Test Heroes of the Storm?

As mentioned previously, this initial testing phase includes a very limited pool of players, but if you haven’t opted-in to test Heroes of the Storm yet, now is the perfect time, because we’re continuing to invite more and more players into the Nexus on a regular basis!

In order to give yourself the best chance at gaining access to testing in the future, you’ll want to make sure you’ve opted in to Heroes of the Storm testing using the Beta Profile page found within your Battle.net Account. When prompted, you’ll need to download and run the System Check tool in order to attach your computer’s specifications to your profile and then check the Heroes of the Storm opt-in box, as pictured below.

As always, be extra mindful of shady characters who wish to steal your login credentials through phishing attempts, which are often disguised by falsified emails and websites. What’s more, Alpha keys are not necessary and are not being given out during this testing phase. Please be warned that any key generators or other offers for a Tech Alpha key are most certainly suspicious.

The best way to ensure an invite is the real deal is to avoid clicking any links. Instead, log in to your Battle.net account and check the Summary section to see if a Heroes of the Storm license has been added to your account.

Remember, This Is a Test!

As you play, level-up, and unlock new content please keep in mind that we will be performing several scheduled account wipes when we reach new phases of testing. When an account wipe takes place, any experience you've gained and any quests progress you’ve made, as well as any heroes, skins, and mounts you've unlocked, will be reset as though you're starting a fresh account. Don't panic! You'll receive a Battle.net Balance credit for any real money you’ve spent. Please also bear in mind that there will be a $325.00 USD (United States Dollar) or regional equivalent cap on all purchases until the next account wipe. Check out our recent progression system blog if you’d like to know more about leveling, gold, and quests, but keep in mind that this system will continue to evolve as the game develops.

Further Reading on the Technical Alpha

Since the Heroes of the Storm Technical Alpha launched in March, we’ve posted a variety of blogs and resources to provide players more information about this phase of testing. If you’re interested in learning more about the Tech Alpha, we highly recommend checking out the following blogs. Please keep in mind that although these blogs were accurate as of their original posting date, the game is still deep in development, so not all information may be up-to-date, and is subject to change.

Also make sure to keep an eye on HeroesoftheStorm.com, follow @BlizzHeroes on Twitter, and Like Heroes of the Storm on Facebook to keep up with all the latest news and updates!

Thanks again for your continued passion for Heroes of the Storm, and we hope to see you in the Nexus in a future round of testing!

Warlords of Draenor Zone Preview: Shadowmoon Valley

Blizzard je objavio izgled alijansine startne zone u Warlords of Draenor Shadowmoon Valley!
Originally Posted by Blizzard (Source)
Hidden under a shroud of perpetual night broken only by bright starlight, the lush idyllic forests of Shadowmoon Valley are home to a majestic draenei tomb and sanctuary: Karabor. While many of Shadowmoon’s denizens study prophecy among Karabor’s ancient stone circles, plotters with darker ambitions lurk in the valley’s vast underground cave network, gazing greedily at the sacred temple.


In Warlords of Draenor, Shadowmoon Valley serves as the starting zone for Alliance players once they’ve endured the initial rigors of Tanaan Jungle and survived their first encounter with the Iron Horde. To take you on a journey through Shadowmoon’s forests, temples, and secrets, we’ve tapped one of the creative minds behind the zone, Senior Designer Helen Cheng.


What’s the story in Shadowmoon Valley?

Helen Cheng: After a daring escape from the Iron Horde in Tanaan Jungle, Alliance players crash land on the northern shores of Shadowmoon Valley.

The valley is tranquil and serene. Rolling green hills give way to lush, violet forests. Draenei temples stand proudly beneath a star-studded sky. Here, the draenei have built wonders of their civilization—the town of Elodor with its majestic Altar of Sha’tar serves as the proud home of the great Exarchs, while the shining Temple of Karabor acts as the font of all holy learning. Under Prophet Velen and Exarch Akama’s watch, all is well.

But times are changing. The Iron Horde have called the native orc clans to join their ranks. The Shadowmoon Clan, led by Warlord Ner’zhul, yearns to prove itself worthy to Grommash Hellscream. Beneath the valley’s bright moon, a dark star hangs in the sky. For centuries, the Shadowmoon have been forbidden to tap its void-touched energy . . . until now. Will Warlord Ner’zhul succeed in harnessing the star’s power to destroy the draenei and the Temple of Karabor? Or will Prophet Velen, aided by his disciple Yrel—and a few fearless heroes—be able to stop him?


Meanwhile, trouble brews amongst the Exarchs, the most powerful and influential draenei heroes. Even as they debate the future of the draenei on their adopted homeworld, there is growing evidence of a traitor among their ranks. Who can be trusted?

The night elf Wardens sense a demonic presence in the northern woods of Shadowmoon Valley. As they hunt for the source of the fel energy, a sinister truth is revealed: Gul’dan, the Destroyer of Dreams, has returned.

Most importantly, as a proven champion of the Alliance, you are charged with establishing the Alliance foothold on Draenor. The land is harsh and unforgiving, and the Iron Horde has amassed an enormous army without equal. Before you can hope to defeat them, you must build a stronghold—your Garrison—from the ground up and gather allies to face this indomitable foe.

What are some of your favorite places within the zone?

Helen Cheng: Shadowmoon Valley is one of the most beautiful places on Draenor, with a breathtaking variety of stunning areas. I would say that the two most striking aspects of Shadowmoon Valley are the draenei and Shadowmoon orc areas.

The draenei architecture in Shadowmoon is really impressive. You get everything from a merchant town in Embaari Village to the valorous training grounds of the Exarchs in the north to the crystalline dome that is Teluuna Observatory. The draenei are cultured and sophisticated. Theirs is the pinnacle of an advanced society, and their towns and cities reflect a perfect balance of beauty and function. I really love all of the draenei locations—and there are more in other zones—but the Temple of Karabor has to be one of my favorites. The sheer size and scale of the place is incredible, and it’s remarkable to see it in its glory before the events of The Burning Crusade, which turned it into the Black Temple under Illidan’s control.


The Shadowmoon clan structures are impressive as well. The Shadowmoon were once a wise people, with a deep respect for the elements and a natural curiosity about the stars. They are natural-born leaders with a strong affinity for magic. However, since they joined the Iron Horde, Ner’zhul has strayed from the ancient ways. You can see this gradual decay reflected in their way of life. The Burial Fields is a place where the Shadowmoon traditionally bury and honor their dead. That place has become defiled and corrupted with void magic. Their ancestors, whom they once revered, are now being brutally tormented. Ner’zhul’s stronghold, Anguish Fortress, is an open-air ziggurat with a sacrificial pit in its center. In a nearby dungeon, players will see that there are more dark secrets hidden beneath this compound.

Tell us more about the Alliance garrison!

Helen Cheng: Nestled near the northern shores and with a commanding view of the main road, the Alliance Garrison location is of immense strategic importance. Prophet Velen will give the land to players as a thank-you for their deeds in the jungles of Tanaan, the intro zone. But there isn’t much time to rest—as great as the Prophet is, he needs your help. Your Garrison is awfully close to Shadowmoon territory, so be prepared to defend it.

Your Garrison will start as little more than an outpost, and your laborers will quickly run into trouble as they discover that even the forests of Draenor can be their enemy. But before long, you should have a comfortable Town Hall to call home and a Barracks that you can use to train new recruits. One of the perks of having your home base here is the ability to sound a “call to arms” anywhere in Shadowmoon, and Alliance troops will rush to your aid.

Kick your feet up – after all, the Garrison is all yours.

Could you name three of your favorite locations players should check out on their journey through the zone?

Helen Cheng: Once you’ve settled in, you should take a quick jaunt over to the town of Elodor, home of the revered Altar of Sha’tar with its stunning view of Karabor and the surrounding ocean. There you can meet the five Exarchs who act as the hand of the Prophet, guiding draenei society, and you can witness their own internal conflicts as they argue about their place in this savage land. Don’t miss the nearby Rangari Enclave, where the elite scouts of the draenei train—you won’t see mushrooms that size for another 30 years!

If you're the adventurous type, try spelunking in Bloodthorn Cave. Don’t mind the flesh-eating pale orcs—they only kill you when provoked. Also, don’t eat the local mushrooms. They can be rather . . . potent.


We’ve heard mixed reviews about Gloomshade Grove. Some folks rave about the pristine beaches, while others are just never heard from again. If you see anything that looks like a flower, makes a sound like “mawarwaawa,” and has very sharp teeth, run away! Though it’s probably too late for you, so oh well. Don’t say we didn’t warn you!

You’re probably wondering if there are any creatures on Draenor that won’t bite your head off. Try heading over to the Shimmering Mor. This enchanted forest glade is home to wild faerie dragons. Awww, they’re just so cute! No, you can’t take one home . . . oh, who are we kidding? You’ll probably find an egg or some-such to raise eventually.

Finally, don’t forget to stop by Embaari Village. This draenei merchant town is known for its delicious food and exotic wares. No trip to Shadowmoon is complete without a tasty meal and a mug of honey mead.

As with all places on Draenor, Shadowmoon Valley is filled with sights to see, adventures to be had, and savage enemies to destroy. Enjoy your journey!

Next, our voyage will take us north into the Horde starting zone of Frostfire Ridge. Stay tuned for more!

Carbot Animacije StarCrafts - Sezona 3 Epizoda 7

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Pogledajte novu epizodu StarcraftS Carbot Animacije, i podelite ga sa prijateljima nakon što dodjete do daha :)
 
 
Nove epizode Starcrafts možete pogledati svake druge nedelje na Carbot Animation Youtube kanalu ili na našem sajtu.
 

Building the Nexus: The Voice of Gazlowe

Gazlowe se pojavljuje u Heroes of the Storm, ali on je takodje uključen i u Warlords of Draenor Garrison questove. Blizzard je objavio video gde možemo videti ko je dao glas omiljenom goblinu u igri.
 

Warlords of Draenor Alpha Patch Informacije - Izmene 18 Jun, Blue Teme

Warlords of Draenor Alpha Patch Informacije - Izmene 18 Jun
Originally Posted by Blizzard Entertainment
Ability Pruning


Buffs and Debuffs
  • Moonkin Form now grants increased Mastery instead of 5% to Spell Haste.


Self-Sustainability
  • Mage
    • Conjured Refreshments now restores 100% health and Mana over 20 seconds, regardless of level.


Druid
  • Survival Instincts no longer requires or forces the Druid into Cat or Bear Form, and is now available to all Druid specializations. Survival Instincts now reduces damage taken by 70% (up from 50%) with a 2-minute cooldown (down from 3 minutes), and can have up to 2 charges (up from 1 charge).


Monk

Priest

Warrior
Developer's Note: Arms is still undergoing heavy revision and additional information will be made available later.
  • Battle Stance for Arms Warriors now generates increased 100% Rage from auto-attacks and Critical Strikes now generate double Rage.
  • Defensive Stance for Arms Warriors now generates 50% as much Rage from auto-attacks as in Battle Stance.
  • Mastery: Strikes of Opportunity has been removed, and replaced with a new ability, Mastery: Weapons Master.
  • Blood and Thunder has been removed.
    • Deep Wounds is now available only to Protection Warriors, and naturally triggers from Thunder Clap.
    • Thunder Clap is now available only to Protection Warriors, and its damage has been increased by 50%.
  • Executioner is a new passive ability for Arms Warriors.
    • Executioner causes the Warrior's auto attack hits to generate an additional 40 Rage against targets with less than 20% health remaining. Additionally, the Execute ability no longer requires the target to be below 20% health to use, but its Rage cost is increased by 100%.
  • Colossus Smash now costs 30 Rage, deals 225% increased damage, and no longer increases the damage of Slam.
  • Enrage is no longer available to Arms Warriors.
  • Execute for Arms Warriors now costs 20 Rage, and consumes up to 40 additional Rage to deal additional damage.
  • Mortal Strike now costs 30 Rage (instead of generating 10 Rage). generates 20 Rage (up from 10 Rage).
  • Slam has been removed. now costs 15 Rage (down from 25 Rage) and no longer has additional effects when Sweeping Strikes is active.
  • Sudden Death has been removed.
  • Unbridled Wrath has been removed.
  • Whirlwind is now available to Arms Warriors.

Warlords of Draenor Theorycraft Diskusija
Originally Posted by Blizzard (Official Forums)
Another question I've seen asked...

Baseline healer mana regen with no Spirit
0.8%/sec for level 1-90.
Drops by 0.04%/sec per level past 90.
0.4%/sec at level 100.

Is the radius of lava lash's flame shock spread centered on the shaman or on the target that's being lava lashed with flame shock on it?
Centered on the target that's being Lava Lashed.

Could you elaborate on this?

-Say I have 0 stacks of SoB, and am about to begin AoEing. My main target has BP/FF at 20s, while another nearby target has them at 28 seconds. Pestilence, in this case, will take the 28 second DoTs and apply them to everything?
Still a bit murky about how 0 stack SoB works with NP, since on Alpha it starts by spreading at 1 stack/30s and then adds stacks after- is this all intended?

-Now say I have 2 stacks of SoB- instead of looking for a target with longer diseases, Pestilence will automatically refresh BP/FF on all nearby targets or spread them at full duration. In addition, it will add one stack to existing Necrotic Plague infections OR spread 1 stack/30 second Necrotic Plague to any targets without the disease.


I was referring to Scent of Blood, the passive, not the stacks. The SoB passive is what says the "your Pestilence refreshes your diseases" effect.

Vereesa (Verestrasz) has noticed that Pestilence for Unholy/Frost DKs seems to be spreading diseases at current durations instead of spreading them at new durations- is this intended, or a bug? If it's intended, could you elaborate on Pestilence's functionality for both DPS specs- assuming BP/FF and Necrotic Plague?

Also, will Pestilence behave better with big boss models and adds from now on? Thinking ones like Ragnaros, Al'Akir and Immerseus here.

Yes, intended. That's why I said it *clones* the diseases to the other targets.

Pestilence hits all units who have any part of their hit box within 10yd of you.

Related to your multistrike conversation with Collision, Shining Protector is also acting in an anomalous way. It's not really a theorycrafting issue though, so no point in discussing the details here. Bug thread thisaway: http://us.battle.net/wow/en/forum/topic/13183868324

Yep, Shining Protector was bugged, still using the old 2x (X/2)% style. Fixed, for the build after next.

Does the cloned dot include the current ongoing time-to-tick on the new target?
Yup.

What is the spirit regen formula/scaling at level 100?
It's 0.412207024 Mana per second, per Spirit.

What's the mana regen rate of arcane mages now that the 90 tier is decoupled from mana?
(1+Haste)*1.8% of base max mana per second.
EDIT: Fixed. Originally said 0.4%, but forgot that Mages have a hidden passive which gives them 4.5x.

Can multistrike melee hits proc "on melee hit" procs like killing machine and sudden doom?
No. Multistrikes cannot proc other things, unless those other things specifically call out that they proc from Multistrikes.

How will Blood in the Water (feral execute, rip refresh on FB) work with the panedmic mechanic. Will it grant a longer 130% duration Rip, or will it always reset to the base duration like it does now?
Fixed Blood in the Water and Touch of Chaos to be able to refresh up to 1.3x base duration. That'll be in the build after next.

Reminder for anyone working on Recount, Skada, etc... Filter out damage done to Prismatic Crystal. The Mage will cast an additional spell that does damage to enemies based on damage they deal to Prismatic Crystal, so if you include both, you'll be double-counting them.

Please confirm this. My current level 92 fire mage on alpha has 1.8% mana per second, which is almost an order of magnitude higher. My template 90 arcane mage also has much higher mana regen than this quoted number.

EDIT: 3330 combat regen mp5 according to tooltip on naked template 90 orc arcane mage. Mana pool is 37000, which gives 1.8% mana per second. Is the quoted mana regen implemented yet?

EDIT2: Fix numbers and here's a screenshot: http://i.imgur.com/Gz5oH0C.jpg
3330 mp5 over 37000 mana pool, 3330/5 = 666, 666/37000 = 1.8%. This does not agree with quoted 0.4% figure.

Whoops. There's a passive that gives them 4.5x Mana regen, but I forgot that it's hidden, you don't see it. Yes, it's 1.8%, not 0.4%. Fixed the post above.

Thanks. Does this mana regen rate decay from level 90 to 100?
It does not.

#2 and #3 are currently not working. Sweeping strikes never multistrike, and multistrikes are not added to the ignite.
Yep, I fixed those late last week; check next build.

What is the mechanical philosophy behind Eminence and Atonement?
It varies. All stats benefit healing, but it's alright if only some stats benefit Atonement/Eminence, or only competitively benefit Atonement/Eminence. But lets keep this thread about theorycrafting, and leave the "why" and philosophy for other threads. Feel free to state what the values of each stat are (based on theorycraft) are to Atonement/Eminence though here, that's good data.

noticed that if Blood Craze is procced on consecutive autoattacks, it seems to become an ignite? It looked like it was adding the leftover dot into the next 3 ticks. Does that sound right?
Yep.

Blue Tweetovi
Originally Posted by Blizzard Entertainment
Classes
I noticed Resolve isn't meant to affect life% heals,but it affects Empowered Seals-->Insight(which is op anyway at 5%hp/2 secs)
Resolve will actually affect % heals, in most cases. (Celestalon)
Ok, the thread just said Resolve does not affect percent-based heals (i.e. "heals you for 20% of your life" would be unaffected
Oh, it does say that. I wrote that a bit ago; we're still discussing, and think it's worth trying if it does work on % heals. (Celestalon)

Why do tanks need vengeance/resolve? Can't you just get rid of it?
It's so % reduction abilities (ie Shield Block) and flat reduction abilities (ie Shield Barrier) stay competitive with each other. (Celestalon)
From a healer point of view, it makes them NPC that don't require much attention unless they have no idea what they're doing :/
That's not Resolve; that's the overall defensive power of tanks, which was too strong in Mists, and is coming way down in Warlords. (Celestalon)

Druid
is sunfire + astral showers getting a graphical update to reflect it's aoe effect?
It will not drop a beam on each target, just the center one; it does an impact visual on each other hit target though. (Celestalon)

Can't post on us forum. What's the shooting stars chance for multiple moonfires? Still: base_chance * sqrt(x)/x ?
No, Shooting Stars is only the most recent Moonfire and Sunfire now. (Celestalon)
Still 2.5% chance to proc? Seems farily low compared to 30% chance on crit live version.
No, 5%. (Celestalon)

is there a way to recalculate, so that mastery procs doesnt count? it would be a shame if snapshot going away bc this
Yeah, we're working on a change to make it snapshot Balance Energy, and then dynamically turn that into Eclipse per tick (Celestalon)

Do you have any plans of capping the amount you can extend MF/SF with Balance of Power like the old Starfire glyph?
You can extend it an infinite number of times, but the debuffs can never have a duration longer than 1.3x their normal duration. (Celestalon)
These Q's confuse me. Lots of boomkin chatter but I can probably count the # of boomies I've seen in randoms on my fingers. WTH?
Seems like these changes will help the problem, no? (Celestalon)

Hunter
Possible to add a combatlog entry with the name of who Misdirection was cast on? Impossible to track with WeakAuras and others.
I believe it does in 6.0; test it when you get access and let me know if it doesn't. (Celestalon)

Can we talk less about pets and more about why Bear Trap is such a terrible idea for a 2 minute cooldown?
I don't think it was a terrible idea, but its big reason for existing was removed, so we cut it. (Celestalon)

Mage
carrion swarm & supernova both could be used as an interrupt, yet the former is something you dont want warlocks to have, why?
Supernova is an alternate of Frost Nova; giving up Frost Nova is a big deal. (Celestalon)

And on the back end of that, why not for arcane either, shouldn't arcane multis gain dmg from mastery and/or arcane charges?
Arcane's multistrikes do benefit from Mastery and Arcane Charges. (Celestalon)

Are frosts frostbolt multistrikes supposed to proc the icicles? If so why do they work for ignite but not frost.
Multistrikes will be create Icicles and Ignites in the build after next. (Celestalon)

Could you explain what the Supernova is supposed to do exactly? The knock-up looks tiny and doesn't seem to serve much purpose.
It may be on the weak side still. It's a short CC, but doesn't break on damage like freezes do, always interrupts, etc. (Celestalon)
Not a bad idea though its going to need a pretty sizable shot in the arm to be useful. Thanks for the reply.
Ah, there's one change coming soon that I don't think has been mentioned yet: Supernova/Ice Nova/Blast Wave all have 2 charges now. (Celestalon)

Nether Tempest appears to snapshot arcane charges, but update with mana and SP changes, tooltip confirms, intended?
Intended. (Celestalon)

Monk
Will monk's +20% Blackout Kick perk work with Chi Explosion?
I believe so, though it doesn't really matter in practice; it'll be tuned around whichever way it is. Always have the perk. (Celestalon)

Versatility: Will fistweaving double dip? How will it work for heals based on damage?
No; it affects them exactly once. 100dmg->100healing. With 10% Versatility, 110dmg->110healing. (Celestalon)

Paladin
Cant you make the talent gives the effects of Readiness without it being a stat?
Without the stat to support it, that's a significant amount of additional complexity. (Celestalon)

Priest
Should Devouring Plague's duration decrease with Haste? Bonus orb talents and more DPs vs. smaller MF:I window.
No, Haste reduces the period and duration of Devouring Plague. Results in a consistent number of GCDs in each DP. (Celestalon)
I thought haste wasn't going to be reducing dot durations, only moding the period? That not a thing?
Devouring Plague changed; it's not that kind of DoT anymore. (Celestalon)
so its a nice nerf to shadow. Another one.
No, it's not a nerf. That's a change, not a nerf. (Celestalon)

Rogue
Currently, Death from Above sometimes only works when you're 10y away or so. Isn't it supposed to be used while in melee?
Ah, that's not range, that's the low ceiling; it's failing to path to the point in the air it's trying to get to. Will fix that. (Celestalon)
Aye my bad. There's something to fix though, so I guess uploading the clip wasn't so useless after all. Thanks anyway.
No, not useless at all, good testing. Still a bug, just wasn't the cause you thought it was. (Celestalon)

Saw Death from above on yt. Any chance we get a cool anim with it? Right now it's the plain jump anim with pull to trg
It has a unique visual; it's not even remotely the plain jump anim. (Celestalon)

Warrior
Sudden Death: will it proc from white only going forward, or is there a chance for Multistrike to replace SoO's contribution?
White only, and tuned accordingly. (Celestalon)

Any thought what might replace Anger Management talent for warriors since Readiness isn't going to be put in the game?
It's staying (for now, anyway), we'll just list the abilities on its tooltip, instead of saying to reference Readiness. (Celestalon)

Character / Items
will the proc chance of WoD RPPM trinkets scale with haste? Or case by case basis?
General rule is that either the proc rate or the proc benefit scales with haste, not both. (Celestalon)

Warlords of Draenor Stats
I thought the dps pots were still primary stat
Yeah, potions are primaries. (Celestalon)

Also, does multi-strike trigger "on hit" effects, like killing machine (proc off white hit) or DK T75(rune regen tier?)
Not unless specifically called out as such. (Celestalon)
is there an example spell that does call out for "on multistrike hit" you can give me? Thanks for the quick replies.
Blood Craze is one. Few more in next build. Plans to add some to a few more specs. (Celestalon)

Does that mean 66 ms rating will give two 1% chances to do an additional 30% dmg? And 80 haste rating = 1% haste?
Yes. Versatility undecided yet, but I'd guess somewhere around 130. (Celestalon)

is armor mitigation going to be 75% or 85% in 6.0?
The cap will be 85%. (Celestalon)
so using armor/armor+k_value means we'll see 29650 being the 85% cap?
Armor/(Armor+K), but yeah. And it'd be 29660 with rounding. (Celestalon)

PvP
Arent you afraid, that ne new sec. Stats will have a huge Impact in PvP? Even if these Stats are low? If not, why?
That's not a fear, that's an expectation. They most certainly will have an effect on PvP. That's not a bad thing, though. (Celestalon)
Ah ok, you seems to be very relaxed. Why are you bringing these Stats in the Game, if you know, these can be "bad" for PvP?
It's a good thing when we add new content and systems to the game, especially in expansions. It keeps the game from getting stale (Celestalon)
For sure! But doesent some Speccs sacle more with these stats than other? I think of "bursty" classes, which benefit too much.
We're tuning with these stats in mind. (Celestalon)

World
I bet it's not tuned yet. per post on spell damage tuning.
No, it's tuned and consciously deadlier. Going for a leisurely swim in lava is silly. (WatcherDev)

Misc
GC's Law: In social games, players fear the perception that they are uninformed more than the perception that they play badly.
Sort of an aside, but once I bought a recommended item and my friends busted my balls. That was a bad experience. (holinka)
We will see win rates increase when we change recommended items.
It contributes to the original point that even though the choice was fine, the social element made it feel bad. (holinka)
We see high ban rates for champions with low win rates, we assume because the pros are doing it.
This legit confuses the crap out of me. What makes people think the meta is the same at every skill level?
Back to Greg's original point, the fear of picking the "wrong champ" as defined by "the best" drives behavior (holinka)

2.1 PTR Ovog Meseca, Više informacija o Ladderima, Developeri Još Nisu Sredili Monkove

2.1 PTR Ovog Meseca
Lylirra je spomenula na zvaničnom forumu da je vrlo moguće da će Test 2.1 na PTR biti ovog meseca.
Originally Posted by Blizzard (Source)
Is PTR dropping today?
Nope!
when should we expect it?
No date to share at this time. In fact, I'll go ahead and say right now that we won't reveal the release date ahead of time. At present, however, we are currently looking to launch the 2.1.0 PTR sometime this month (but that of course may change depending on our development schedule). 
Once the PTR is available, we'll provide our standard "PTR Now Available" messaging on the front page as well as the current set of PTR patch notes. 
the forum post about 2.1 didnt include a release date?
Correct! See above answer.
 
Više informacija o Leaderboard
Lylirra je dala više pojašnjenja kako leaderboard trenutno radi.
Originally Posted by Blizzard (Source)
Greater Rift leaderboards will indeed be separated by class for solo play. 
Greater Rift leaderboards will be split between both Hardcore and Normal gameplay modes as well as Seasonal and Non-Seasonal characters. To help encourage a variety of play styles and allow you to measure yourself against similar competitors, we've also broken up Greater Rift leaderboards into the following categories:
  • Solo play for each class (e.g. top players for Barbarian, Demon Hunter, Crusader, etc.)
  • 2-Player Groups
  • 3-Player Groups
  • 4-Player Groups
Season-Only Leaderboards will not, since the relevant data will be tracked at the account level rather than at the character level. 
Some Leaderboards will be Season-only. For example, Conquests are only tracked on Seasonal characters, so these Leaderboards won't have a non-Season equivalent. The same will be true for Seasonal achievement points. In addition, because Conquests and achievements are account-wide, their associated Leaderboards will not be split between Normal and Hardcore (even though some tasks may require playing a particular mode).
https://us.battle.net/d3/en/blog/14244559/
Note that this is currently how Leaderboards function in 2.1.0, but that the functionality is subject to change before patch ships.
Limiting rewards to 1000 players of any class is a terrible idea. Whatever class is strongest will have a huge advantage. And, unlike the current game (where balance doesn't really matter), it WILL affect other people negatively.
That's definitely feedback we can take into consideration and, of course, will be mindful of (if not actively looking for) during the public testing phase.
Can't you figure out a way to reward hardcore conquests vs normal separately?
As noted in the preview, some Conquests will require your character to be in Hardcore mode to achieve. In fact, we intend to have the number of Conquests per Season split evenly between both Hardcore and Normal game modes.
The goal with Conquests in general is to encourage different styles of play, or at least target those different styles to some degree. That's under our current philosophy, at least; Conquests are still development and may see some iteration during the PTR.
So there is no Paragon-leaderboards ?
Nope, not currently. There are no Leaderboards planned at this time that would track Paragon levels (or even total experience gained) within a Season. It was a conscious choice on our end to shift Leaderboards for Seasonal characters away from a pure level grind towards more objective-based (or even skill-based) goals like Greater Rifts, Seasonal achievement points, and Conquests. 
Standard caveat: This is all according to current design. Details and functionality subject to change pending testing and feedback.
 
Developeri Još Nisu Sredili Monkove
MVP Druin napravio je temu na zvaničnom forumu analizirajući izmene koje je Blizzard napravio kod Monk seta. Grimiku je odmah odgovorio na tu temu, gde je uveravao sve igrače da developeri još nisu zavrišili sa Monk izmenama.
Originally Posted by Blizzard (Source)
For context, these changes are highly appreciated relative to no changes ... they are simply not enough to put us on par with the other classes.
I'll definitely be keeping a close eye on feedback while the 2.1 PTR is going on, and see where things are after that set of changes. We're not done yet, that's for sure.
I will make a video for sure!
Nice. I'm looking forward to it, and I've been catching up on this thread as promised. It's a really good discussion, everyone. Thanks for all of the constructive conversation, and feedback.
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