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Artcraft - Son of Exodar - Novi Male Draenei Character Model

Novi Artcraft predstavlja nam novi Draenei Male Character Model. Ovaj novi model stigao je uz Beta build 18471 zajedno sa Undead Male, Night Elf Female i Human Female Character Modelima.
 
 
Originally Posted by Blizzard (Source)
DraeneiMaleArtcraft01.jpg

Welcome once again to Artcraft! I’m Chris Robinson, art director of World of Warcraft. This Artcraft is another quick one, but still packed with goodies. Today we’re showing you our work on the male Draenei. The original was one of the better character models in the game, so it didn’t require a ton of translation—but with higher-resolution textures and more polygons to work with, we were able to bump up his fidelity quite a bit, as well as improve how we convey emotion through a new animation rig.

DraeneiMaleArtcraft02.jpg

 
That’s all for now—thanks again for continuing to follow along as we develop these updated character models. See you next time!

DraeneiMaleArtcraft03.jpg

Warlords of Draenor Beta - Build 18522

Build 18522 je postavljen na Beta Serverima. U nastavku možete pogledati nove PvP Setove i Modele u igri.

Novi Modeli
 



Season 16 Warlock Armor Set
Ovaj set trenutno ima bug sa rukavicama i helm je trenutno dostupan samo za Blood Elf klasu
 
 
Season 16 Mage Armor Set
 
 
Achievement Izmene
Originally Posted by AdriaCraft
Ashran
Player vs. Player

Brawler's Guild
World Events

Buildings
Garrisons

Draenor Dungeon
Dungeons & Raids
  • Dragonmaw? More Like Dragonfall! Name Changed from Dragonmaw? More like dragon fall! to Dragonmaw? More Like Dragonfall!
  • Expert Timing Slay 4 Ogron Laborers that are not in combat using 1 single Iron Star in the Iron Docks on Heroic Difficulty. 10 points.
  • Heroic: The Everbloom Name Changed from Heroic: Overgrown Outpost to Heroic: The Everbloom. Defeat the final boss in Overgrown Outpost on Heroic difficulty. [NYI] 10 points.Defeat Yalnu in The Everbloom on Heroic difficulty. 10 points.
  • Militaristic, Expansionist Defeat Fleshrender Nok'Gar with, Siegemaster Olugar, Pitwarden Gwarnok & Lieutenant-Commander Druna alive and fighting. 10 points.in Iron Docks on Heroic difficulty, while Siegemaster Olugar, Pitwarden Gwarnok, and Lieutenant-Commander Druna remain alive and in the fight. 10 points.
  • No Ticket Defeat the Blackrock Assault Commander after abruptly removing 10 or more enemies from the encounter areaDefeat Nitrogg Thundertower after abruptly removing 20 enemies from the Grimrail in Grimrail Depot on Heroic difficulty. 10 points.
  • The Everbloom Name Changed from Overgrown Outpost to The Everbloom. Defeat the final boss in Overgrown Outpost. [NYI] 10 points.Defeat Yalnu in The Everbloom. 10 points.
  • Water Management Defeat Witherbark without allowing him to replenish any of his Aqueous Energy in The Everbloom on Heroic difficulty. 10 points.
  • Weed Wacker (New)Defeat Yalnu without any Kirin Tor Battle-Mages dying in The Everbloom on Heroic Difficulty.

Dungeon Challenges
Dungeons & Raids
  • The Everbloom Challenger Name Changed from Overgrown Outpost Challenger to The Everbloom Challenger. Complete the Overgrown Outpost Challenge Mode. 10 points.Everbloom Challenge Mode. 10 points.
  • The Everbloom: Bronze Name Changed from Overgrown Outpost: Bronze to The Everbloom: Bronze. Complete the Overgrown OutpostEverbloom Challenge Mode with a rating of Bronze or better. 10 points.
  • The Everbloom: Gold Name Changed from Overgrown Outpost: Gold to The Everbloom: Gold. Complete the Overgrown OutpostEverbloom Challenge Mode with a rating of Gold. 10 points.
  • The Everbloom: Silver Name Changed from Overgrown Outpost: Silver to The Everbloom: Silver. Complete the Overgrown OutpostEverbloom Challenge Mode with a rating of Silver or better. 10 points.

Followers
Garrisons

Garrisons

Legacy
  • Brawlin' and Shot Callin' (Season 1) Name Changed from Brawlin' and Shot Callin' to Brawlin' and Shot Callin' (Season 1). Reach Rank 8 with Brawl'gar Arena. Rewards Title: Brawler. 10 points.during the Pandaria campaign. Rewards Title: Brawler.
  • Brawlin' and Shot Callin' (Season 1) Name Changed from Brawlin' and Shot Callin' to Brawlin' and Shot Callin' (Season 1). Reach Rank 8 with Bizmo's Brawlpub. Rewards Title: Brawler. 10 points.during the Pandaria campaign. Rewards Title: Brawler.
  • Deck Your Collection (Season 1) Name Changed from Deck Your Collection to Deck Your Collection (Season 1). Defeat the following Brawler's Guild bosses. Rewards: Wraps of the Blood-Soaked Brawler. 10 points.during the Pandaria campaign.
  • Deck Your Collection (Season 1) Name Changed from Deck Your Collection to Deck Your Collection (Season 1). Defeat the following Brawler's Guild bosses. Rewards: Wraps of the Blood-Soaked Brawler. 10 points.during the Pandaria campaign.
  • Having a Brawl (Season 1) Name Changed from Having a Brawl to Having a Brawl (Season 1). Reach Rank 9 with Brawl'gar Arena. Rewards: Brawler's Pass. 10 points.during the Pandaria campaign.
  • Having a Brawl (Season 1) Name Changed from Having a Brawl to Having a Brawl (Season 1). Reach Rank 9 with Bizmo's Brawlpub. Rewards: Brawler's Pass. 10 points.during the Pandaria campaign.
  • I've Got the Biggest Brawls of Them All (Season 1) Name Changed from I've Got the Biggest Brawls of Them All to I've Got the Biggest Brawls of Them All (Season 1). Reach Rank 10 with Brawl'gar Arena. 10 points.during the Pandaria campaign.
  • I've Got the Biggest Brawls of Them All (Season 1) Name Changed from I've Got the Biggest Brawls of Them All to I've Got the Biggest Brawls of Them All (Season 1). Reach Rank 10 with Bizmo's Brawlpub. 10 points.during the Pandaria campaign.
  • Now You're Just Showing Off (Season 1) Name Changed from Now You're Just Showing Off to Now You're Just Showing Off (Season 1). Defeat the following rare brawl bosses. 25 points.during the Pandaria campaign.
  • Now You're Just Showing Off (Season 1) Name Changed from Now You're Just Showing Off to Now You're Just Showing Off (Season 1). Defeat the following rare brawl bosses. 25 points.during the Pandaria campaign.
  • The Second Rule of Brawler's Guild (Season 1) Name Changed from The Second Rule of Brawler's Guild to The Second Rule of Brawler's Guild (Season 1). Reach Rank 7 with Brawl'gar Arena. Rewards: Brawler's Pass. 10 points.during the Pandaria campaign.
  • The Second Rule of Brawler's Guild (Season 1) Name Changed from The Second Rule of Brawler's Guild to The Second Rule of Brawler's Guild (Season 1). Reach Rank 7 with Bizmo's Brawlpub. Rewards: Brawler's Pass. 10 points.during the Pandaria campaign.
  • You Are Not Your $#*@! Legplates (Season 1) Name Changed from You Are Not Your $#*@! Legplates to You Are Not Your $#*@! Legplates (Season 1). Win a brawl. 10 points.during the Pandaria campaign.
  • You Are Not Your $#*@! Legplates (Season 1) Name Changed from You Are Not Your $#*@! Legplates to You Are Not Your $#*@! Legplates (Season 1). Win a brawl. 10 points.during the Pandaria campaign.

Missions
Garrisons

Professions
  • Grand Master of All (New)Raise all primary professions to 700 skill points. 50 points. Account Wide.
  • Jack of All Trades Raise five different primary professions to the maximum skill level. 25 points. Account Wide.600 skill points. 25 points. Account Wide.
  • Master of All Raise all primary professions to the maximum skill level. 50 points. Account Wide.600 skill pionts. 50 points. Account Wide.

Set Bonus Izmene
Originally Posted by AdriaCraft
Druid

Mage
  • Item - Mage T17 Fire 2P Bonus Casting Inferno Blast grants you the Firestarter effect. Firestarter reduces the cast time of your next fireball by 25%.Inferno Blast now has 2 charges.
  • Item - Mage T17 Frost 2P Bonus When you activate Icy Veins, you also gain Arctic Power. Arctic Power increases your Multistrike damage by 33% for 20 sec. While Frozen Orb is active, you permanently have the Fingers of Frost effect.
  • Item - Mage T17 Frost 4P Bonus Frostbolt has a 101% chance to surround the target with icy spikes that all converge, dealing 1 Frost damage.Each Ice Lance cast while Frozen Orb is active generates one stack of Ice Shards. When Frozen Orb ends, Ice Shards reduces the cast time of Frostbolt by 25% and increases the damage of Frostbolt by 30%.

Monk
  • Item - Monk T17 Brewmaster 2P Bonus When you dodge an attack while Elusive Brew is active, you generate $165,356 Energy.Dodging an attack generates $165,356 Energy.
  • Item - Monk T17 Brewmaster 4P Bonus Keg Smash now has 2 additional charge.Purifying Brew generates 2 stacks of Elusive Brew.
  • Item - Monk T17 Mistweaver 2P Bonus Vital Mists increases the healing of Surging Mist by 20% per stack. Every time your Soothing Mist heals a target you gain the Mistweaving effect. Mistweaving increases your multistrike healing by 5%.Consuming a 5 stack of Vital Mist generates 0 chi.
  • Item - Monk T17 Mistweaver 4P Bonus Heal has a 10% chance toSurging Mist multistrikes imbue you with Chi-ji's Guidance Chi-ji's Guidance increases your spirit by 10% for 10 sec.causes your next Thunder Focus Tea to generate 1% Chi. Stacks up to 0 times.

Paladin
  • Item - Paladin T17 Holy 2P Bonus 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.as though they were cast with 3 Holy Power.
  • Item - Paladin T17 Holy 4P Bonus Heal has a 10% chance to imbue you with Light's Grace. Light's Grace increases your spirit by 10% for 10 sec.When you cast Word of Glory, you gain Light's Favor, which lets you cast a free Light of Dawn at 10% effectiveness.
  • Item - Paladin T17 Protection 2P Bonus When Grand Crusader activates, your armor is imbued withWhen you use Avenger's Shield, you gain Faith Barricade. Faith Barricade increases your bonus armor by 10 for 5 sec.block chance by 50 for 5 sec.
  • Item - Paladin T17 Retribution 2P Bonus Name Changed from Item - Paladin T17 Retribution 4P Bonus to Item - Paladin T17 Retribution 2P Bonus
  • Item - Paladin T17 Retribution 4P Bonus Name Changed from Item - Paladin T17 Retribution 2P Bonus to Item - Paladin T17 Retribution 4P Bonus. Judgment has a 101% chance to immediately deal 10% of the total damage of your Censure effect to the target.Hammer of Wrath causes your next Exorcism to generate 3 Holy Power.

Warlock
[list][*]Item - Warlock T17 Demonology 2P BonusHand of Gul'dan now has 1 additional maximum charge, and Corruption has a 10% chance to generate 1 charge of Hand of Gul'dan when dealing damage.[*]Item - Warlock T17 Destruction 2P Bonus When Immolate deals damage it has a 10% chance to add a charge to Conflagrate.15% chance to generate a full Burning Ember.[*]Item - Warlock T17 Destruction 4P Bonus Consuming an ember reduces the cooldown of Dark Soul by 5 sec.When a Burning Ember is filled up, you have a 25% chance to get a Chaotic Infusion. Chaotic Infusion reduces the cast time of Chaos Bolt by 50% and causes Chaos Bolt to consume no Burning Embers when cast.

Warrior

Spell Izmene
Originally Posted by AdriaCraft
Mounts
Flying
  • Creeping Carpet (New)Summons and dismisses a Creeping Carpet. This is a ground mount. Account wide. 1.5 sec cast.
  • Flying Carpet Summons and dismisses a Flying Carpet . Requires 300 skill in tailoring to ride. This mount changes depending on your Riding skill and location. Account wide. 1.5 sec cast.
  • Frosty Flying Carpet Summons and dismisses a Frosty Flying Carpet . Requires 425 skill in tailoring to ride. This mount changes depending on your Riding skill and location. Account wide. 1.5 sec cast.
  • Magnificent Flying Carpet Summons and dismisses a Magnificent Flying Carpet . Requires 425 skill in tailoring to ride. This mount changes depending on your Riding skill and location. Account wide. 1.5 sec cast.

Companions

Death Knight

Talents
  • Anti-Magic Zone Places a large, stationary Anti-Magic Zone that reduces spell damage done to party or raid members inside it by 20%. The Anti-Magic Zone lasts for 3 secPlaces an Anti-Magic Zone for 3 sec that reduces spell damage taken by party or raid members by 20%. Death Knight - LvL 30 Talent. 30 yd range. Instant. 2 min cooldown.
  • Blood Tap Each Death Coil, Frost Strike, or Rune Strike generatesDeath Coil, Frost Strike, and Rune Strike generate 2 Blood Charges, up to a maximum of 12 charges. Blood Tap consumes 5 Blood Charges to activate a random fully-depleted rune as a Death Rune. Death Knight - LvL 60 Talent. Instant.
  • Chilblains Victims of your Frost Fever disease are Chilled, reducing movement speed by 50% for 10 sec, and your Chains of Ice immobilizes targetsvictims of your Chains of Ice are immobilized for 3 sec. Death Knight - LvL 45 Talent.
  • Conversion Continuously converts Runic Power to health, restoring 2% of maximum health every 1 sec. Only base Runic Power generation from spending runes may occur while Conversion is active. This effectper 1 sec lasts until canceled, or Runic Power is exhausted. Death Knight - LvL 75 Talent. 5 Runic Power, plus 5 per sec. Instant.
  • Death Pact Heals the Death Knight for 50% health, and causes Death Pact, absorbingof max health, and absorbs incoming healing equal to 50% of the amount healed, lastingfor 15 sec. Death Knight - LvL 75 Talent. Instant. 2 min cooldown.
  • Death Siphon DealDeals [ 60.21% of AP ] Shadowfrost damage to an enemy, healing the Death Knight for 335% of damage dealt. Death Knight - LvL 75 Talent. 40 yd range. Instant.
  • Lichborne Draw upon unholy energy to increase your Leech by 10%, and make you immune to Charm, Fear, and Sleep effects. Lastsfor 10 sec. Death Knight - LvL 30 Talent. Instant. 2 min cooldown.
  • Plague Leech Draw forth the infection from an enemy, consumingConsumes your Blood Plague and Frost Fever diseases on the target to activate two random fully-depleted runes as Death Runes. Death Knight - LvL 15 Talent. 30 yd range. Instant. 25 sec cooldown.
  • Plaguebearer Your Death Coil and Frost Strike abilitiesDeath Coil and Frost Strike also infect your target, adding 4 sec to the existing duration of Frost Fever and Blood Plague, and adding an additional stack to existing Necrotic Plague infectionsNecrotic Plague. Death Knight - LvL 15 Talent.
  • Purgatory An unholy pact grants you the ability to fight on through damage that would kill mere mortals. When you would sustain fatal damage, you instead are wrapped in a Shroud of Purgatorythat prevents death when you sustain fatal damage, instead, absorbing incoming healing equal to the amount of damage prevented, lasting 3 sec. If any healing absorption remains when Shroud of Purgatory expires, you die. Otherwise, you survivethis effect expires, you will die. This effect may only occur every 3 min. Death Knight - LvL 30 Talent.
  • Runic Corruption When you land a damagingHitting with Death Coil, Frost Strike, or Rune Strike, you have a 45% chance to activate Runic Corruption, increasinghas a 45% chance to increase your rune regeneration rate by 100% for 3 sec. Death Knight - LvL 60 Talent.
  • Runic Empowerment When you land a damagingHitting with Death Coil, Frost Strike, or Rune Strike, you havehas a 45% chance to activate a random fully-depleted rune. Death Knight - LvL 60 Talent.
  • Unholy Blight Surrounds the Death Knight with a vile swarm of unholy insects for 10 sec, stinging all enemies within 10 yards every 1 sec, infecting them with Blood Plague and Frost Fever . Frost Fever A disease that deals Frost damage every 3 sec for 30 sec. Death Knight - LvL 15 Talent. Instant. 1.5 min cooldown.

Blood
  • Runic Strikes You gain 5% more of the Multistrike stat from all sources and your autoattack multistrikes have a chance towith a two-handed weapon generate 15 Runic Power. Death Knight - Blood Spec.

Druid
  • Entangling Roots Roots the target in place for 30 sec. Damage caused may interrupt the effect. Druid - Balance & Restoration Spec. 6.5% of Base Mana. 35 yd range. 1.7 sec cast.
  • Hurricane A Solar spell that creates a violent storm in the target area causing [ 15.82% of Spell Power ] Nature damage to enemies every 1 sec. Lasts 10 sec. Druid must channel to maintain the spell. Druid - Balance & Restoration SpecSolar. 25% of Base Mana. 35 yd range. 10 sec cast (Channeled).
  • Moonfire A Lunar spell that burns the enemy for [ 1 + 47.25% of Spell Power ] Arcane damage and then an additional [ 10 + 33.75% of Spell Power ] Arcane damage over 20 sec. Druid - Restoration & Balance SpecLunar. 8.4% of Base Mana. 40 yd range. Instant.
  • Rejuvenation Heals the target for [ 1 + 71.18% of Spell Power ] and an additional [ 4 + 71.18% of Spell Power ] over 12 sec. Druid - Balance, Feral, Restoration Spec. 10.5% of Base Mana. 40 yd range. Instant.
  • Thrash Thrash all nearby enemies, dealing immediate physical damage and periodic bleed damage. Damage varies by shapeshift form. Druid - Feral & Guardian Spec. Melee range. Instant.Melee range. Instant.
  • Ysera's Gift Every 5 sec, heals you for 4% of your maximum health. every 5 sec. If you are at full health, then a random injured nearbya random nearby injured ally will be healed instead. Instant.
  • Ysera's Gift Every 5 sec, heals you for 4% of your maximum health. every 5 sec. If you are at full health, then a random injured nearbya random nearby injured ally will be healed instead. 30 yd range. Instant.

Talents
  • Cenarion Ward Protects a friendly target, causing any damage taken tofor 30 sec. Any damage taken will consume the ward and heal the target for [ 293.3% of Spell Power ] every 2 sec for 6 sec. Gaining the healing effect consumes the Cenarion Ward. Useable in all shapeshift forms. Lasts 30over 6 sec. Druid - LvL 30 Talent. 9.2% of Base Mana. 40 yd range. Instant. 30 sec cooldown.
  • Dream of Cenarius Increases healing from Healing Touch and Rejuvenation by 20%. Your Healing Touch and Rejuvenation also heal you as well, when youwhen used to heal someone else. Druid - LvL 90 Talent.
  • Dream of Cenarius Increases healing from Healing Touch by 20%, increases the critical strike chance of Mangle by 10%, and your Mangle critical strikes have a 40% chance to make your next Healing Touch or Rebirth instant, free, and castable in all forms, and to benefit from Attack Power instead of Spell Power. Druid - LvL 90 Talent.
  • Dream of Cenarius Increases healing from Healing Touch by 20%. Each time you activate Eclipsereach maximum Lunar or Solar Power, your next Healing Touch is instant and will cause your next Starsurge not to trigger its cooldown. Druid - LvL 90 Talent.
  • Faerie Swarm Reduces the target'sPrevents the target from activating stealth or invisibility, and reduces movement speed by 50% for 15 sec . While affected, the target cannot stealth or turn invisible. Deals [ 10 + 60.4% of AP ] damage when cast from Bear Form. Useable in all shapeshift forms, but incurs a 6 sec cooldown while in Bear Form or Cat Form. Druid - LvL 45 Talent. 35 yd range. Instant.
  • Heart of the Wild When activated, dramatically improves the Druid's ability to deal melee damage, cast spells, and heal. While in Cat Form, Agility increased. Spell damage and Healing increased and mana cost of all healing spells reduced by 100%. Allows Rejuvenation to be cast while shapeshifted. Druid - LvL 90 Talent. Instant. 6 min cooldown.
  • Heart of the Wild When activated, increases all healing done by 25% and dramatically improves the Druid's ability to tank, deal melee damage, and cast spells. While in Bear Form, Agility and armor bonuses increased, Resolve granted, and chance to be hit by melee critical strikes reduced. While in Cat Form, Agility increased. Spell Damage increased. Mana cost of all damage spells reduced by 100%. Druid - LvL 90 Talent. Instant. 6 min cooldown.
  • Heart of the Wild When activated, dramatically improves the Druid's ability to tank, cast spells, and heal for 45 sec. While in Bear Form, Agility and armor bonuses increased, Resolve granted, and chance to be hit by melee critical strikes reduced. Spell damage and healing increased, and mana cost of all spells reduced by 100%. Druid - LvL 90 Talent. Instant. 6 min cooldown.
  • Heart of the Wild When activated, dramatically improves the Druid's ability to tank, deal melee damage, and heal. While in Bear Form, Agility, Expertise, Hit Chance, and armor bonuses increased, Resolve granted, and chance to be hit by melee critical strikes reduced. While in Cat Form, Agility, Hit Chance, and Expertise increased. Healing increased and mana cost of all healing spells reduced by 100%. Druid - LvL 90 Talent. Instant. 6 min cooldown.
  • Incarnation: Chosen of Elune An improved Moonkin Form that increases the damage of all Starfire, Wrath, Moonfire, Sunfire, Starfall, Astral Storm, Hurricane, and Starsurge casts while Eclipse is active by 25%all your spell damage by an additional 15%. Lasts 30 sec. You may shapeshift in and out of this improved Moonkin Form for its duration. Druid - LvL 60 Talent. Instant. 3 min cooldown.
  • Incarnation: Tree of Life Shapeshift into the Tree of Life, increasing healing done by 15%, increasing your armor by 120%, and gaining protection from Polymorph effects. In addition, some of your spells are temporarily enhanced while shapeshifted. Lasts 30 secarmor by 120%, and granting immunity to Polymorph. Functionality of Lifebloom, Wild Growth, Regrowth, and Entangling Roots is enhanced. You may freely shapeshift in and out of this form for its duration. Enhanced spells: Lifebloom, Wild Growth, Regrowth, Entangling Roots30 sec, at which point the shapeshift expires Druid - LvL 60 Talent. Instant. 3 min cooldown.
  • Soul of the Forest You gainCasting Swiftmend grants 50% haste for your next spell when you cast Swiftmend. Druid - LvL 60 Talent.spellcast. Druid - LvL 60 Talent.
  • Ursol's Vortex Conjures a vortex of wind for 10 sec at the destination location that reduces the movement speed of all enemies within 8 yards by 50%. The first time an enemy attempts to leave the vortex, winds will pull that enemy back to its center. Lasts 10 sec. Useable in all shapeshift forms. Druid - LvL 75 Talent. 30 yd range. Instant. 60 sec cooldown.
  • Ysera's Gift Every 5 sec, heals you for 4% of your maximum health. every 5 sec. If you are at full health, then a random injured nearbya random nearby injured ally will be healed instead. Druid - LvL 30 Talent. 100 yd range.

Feral & Guardian
  • Faerie Fire Faeries surround the target, preventing it from stealthing or turning invisiblestealth and invisibility. Deals [ 10 + 32.5% of AP ] damage when cast from Bear Form. Druid - Feral & Guardian Spec. 35 yd range. Instant.

Minor Glyphs
  • Glyph of the Stag (New)Your stag form can now be used as a mount by party members. Travel Form will no longer ever activate flight, and Flight Form is learned as a separate ability. Minor Glyph.

Hunter
Talents
  • Adaptation Name Changed from Versatility to Adaptation
  • Barrage Rapidly fire a spray of shots forwardRapidly fires a spray of shots for 3 sec, dealing a total of 480% weapon damage to the enemy target and an average of 240% weapon damage to each other enemy target in front of you. Useable while moving. Hunter - LvL 90 Talent. 30 Focus. 40 yd range. 3 sec cast (Channeled). 30 sec cooldown.
  • Binding Shot You fireFires a magical projectile, tethering the enemy and any other enemies within 5 yards of the landing arrow for 10 sec. If targets move 5 yards from the arrow they are stunned for 5 sec (3 sec PvP) and will be immune to the effects of Binding Shot for 10 secfor 10 sec, stunning them for 5 sec if they move more than 5 yards from the arrow. Hunter - LvL 30 Talent. 30 yd range. Instant. 45 sec cooldown.
  • Exhilaration Instantly heals you for 22% and your pet for 100% of totalmax health. Hunter - LvL 45 Talent. 45 yd range. Instant. 2 min cooldown.
  • Narrow Escape When you Disengage, you also activate a web trap which encases all targets within 8 yards in sticky webs, preventing movementDisengage also activates a web trap which immobilizes all targets within 8 yards for 8 sec. Hunter - LvL 15 Talent.
  • Posthaste Your DisengageDisengage also frees you from all movement impairing effects and increases your movement speed by 60% for 8 sec. Hunter - LvL 15 Talent.
  • Powershot You wind up a powerful shot, which deals 450% weapon damage to the target and 225% weapon damage to all enemies in between you and the target. Enemies hit by Powershot are alsobetween you and the target. All enemies hit are knocked back. Hunter - LvL 90 Talent. 15 Focus. 40 yd range. 2.2 sec cast. 45 sec cooldown.
  • Stampede Summons all of your pets to fight your current target for 20 sec. Your pets deal 25% of their normal damage in Arenas and Battlegrounds while summoned this wayWhile in an Arena or Battleground, these pets deal only 25% of their normal damage. Hunter - LvL 75 Talent. 40 yd range. Instant. 5 min cooldown.
  • Wyvern Sting A stinging shot that puts the target to sleep for 30 sec. Any damage will cancel the effect. Only one Sting per Hunter can be active on the target at a time. Hunter - LvL 30 Talent. 40 yd range. Instant. 45 sec cooldown.

Beast Mastery
  • Beast Cleave After you Multi-Shot, your pet's melee attacks and their multistrikes also strike all other nearby enemy targets for 75% as much for the next 4 sec. Hunter - Beast Mastery Spec.

Beast Mastery & Survival
  • Cobra Shot Beast Mastery: 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. Hunter - Beast Mastery & Survival Spec. 40 yd range. 2 sec cast.

Survival
  • 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. 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.Hunter - Survival Spec.

Mage
  • Frost Bomb Places a Frost Bomb on the target for 12 sec. Limit 1. Your Ice Lances that hit the target while frozen cause the Frost Bomb to releasetriggered by each Ice Lance while the target is frozen. The bomb releases a wave of freezing ice that dealsdealing [ 258.51% of Spell Power ] Frost damage to the target and, [ 129.38% of Spell Power ] Frost damage to all other enemies within 10 yards. Unlimited range. Instant.Limit 1 target. Unlimited range. Instant.
  • Frost Nova Blasts enemies within 12 yds of the caster for [ 14.92%[ 1 + 14.92% of Spell Power ] Frost damage and freezes them in place for up to 8 sec. Damage caused may interrupt the effect. 2% of Base Mana. Instant. 30 sec cooldown.
  • Living Bomb The target becomes a Living Bomb, taking [ 18.75%[ 4 + 18.75% of Spell Power ] Fire damage over 12 sec. When this effect ends, or the target dies, it explodes to deal an additional [ 37.51% of Spell Power ] Fire damage to the target and all other enemies within 10 yards. May be spread by Inferno Blast. Unlimited range. Instant.
  • Nether Tempest Places a Nether Tempest on the target which deals [ 12 + 3.1% of Spell Power ] Arcane damage over 12 sec. Limit 1. Each time Nether Tempest deals damage, it also triggers a wave of arcane energy that deals an additional [ 1 + 3.1% of Spell Power ] Arcane damageto the target and [ 12 + 37.2% of Spell Power to all enemies within 10 yards. Nether Tempest's damage isLimit 1 target. Damage increased by 50% per Arcane Charge when cast. Unlimited range. Instant.at cast time. Unlimited range. Instant.

Talents
  • Alter Time Alter the fabric of time, causing the caster to return to theirAlters the fabric of time, returning you to your current location and health when cast a second time, or after 15 sec. Effect negated if the caster dies within the 15 sec before the effect occurs or moves too far awayby long distance or death. Mage - LvL 30 Talent. 1% of Base Mana. Instant. 1.5 min cooldown.
  • Blast Wave Cause an explosion of fiery forceCauses an explosion around the target enemy or ally, dealing [ 1 + 112.5% of Spell Power ] Fire damage to all enemies within 8 yards, and dazing them, reducing theirreducing movement speed by 70% for 4 sec. If the primary target is an enemy, they take 100% increased damage. Replaces Frost Nova. Max 2 chargesA primary enemy target will take 100% increased damage. Max 2 charges. Replaces Frost Nova. Mage - LvL 75 Talent. 40 yd range. Instant.
  • Blazing Speed Suppresses movement slowing effects and increases your movement speed by 150% for 1.5 sec. This spell may be cast while a cast timeCastable while another spell is in progress and is not on theunaffected by global cooldown. Mage - LvL 15 Talent. Instant. 25 sec cooldown.
  • Cauterize An attack which would otherwise kill youFatal damage will instead bring you to 35% of your maximum health, and you will burn for 28% of your maximum health over the next 6 sec. Cauterizehealth and then burn you for 28% of your max health over 6 sec. This effect cannot occur more than once every 2 min. Mage - LvL 60 Talent.
  • Cold Snap (Arcane) When activated, this spell finishesImmediately resets the cooldown of your Ice Block, Presence of Mind, and Frost Nova spells, and heals you for 22% of your maximum health. This spell is usable while stunned, frozen, incapacitated, feared or asleep, and is not on the global cooldown.Usable during most loss of control effects, and unaffected by global cooldown.
  • Cold Snap (Fire) When activated, this spell finishesImmediately resets the cooldown of your Ice Block, Dragon's Breath, and Frost Nova spells, and heals you for 22% of your maximum health. This spell is usable while stunned, frozen, incapacitated, feared or asleep, and is not on the global cooldown.Usable during most loss of control effects, and unaffected by global cooldown.
  • Cold Snap (Frost) When activated, this spell finishesImmediately resets the cooldown of your Ice Block, Cone of Cold, and Frost Nova spells, and heals you for 22% of your maximum health. This spell is usable while stunned, frozen, incapacitated, feared or asleep, and is not on the global cooldown.Usable during most loss of control effects, and unaffected by global cooldown.
  • Evanesce Fade into the nether, avoiding all attacks against you for 3 sec. This spell may be cast while a cast timeCastable while another spell is in progress and is not on theunaffected by global cooldown. Replaces Ice Block. Mage - LvL 15 Talent. Instant. 45 sec cooldown.
  • Flameglow Protects you with fiery energy, absorbing up to [ 22% of Fire Spell Power ] damage from each attack against you ( up to a maximum of 30% of the attack). Mage - LvL 30 Talent.Mage - LvL 30 Talent.
  • Frost Bomb Places a Frost Bomb on the target for 12 sec. Limit 1. Your Ice Lances that hit the target while frozen cause the Frost Bomb to releasetriggered by each Ice Lance while the target is frozen. The bomb releases a wave of freezing ice that dealsdealing [ 258.51% of Spell Power ] Frost damage to the target and, [ 129.38% of Spell Power ] Frost damage to all other enemies within 10 yards. Limit 1 target. Mage - LvL 75 Talent. 1.25% of Base Mana. 40 yd range. 1.5 sec cast.
  • Frostjaw Silences and freezes the target in place for 8 sec . Lasts half as long versus Player targets. Damage caused may interrupt the effect. Mage - LvL 45 Talent. 1% of Base Mana. 30 yd range. 1.5 sec cast. 20 sec cooldown.
  • Greater Invisibility Instantly makes the caster invisible, reducing all threat, and removingyou invisible and untargetable for 20 sec, removing all threat and two damage over time effects. While invisible, you are untargetable by enemies. Lasts 20 sec. Invisibility is cancelled if you perform any actions. Damage taken is reduced by 90%Any action taken cancels this effect. You take 90% reduced damage while invisible and for 3 sec after coming out of invisibilitythe effect expires. Replaces Invisibility. Mage - LvL 60 Talent. Instant. 1.5 min cooldown.
  • Ice Barrier Instantly shields you for 60 sec, absorbing [ 495% of Frost Spell Power ] damage . Lasts 60 sec. While the shield holds, spellcasting will not be delayedinterrupted by damage. Mage - LvL 30 Talent. 3% of Base Mana. Instant. 25 sec cooldown.
  • Ice Floes Allows you to move while casting and channeling the next Mage spell that has a base cast or channel time less than 4 sec. This spell may be cast while a cast timeYour next spell can be cast while moving. Castable while another spell is in progress and is not on the global cooldown, and accumulates up to 3 charges. Lasts 15 secunaffected by global cooldown. Max 3 charges. Mage - LvL 15 Talent. Instant.
  • Ice Nova CauseCauses a whirl of icy wind around the target enemy or ally, dealing [ 1 + 97.5%112.5% of Spell Power ] Frost damage to all enemies within 8 yards, and freezing them for 2 sec. If the primary target is an enemy, they take 100% increased damage. Replaces Frost Nova. Max 2 chargesfor 2 sec. A primary enemy target will take 100% increased damage. Max 2 charges. Replaces Frost Nova. Mage - LvL 75 Talent. 40 yd range. Instant.
  • Ice Ward Places an Ice Ward on a friendly target. When an enemy strikes the targetProtects a friendly target for 30 sec. Any melee attack will consume the ward and freeze, all enemies within 10 yds will become frozen in place for 5 sec. 1 charge. Lasts 30for 5 sec. Mage - LvL 45 Talent. 1% of Base Mana. 40 yd range. Instant. 20 sec cooldown.
  • Incanter's Flow Magical energy flows through you, increasing all spell damage done by 5% per stack. While in combat, the magical energy builds up to 5 stacks over 5 sec and then diminishes down to 1 stack over 5 sec. This cycle repeatswhile in combat, building up to 25% increased damage and then diminishing down to 5% increased damage, cycling every 10 sec. Mage - LvL 90 Talent.
  • Living Bomb The target becomes a Living Bomb, taking [ 18.75%[ 4 + 18.75% of Spell Power ] Fire damage over 12 sec. When this effect ends, or the target dies, it explodes to deal an additional [ 37.51% of Spell Power ] Fire damage to the target and all other enemies within 10 yards. May be spread by Inferno Blast. Mage - LvL 75 Talent. 1.5% of Base Mana. 40 yd range. Instant.
  • Nether Tempest Places a Nether Tempest on the target which deals [ 12 + 3.1% of Spell Power ] Arcane damage over 12 sec. Limit 1. Each time Nether Tempest deals damage, it also triggers a wave of arcane energy that deals an additional [ 1 + 3.1% of Spell Power ] Arcane damageto the target and [ 12 + 37.2% of Spell Power to all enemies within 10 yards. Nether Tempest's damage isLimit 1 target. Damage increased by 50% per Arcane Charge when castat cast time. Mage - LvL 75 Talent. 1.5% of Base Mana. 40 yd range. Instant.
  • Prismatic Crystal Arcane, Fire: Conjures a prismatic crystal at the target location, which is attackable by only the Mage, and takes 30% additional damage. When the crystal takes damage, it instantly releases a burst of energy dealing that damage, split evenly between all enemies within 8 yards. Frost: Conjures a prismatic crystal at the target location, which is attackable by only the Mage, and takes 50 additional damage. When the crystal takes damage, it instantly releases a burst of energy dealing that damage, split evenly between all enemies within 8 yards. Mage - LvL 100 Talent. 40 yd range. Instant. 60 sec cooldown.
  • Ring of Frost Summons a Ring of Frost for 10 sec at the target location. Enemies entering the ring will become frozen for 10 sec . Lasts 10 sec. 10 yd radius. Limit 10 targets. Mage - LvL 45 Talent. 2% of Base Mana. 30 yd range. 10 sec cast (Channeled). 45 sec cooldown.
  • Rune of Power Places a Rune of Power on the ground, which lasts for 3 min. While standing within 8 yds of your own Rune of Power, your spell damage is increased by 15%. Only 2 Runes of Power can be placedfor 3 min which increases your spell damage by 15% while you stand within 8 yds. You may place up to 2 Runes of Power at one time. Mage - LvL 90 Talent. 30 yd range. 1.5 sec cast.
  • Supernova CauseCauses a pulse of arcane energy around the target enemy or ally, dealing [ 1 + 112.5% of Spell Power ] Arcane damage to all enemies within 8 yards, and knocking them up. If the primary target is an enemy, they take 100% increased damage. Replaces Frost Nova. Max 2 chargesA primary enemy target will take 100% increased damage. Max 2 charges Replaces Frost Nova. Mage - LvL 75 Talent. 40 yd range. Instant.
  • Unstable Magic (Arcane) Arcane Blast, Fireball, and Frostbolt have a 15% chance to explode on impact, dealing an additional 50% damage to the target, and to all other enemies within 8 yards.
  • Unstable Magic (Fire) Arcane Blast, Fireball, and Frostbolt have a 30% chance to explode on impact, dealing an additional 50% damage to the target, and to all other enemies within 8 yards.
  • Unstable Magic (Frost) Arcane Blast, Fireball, and Frostbolt have a 50% chance to explode on impact, dealing an additional 50% damage to the target, and to all other enemies within 8 yards.

Frost
  • Deep Freeze Stuns the target for 5 sec. Only usable on Frozen targets. This effect will break if the target takes any damageDamage caused may interrupt the effect. Mage - Frost Spec. 2% of Base Mana. 35 yd range. Instant. 30 sec cooldown.

Monk
  • Chi Burst (Brewmaster, Windwalker) You summon a torrent of Chi energy and hurl it forward, up to 40 yds, dealing [ 1 + 203.6% of AP ] Nature damage to all enemies, and AP healing to all allies in its path. Chi Burst will always heal the Monk. While casting Chi Burst, you continue to dodge, parry, and auto-attack.Hurls a torrent of Chi energy up to 40 yds forward, dealing [ 1 + 203.6% of AP ] Nature damage to all enemies, and AP healing to the Monk and all allies in its path.
  • Chi Burst (Mistweaver) You summon a torrent of Chi energy and hurl it forward, up to 40 yds, dealing [ 1 + 203.6% of AP ] Nature damage to all enemies, and [ 120% of AP ] healing to all allies in its path. Chi Burst will always heal the Monk. While casting Chi Burst, you continue to dodge, parry, and auto-attack.Hurls a torrent of Chi energy up to 40 yds forward, dealing [ 1 + 203.6% of AP ] Nature damage to all enemies, and [ 120% of AP ] healing to the Monk and all allies in its path.
  • Chi Torpedo Torpedo a distance in front of youTorpedo forward, dealing [ 2 + 65.6% of AP ] Nature damage to all enemies and 0 healing to all allies in your path. Chi Torpedo replaces Roll, and travels farther than Roll. Unlimited range. Instant.Replaces Roll, and travels farther. Unlimited range. Instant.
  • Chi Torpedo Torpedo a distance in front of youTorpedo forward, dealing [ 2 + 65.6% of AP ] Nature damage to all enemies and 0 healing to all allies in your path. Chi Torpedo replaces Roll, and travels farther than Roll. Unlimited range. Instant.Replaces Roll, and travels farther. Unlimited range. Instant.
  • Chi Wave (Brewmaster, Windwalker) You cause a wave of Chi energy to flow through friend and foe, dealing [ 1 + 75.7% of AP ] Nature damage or [ 75.7% of AP ] healing. Bounces up to 7 times to the nearest targets within 25 yards. When bouncing to allies, Chi Wave will prefer those injured over full health.A wave of Chi energy to flows through friends and foes, dealing [ 1 + 75.7% of AP ] Nature damage or [ 75.7% of AP ] healing. Bounces up to 7 times to targets within 25 yards.
  • Chi Wave (Mistweaver) You cause a wave of Chi energy to flow through friend and foe, dealing [ 1 + 75.7% of AP ] Nature damage or [ 90.8% of AP ] healing. Bounces up to 7 times to the nearest targets within 25 yards. When bouncing to allies, Chi Wave will prefer those injured over full health.A wave of Chi energy to flows through friends and foes, dealing [ 1 + 75.7% of AP ] Nature damage or [ 90.8% of AP ] healing. Bounces up to 7 times to targets within 25 yards.
  • Chi Wave (Brewmaster, Windwalker) You cause a wave of Chi energy to flow through friend and foe, dealing [ 1 + 75.7% of AP ] Nature damage or [ 75.7% of AP ] healing. Bounces up to 7 times to the nearest targets within 25 yards. When bouncing to allies, Chi Wave will prefer those injured over full health.A wave of Chi energy to flows through friends and foes, dealing [ 1 + 75.7% of AP ] Nature damage or [ 75.7% of AP ] healing. Bounces up to 7 times to targets within 25 yards.
  • Chi Wave (Mistweaver) You cause a wave of Chi energy to flow through friend and foe, dealing [ 1 + 75.7% of AP ] Nature damage or [ 90.8% of AP ] healing. Bounces up to 7 times to the nearest targets within 25 yards. When bouncing to allies, Chi Wave will prefer those injured over full health.A wave of Chi energy to flows through friends and foes, dealing [ 1 + 75.7% of AP ] Nature damage or [ 90.8% of AP ] healing. Bounces up to 7 times to targets within 25 yards.
  • Healing Elixirs Every 18 sec, you gain Healing Elixirs. Healing Elixirs heals you for 15% of your total health the next timemaximum health when a damaging attack brings you below 35% of your maximum health, orhealth, or when you drink a Brew or Tea while injured. Instant.This effect can only happen once every 18 sec. Instant.
  • Spinning Crane Kick (Mistweaver) You spin while kicking in the air, dealing [ 658% of Mainhand Min DPS + 69.7% of AP + 658% of Mainhand Max DPS ] damage over 2.2 sec to enemies within 8 yards and 0[ 197.5% of Spell Power healing over 2.2 sec to allies within 10 yards.
  • Spinning Crane Kick (Mistweaver) You spin while kicking in the air, dealing [ 658% of Mainhand Min DPS + 69.7% of AP + 658% of Mainhand Max DPS ] damage over 2.2 sec to enemies within 8 yards and 0[ 197.5% of Spell Power healing over 2.2 sec to allies within 10 yards.
  • Spinning Crane Kick While channeling Spinning Crane Kick, you also heal nearby injured allies for 0[ 49.38% of Spell Power every 0.75 sec for 2.2 sec. Healing yourself does not count for Chi generation. 3 sec cast.
  • Touch of Death Instantly kills a creature with less health than the Monk's maximum health. Can also be used on tough creatures when they are below 10% health, dealing damage equal to the Monk's maximum health to them. Monk - Brewmaster & Windwalker Spec. 3 Chi. Melee range. Instant. 1.5 min cooldown.
  • Transcendence You split your body and spirit, leaving your spirit behind for 15 min. Use Transcendence: Transfer to swap locations with your spirit. Monk - Brewmaster & Windwalker Spec. Instant. 45 sec cooldown.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 Sphere (Brewmaster, Windwalker) Forms a Zen Sphere above the target, healing the target for [ 9% of AP [ 72% of AP ] over 16 sec;] and dealing [ 1 + 9% of AP ] Nature damage every 2 sec to the nearest enemy within 10 yards of the target every 2 sec for 16 sec. Only two Zen Spheres can be summoned at any one time. After 16 sec, the Zen Sphere detonates, dealing [ 1 + 36.8% of AP ] Nature damage and [ 23.4% of AP ] healing to all targets within 10 yards. If the target of the Zen Sphere reaches 35% or lower health or if the Zen Sphere is dispelled or expires it will detonate, dealing [ 1 + 36.8% of AP ] Nature damage and [ 23.4% of AP ] healing to all targets within 10 yards.Triggered early if dispelled or the target falls below 35% health.
  • Zen Sphere (Mistweaver) Forms a Zen Sphere above the target, healing the target for [ 10.8% of AP [ 86.4% of AP ] over 16 sec;] and dealing [ 1 + 9% of AP ] Nature damage every 2 sec to the nearest enemy within 10 yards of the target every 2 sec for 16 sec. Only two Zen Spheres can be summoned at any one time. After 16 sec, the Zen Sphere detonates, dealing [ 1 + 36.8% of AP ] Nature damage and [ 28.1% of AP ] healing to all targets within 10 yards. If the target of the Zen Sphere reaches 35% or lower health or if the Zen Sphere is dispelled or expires it will detonate, dealing [ 1 + 36.8% of AP ] Nature damage and [ 28.1% of AP ] healing to all targets within 10 yards.Triggered early if dispelled or the target falls below 35% health.
  • Zen Sphere: Detonate (Brewmaster, Windwalker) Forms a Zen Sphere above the target, healing the target for [ 9% of AP [ 72% of AP ] over 16 sec;] and dealing [ 1 + 9% of AP ] Nature damage every 2 sec to the nearest enemy within 10 yards of the target every 2 sec for 16 sec. Only two Zen Spheres can be summoned at any one time. After 16 sec, the Zen Sphere detonates, dealing [ 1 + 36.8% of AP ] Nature damage and [ 23.4% of AP ] healing to all targets within 10 yards. If the target of the Zen Sphere reaches 35% or lower health or if the Zen Sphere is dispelled or expires it will detonate, dealing [ 1 + 36.8% of AP ] Nature damage and [ 23.4% of AP ] healing to all targets within 10 yards.Triggered early if dispelled or the target falls below 35% health.
  • Zen Sphere: Detonate (Mistweaver) Forms a Zen Sphere above the target, healing the target for [ 10.8% of AP [ 86.4% of AP ] over 16 sec;] and dealing [ 1 + 9% of AP ] Nature damage every 2 sec to the nearest enemy within 10 yards of the target every 2 sec for 16 sec. Only two Zen Spheres can be summoned at any one time. After 16 sec, the Zen Sphere detonates, dealing [ 1 + 36.8% of AP ] Nature damage and [ 28.1% of AP ] healing to all targets within 10 yards. If the target of the Zen Sphere reaches 35% or lower health or if the Zen Sphere is dispelled or expires it will detonate, dealing [ 1 + 36.8% of AP ] Nature damage and [ 28.1% of AP ] healing to all targets within 10 yards.Triggered early if dispelled or the target falls below 35% health.
  • Zen Sphere: Detonate (Brewmaster, Windwalker) Forms a Zen Sphere above the target, healing the target for [ 9% of AP [ 72% of AP ] over 16 sec;] and dealing [ 1 + 9% of AP ] Nature damage every 2 sec to the nearest enemy within 10 yards of the target every 2 sec for 16 sec. Only two Zen Spheres can be summoned at any one time. After 16 sec, the Zen Sphere detonates, dealing [ 1 + 36.8% of AP ] Nature damage and [ 23.4% of AP ] healing to all targets within 10 yards. If the target of the Zen Sphere reaches 35% or lower health or if the Zen Sphere is dispelled or expires it will detonate, dealing [ 1 + 36.8% of AP ] Nature damage and [ 23.4% of AP ] healing to all targets within 10 yards.Triggered early if dispelled or the target falls below 35% health.
  • Zen Sphere: Detonate (Mistweaver) Forms a Zen Sphere above the target, healing the target for [ 10.8% of AP [ 86.4% of AP ] over 16 sec;] and dealing [ 1 + 9% of AP ] Nature damage every 2 sec to the nearest enemy within 10 yards of the target every 2 sec for 16 sec. Only two Zen Spheres can be summoned at any one time. After 16 sec, the Zen Sphere detonates, dealing [ 1 + 36.8% of AP ] Nature damage and [ 28.1% of AP ] healing to all targets within 10 yards. If the target of the Zen Sphere reaches 35% or lower health or if the Zen Sphere is dispelled or expires it will detonate, dealing [ 1 + 36.8% of AP ] Nature damage and [ 28.1% of AP ] healing to all targets within 10 yards.Triggered early if dispelled or the target falls below 35% health.

Talents
  • Ascension Increases your maximum Chi by 1, your maximum mana by 10%, and your energy regenenergy regeneration by 10%, and your maximum mana by 10%. Monk - LvL 45 Talent.
  • Celerity Allows you to Roll and Chi Torpedo more oftenReduces the cooldown of Roll and Chi Torpedo by 5 sec and, increases their maximum number of charges by 1, and reduces their cooldown by 5 sec. Monk - LvL 15 Talent.Monk - LvL 15 Talent.
  • Charging Ox Wave A mighty Ox effigy rushes forward 30 yards in front of you, stunning all enemies withinstunning all enemies in its path for 3 sec. Monk - LvL 60 Talent. Instant. 30 sec cooldown.
  • Chi Burst (Brewmaster, Windwalker) You summon a torrent of Chi energy and hurl it forward, up to 40 yds, dealing [ 1 + 203.6% of AP ] Nature damage to all enemies, and AP healing to all allies in its path. Chi Burst will always heal the Monk. While casting Chi Burst, you continue to dodge, parry, and auto-attack.Hurls a torrent of Chi energy up to 40 yds forward, dealing [ 1 + 203.6% of AP ] Nature damage to all enemies, and AP healing to the Monk and all allies in its path.
  • Chi Burst (Mistweaver) You summon a torrent of Chi energy and hurl it forward, up to 40 yds, dealing [ 1 + 203.6% of AP ] Nature damage to all enemies, and [ 120% of AP ] healing to all allies in its path. Chi Burst will always heal the Monk. While casting Chi Burst, you continue to dodge, parry, and auto-attack.Hurls a torrent of Chi energy up to 40 yds forward, dealing [ 1 + 203.6% of AP ] Nature damage to all enemies, and [ 120% of AP ] healing to the Monk and all allies in its path.
  • Chi Torpedo Torpedo a distance in front of youTorpedo forward, dealing [ 2 + 65.6% of AP ] Nature damage to all enemies and 0 healing to all allies in your path. Chi Torpedo replaces Roll, and travels farther than RollReplaces Roll, and travels farther. Monk - LvL 90 Talent. Instant.
  • Chi Wave (Brewmaster, Windwalker) You cause a wave of Chi energy to flow through friend and foe, dealing [ 1 + 75.7% of AP ] Nature damage or [ 75.7% of AP ] healing. Bounces up to 7 times to the nearest targets within 25 yards. When bouncing to allies, Chi Wave will prefer those injured over full health.A wave of Chi energy to flows through friends and foes, dealing [ 1 + 75.7% of AP ] Nature damage or [ 75.7% of AP ] healing. Bounces up to 7 times to targets within 25 yards.
  • Chi Wave (Mistweaver) You cause a wave of Chi energy to flow through friend and foe, dealing [ 1 + 75.7% of AP ] Nature damage or [ 90.8% of AP ] healing. Bounces up to 7 times to the nearest targets within 25 yards. When bouncing to allies, Chi Wave will prefer those injured over full health.A wave of Chi energy to flows through friends and foes, dealing [ 1 + 75.7% of AP ] Nature damage or [ 90.8% of AP ] healing. Bounces up to 7 times to targets within 25 yards.
  • Dampen Harm You dampen the damage from the most harmful attacks done to you. The next 3 attacks within 45 sec that deal damage equal toReduces damage by 50% from the next 3 attacks that damage you for 15% or more of your total health are reduced by half. Dampen Harm can be castmaximum health. Castable while stunned. Monk - LvL 75 Talent. Instant. 1.5 min cooldown.
  • Diffuse Magic Reduces all spell damage taken by 90% and clears all magical effects on you, reversing themReduces magic damage taken by 90% for 6 sec and transfers all harmful magical effects back to their original caster if within 40 yards if possible. Lasts for 6 secpossible. Monk - LvL 75 Talent. Instant. 1.5 min cooldown.
  • Healing Elixirs Every 18 sec, you gain Healing Elixirs. Healing Elixirs heals you for 15% of your total health the next timemaximum health when a damaging attack brings you below 35% of your maximum health, orhealth, or when you drink a Brew or Tea while injured. Monk - LvL 75 Talent.This effect can only happen once every 18 sec. Monk - LvL 75 Talent.
  • Invoke Xuen, the White Tiger Invokes the White Tiger Celestial, summoning an effigy at the command of the caster. The effigy will assist you, attacking your primary target and also inflicting tiger lightning every 1 sec to 3 nearby enemies within 10 yards dealing [ 1 + 66.6% of AP ] damage. Lasts for 45 sec. Brewmaster Brewmaster: Summon an effigy of Xuen, the White Tiger for 45 sec under your command. Xuen attacks your primary target and strikes 3 enemies within 10 yards every 1 sec with Tiger Lightning for [ 1 + 66.6% of AP ] Nature damage Xuen will also taunt the target, forcing it to attack himWindwalker, Mistweaver: Summon an effigy of Xuen, the White Tiger for 45 sec under your command. Xuen attacks your primary target and strikes 3 enemies within 10 yards every 1 sec with Tiger Lightning for [ 1 + 66.6% of AP ] Nature damage. Monk - LvL 90 Talent. 40 yd range. Instant. 3 min cooldown.
  • Leg Sweep You knockKnocks down all enemies within 5 yards , effectively stunning them for 5 sec. Monk - LvL 60 Talent. Instant. 45 sec cooldown.
  • Momentum Every time you Roll or Chi Torpedo, your movement speed is increasedRoll and Chi Torpedo also increase movement speed by 25% for 10 sec. Stacksstacking up to 2 times. Monk - LvL 15 Talent.
  • Power Strikes Every 20 sec , you gain Power Strikes, causing your next Jab, Spinning Crane Kick, Expel Harm, or Crackling Jade Lightning to generate 1 additional Chi. If you are already at maximum Chi, a Chi Sphere will be summoned near you. Monk - LvL 45 Talent.generates 1 additional Chi, or a Chi Sphere if already at maximum Chi. Monk - LvL 45 Talent.
  • Ring of Peace Forms a sanctuary around the friendly target, instantlyForm a Ring of Peace around the friendly target for 8 sec incapacitating all enemies for 3 sec. In addition, enemies within the Ring of Peace who attack or cast harmful spells will be incapacitated for an additional 3 sec. Ring of Peace lasts for 8 secand incapacitating them again each time they attack or cast a harmful spell. Monk - LvL 60 Talent. 40 yd range. Instant. 45 sec cooldown.
  • Rushing Jade Wind (Brewmaster, Windwalker) You summon a whirling tornado around you which deals [ 125.8% of Mainhand Min DPS + 62.9% of Offhand Min DPS + 10% of AP - 1 ] to [ 125.8% of Mainhand Max DPS + 62.9% of Offhand Max DPS + 10% of AP + 1 ] damage to all nearby enemies every 0.75 sec, within 8 yards. dealing [ 566.3% of Mainhand Min DPS + 283.1% of Offhand Min DPS + 90% of AP + 566.3% of Mainhand Max DPS + 283.1% of Offhand Max DPS ] damage over 6 sec to enemies within 8 yards . Generates 1 Chi, if it hits at least 3 targets. Lasts 6 sec. Generates 1 Chi if it hits at least 3 targets.
  • Rushing Jade Wind (Mistweaver) You summon a whirling tornado around you which deals [ 188.8% of Mainhand Min DPS + 10% of AP - 1 ] to [ 188.8% of Mainhand Max DPS + 10% of AP + 1 ] damage to all nearby enemies every 0.75 sec, within 8 yards. dealing [ 849.4% of Mainhand Min DPS + 90% of AP + 849.4% of Mainhand Max DPS ] damage over 6 sec to enemies within 8 yards . Generates 1 Chi, if it hits at least 3 targets. Lasts 6 sec. Generates 1 Chi if it hits at least 3 targets.
  • Tiger's Lust Instantly clears the target of all immobilizing and movement impairing effects, and increases theirIncreases movement speed by 70% for 6 sec and removes all roots and snares. Monk - LvL 15 Talent. 20 yd range. Instant. 30 sec cooldown.
  • Zen Sphere (Brewmaster, Windwalker) Forms a Zen Sphere above the target, healing the target for [ 9% of AP [ 72% of AP ] over 16 sec;] and dealing [ 1 + 9% of AP ] Nature damage every 2 sec to the nearest enemy within 10 yards of the target every 2 sec for 16 sec. Only two Zen Spheres can be summoned at any one time. After 16 sec, the Zen Sphere detonates, dealing [ 1 + 36.8% of AP ] Nature damage and [ 23.4% of AP ] healing to all targets within 10 yards. If the target of the Zen Sphere reaches 35% or lower health or if the Zen Sphere is dispelled or expires it will detonate, dealing [ 1 + 36.8% of AP ] Nature damage and [ 23.4% of AP ] healing to all targets within 10 yards.Triggered early if dispelled or the target falls below 35% health.
  • Zen Sphere (Mistweaver) Forms a Zen Sphere above the target, healing the target for [ 10.8% of AP [ 86.4% of AP ] over 16 sec;] and dealing [ 1 + 9% of AP ] Nature damage every 2 sec to the nearest enemy within 10 yards of the target every 2 sec for 16 sec. Only two Zen Spheres can be summoned at any one time. After 16 sec, the Zen Sphere detonates, dealing [ 1 + 36.8% of AP ] Nature damage and [ 28.1% of AP ] healing to all targets within 10 yards. If the target of the Zen Sphere reaches 35% or lower health or if the Zen Sphere is dispelled or expires it will detonate, dealing [ 1 + 36.8% of AP ] Nature damage and [ 28.1% of AP ] healing to all targets within 10 yards.Triggered early if dispelled or the target falls below 35% health.

Mistweaver
  • Focus and Harmony Haste effects lower the global cooldown of your spells and abilities. Monk - Mistweaver Spec.Your attack power now equals exactly 100% of your spell power. Monk - Mistweaver Spec.
  • Stance of the Spirited Crane Sets your attack power equal to exactly 100% of your spell power, causes you to use Mana instead of Energy, and improves the functionality of Surging Mist, Blackout Kick, and Crackling Jade Lightning. While in this stance, you will gain Eminence. Eminence 35% of all damage you deal will be converted into healing on an injured ally within 20 yards. Monk - Mistweaver Spec. Instant.
  • Stance of the Wise Serpent Causes you to use Mana instead of Energy, increasesIincreases healing done by 20%, and improves the functionality of Crackling Jade Lightning and Spinning Crane Kick. Monk - Mistweaver Spec. Instant.
  • Teachings of the Monastery Causes your Spinning Crane Kick to heal nearby injured allies for 0[ 49.38% of Spell Power every 0.75 sec for 2.2 sec. Healing yourself does not count for Chi generation from Spinning Crane Kick. Monk - Mistweaver Spec.

Paladin
  • Execution Sentence A hammer slowly falls from the sky, causing [ 914.2% of Holy Spell Power ] Holy damage over 10 sec. This damage is dealt slowly at first andDamage increases over time, culminating in a final burst of damage. Dispelling the effect triggers the final burst. Unlimited range. Instant.
  • Harsh Word Consumes up to 3 Holy Power to heal a friendly target for [ 88.2% of Spell Power ] per charge of Holy Power. 40 yd range. Instant.up to [ 264.59% of Spell Power ]. 40 yd range. Instant.
  • Holy Prism Sends a beam of light toward a target, turning them into a prism for Holy energy. If an enemy is the prism, they takeA beam of light turns the target into a Holy Prism. An enemy target takes [ 2 + 165% of Spell Power ] Holy damage and radiateradiates [ 2 + 120.58% of Spell Power ] healing to 5 nearby allies within 15 yards. If an ally is the prism, they areA friendly target is healed for [ 178.93% of Spell Power ] and radiateradiates [ 235% of Spell Power ] Holy damage to 5 nearby enemies within 15 yards. 40 yd range. Instant. 20 sec cooldown.
  • Holy Prism Sends a beam of light toward a target, turning them into a prism for Holy energy. If an enemy is the prism, they takeA beam of light turns the target into a Holy Prism. An enemy target takes [ 2 + 165% of Spell Power ] Holy damage and radiateradiates [ 2 + 120.58% of Spell Power ] healing to 5 nearby allies within 15 yards. If an ally is the prism, they areA friendly target is healed for [ 178.93% of Spell Power ] and radiateradiates [ 235% of Spell Power ] Holy damage to 5 nearby enemies within 15 yards. 40 yd range. Instant. 20 sec cooldown.
  • Word of Glory Consumes up to 3 Holy Power to heal a friendly target for [ 88.2%[ 264.59% of Spell Power ] per charge of Holy Power. 1 Holy Power. 40 yd range. Instant. 1.5 sec cooldown.
  • Word of Glory Consumes up to 3 Holy Power to heal a friendly target for [ 88.2% of Spell Power ] per charge of Holy Powerup to [ 264.59% of Spell Power . 1 Holy Power. 40 yd range. 1.5 sec cast. 1 sec cooldown.
  • Word of Glory Consumes up to 3 Holy Power to heal a friendly target for [ 88.2% of Spell Power ] per charge of Holy Power. 40 yd range. Instant.up to [ 264.59% of Spell Power ]. 40 yd range. Instant.

Talents
  • Clemency You can use Hand of Freedom, Hand of Protection, Hand of Sacrifice and Hand of Salvation twice each before incurring their cooldowns. Paladin - LvL 60 Talent.Your Hand abilities all now have 2 charges. Paladin - LvL 60 Talent.
  • Divine Purpose (Holy) Your Word of Glory and Light of Dawn abilities have a 25% chance to cause the Divine Purpose effect. Divine Purpose Your next Word of Glory ability will consume no Holy Power and will cast as if 3 Holy Power were consumed. Lasts 8 sec.Word of Glory and Light of Dawn have a 25% chance to cause your next Word of Glory or Light of Dawn to consume no Holy Power but cast as if 3 were consumed.
  • Divine Purpose (Protection) Your Word of Glory and Shield of the Righteous abilities have a 25% chance to cause the Divine Purpose effect. Divine Purpose Your next Word of Glory ability will consume no Holy Power and will cast as if 3 Holy Power were consumed. Lasts 8 sec.Word of Glory and Shield of the Righteous have a 25% chance to cause your next Word of Glory or Light of Dawn to consume no Holy Power but cast as if 3 were consumed.
  • Divine Purpose (Retribution) Your Word of Glory, Templar's Verdict, and Divine Storm abilities have a 25% chance to cause the Divine Purpose effect. Divine Purpose Your next Word of Glory ability will consume no Holy Power and will cast as if 3 Holy Power were consumed. Lasts 8 sec.Word of Glory, Templar's Verdict, and Divine Storm have a 25% chance to cause your next Word of Glory or Light of Dawn to consume no Holy Power but cast as if 3 were consumed.
  • Eternal Flame (Holy) Consumes up to 3 Holy Power to place a protective Holy flame on a friendly target, which heals them for [ 1 + 88.2%heal an ally for up to [ 1 + 264.59% of Spell Power ] and an additional [ 1 + 16.03% of Spell Power ] every 2 sec for 10 sec. up to 30 sec. Initial healing amount and heal over time duration increased per charge of Holy Power. The heal over time is increased by 50% if used on the Paladin. Healing over time increased by 50% when cast on self.
  • Eternal Flame (Protection, Retribution) Consumes up to 3 Holy Power to place a protective Holy flame on a friendly target, which heals them for [ 1 + 88.2%heal an ally for up to [ 1 + 264.59% of Spell Power ] and an additional [ 1 + 16.03% of Spell Power ] every 2 sec for 10 sec. up to 30 sec. Initial healing amount and heal over time duration increased per charge of Holy Power. The heal over time is increased by 50% if used on the Paladin. Healing over time increased by 50% when cast on self.
  • Execution Sentence A hammer slowly falls from the sky, causing [ 914.2% of Holy Spell Power ] Holy damage over 10 sec. This damage is dealt slowly at first andDamage increases over time, culminating in a final burst of damage. Dispelling the effect triggers the final burst. Stay of Execution If used on friendly targets, the falling hammer heals the targetOn a friendly target, the falling hammer heals for [ 674.2% of Holy Spell Power ] healing over 10 sec. This healing is dealt slowly at first andover 10 sec. Healing increases over time, culminating in a final burst of healing. Dispelling the effect triggers the final burst. Paladin - LvL 90 Talent. 12.8% of Base Mana. 40 yd range. Instant. 60 sec cooldown.
  • Hand of Purity Places a Hand on the friendly target, reducing damage taken by 10% and damage from damage over time effects by an additional 80% (less for some creature attacksover time by an additional 80%) 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 Prism Sends a beam of light toward a target, turning them into a prism for Holy energy. If an enemy is the prism, they takeA beam of light turns the target into a Holy Prism. An enemy target takes [ 2 + 165% of Spell Power ] Holy damage and radiateradiates [ 2 + 120.58% of Spell Power ] healing to 5 nearby allies within 15 yards. If an ally is the prism, they areA friendly target is healed for [ 178.93% of Spell Power ] and radiateradiates [ 235% of Spell Power ] Holy damage to 5 nearby enemies within 15 yards. Paladin - LvL 90 Talent. 17% of Base Mana. 40 yd range. Instant. 20 sec cooldown.
  • Light's Hammer HurlHurls a Light-infused hammer into the ground, where it will blast a 10 yard area with Arcing Light for 14 sec. Arcing Lightblasts a 10 yard radius every 2 sec for 14 sec. Each blast Deals [ 2 + 51.68% of Spell Power ] Holy damage to enemies and reduces theirreduces enemy movement speed by 50% for 2 sec. and Heals allies for [ 40.24% of Spell Power ;] every 2 sec. Paladin - LvL 90 Talent. 51.9% of Base Mana. 30 yd range. Instant. 60 sec cooldown.
  • Long Arm of the Law A successful Judgment increasesSuccessful Judgments increase your movement speed by 45% for 3 sec. Paladin - LvL 15 Talent.
  • Pursuit of Justice You gain 15% movement speed at all times, plus an additional 5% movement speed for each currentIncreases your movement speed by 15%, plus an additional 5% for each charge of Holy Power up to 3. Paladin - LvL 15 Talent.
  • Repentance Puts the enemy target in a state of meditation, incapacitating them for up to 60 sec. Any damage from sourcesMeditation incapacitates the enemy target for 60 sec. Any damage other than Censure will awaken the target. Usable against Demons, Dragonkin, Giants, Humanoids and Undead. Paladin - LvL 30 Talent. 10% of Base Mana. 30 yd range. 1.7 sec cast. 15 sec cooldown.
  • Sacred Shield Protects the target with a shield of Holy Light for 30 sec. The shield absorbsabsorbing up to [ 122.9% of Holy Spell Power ] damage every 6 sec. Can be active only on one targetOnly one target can be affected at a time. Paladin - LvL 45 Talent. 40 yd range. Instant. 6 sec cooldown.
  • Sanctified Wrath Holy: Avenging Wrath lasts 50% longer and grants more frequent access to one of your abilities while it lasts. Holy Reduces the cooldown of Holy Shock by 50% and increases the critical strike chance of Holy Shock by 20%. Protection Reduces theHoly Shock's cooldown by 50% and increases its critical strike chance by 20%. Protection: Avenging Wrath lasts 50% longer and grants more frequent access to one of your abilities while it lasts. Protection Reduces Judgment's cooldown of Judgment by 50%, and causes Judgmentit to generate one additional Holy Power. Avenging Wrath also increases healing received by 20%. Retribution Reduces the cooldown of Hammer of WrathAvenging Wrath lasts 50% longer and grants more frequent access to one of your abilities while it lasts. Retribution Reduces Hammer of Wrath's cooldown by 50%. Paladin - LvL 75 Talent.
  • Selfless Healer Your successful Judgments reduce the cast time and mana cost of your next Flash of Light by 35% per stack and improves its effectiveness by 20% per stack when used to heal othersand increase its effect on others by 20%. Stacks up to 3 times. Paladin - LvL 45 Talent.

Holy
  • Daybreak Casting Holy Radiance causes your next Holy Shock to also heal each allyup to 6 allies within 10 yards of the target for 15% of the original healing done. Can accumulate up to 2 charges. Paladin - Holy Spec.
  • Denounce Casts down the enemy with a bolt of Holy Light, causing [ 91.5% of Spell Power ] Holy damage and preventing the target from causing critical effects for the next 4 sec. Paladin - Holy Spec. 9.4% of Base Mana. 40 yd range. 1.5 sec cast.
  • Light of Dawn Consumes up to 3 Holy Power to unleash a wave of healing energy, healing 6 injured targets in your party or raidallies within 30 yards for up to [ 3 + 73.5% of Spell Power ]. Paladin - Holy Spec. 1 Holy Power. 1.5 sec cast.

Protection
  • Hand of Salvation (New)Places a Hand on the party or raid member, temporarily removing all their threat for 10 sec. Players may only have one Hand on them per Paladin at any one time. Paladin - Protection Spec. 6% of Base Mana. 40 yd range. Instant. 2 min cooldown.

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 100% of the initial damage over 6 sec. Heals the caster for up to 15% of maximum health over the duration. Instant.100% of damage done. Instant.
  • Holy Nova Causes an explosion of holy light around the caster, causing [ 14.3%[ 28.6% of Spell Power ] Holy damage to all nearby enemy targets within 12 yards and healing up to 5 nearby targets within 12 yards for [ 46.2% of Spell Power ]. Instant.
  • Power Word: Shield (Discipline)Also grants you Borrowed Time, reducing the cast time or channel time of your next Priest spell within 6 sec by 15%.
  • Prayer of Mending Places a spell on the target that heals them for [ 67% of Spell Power * Percent Health ] the next time they take damage. When the heal occurs, Prayer of Mending jumps to a party or raid memberan ally within 20 yards. Jumps up to 5 times and lasts 30 sec after each jump. Unlimited range. Instant.
  • Prayer of Mending Places a spell on the target that heals them for [ 67% of Spell Power * Percent Health ] the next time they take damage. When the heal occurs, Prayer of Mending jumps to a party or raid memberan ally within 20 yards. Jumps up to 5 times and lasts 30 sec after each jump. 2.7% of Base Mana. 40 yd range. 1.5 sec cast. 10 sec cooldown.

Talents
  • Angelic Bulwark Anytime a damagingWhen an attack brings you below 30% health, you gain an absorption shield equal to 15% of your total health lasting for 20 sec. This effectmaximum health for 20 sec cannot occur more than once every 90 sec. Priest - LvL 15 Talent.
  • Angelic Feather Place a feather at the target location. If allies walk through it, they gaingranting the first ally to walk through it 60% increased movement speed for 6 sec. Max 3 charges. Only 3 feathers can be placed at one time. Maximum 3 charges. Priest - LvL 30 Talent. 40 yd range. Instant.
  • Body and Soul When you cast Power Word: Shield or Leap of Faith, you increase theYour Power Word: Shield and Leap of Faith also increase your target's movement speed by 60% for 4 sec. Priest - LvL 30 Talent.
  • Clarity of Purpose HealsHeals an ally for [ 1 + 492.4% of Spell Power ], increased by up to 100%, based on how injured the target is. Also heals up to 5 injured allies within 10 yards of the target for up to [ 2 + 984.8% of Spell Power ], split such that more injured targets will receive a larger portion of the healing. The more injured targets are, the greater the total healing received will bethe same amount. Replaces Prayer of Healing. Priest - LvL 100 Talent. 5.7% of Base Mana. 40 yd range. 2.5 sec cast.
  • Desperate Prayer Instantly heals the caster for 22% of their totalmaximum health. Priest - LvL 15 Talent. Instant. 2 min cooldown.
  • Divine Insight Damage over time from your Shadow Word: Pain and damage from your Mind SpikeYour Shadow Word: Pain and Mind Spike damage 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.make your next Mind Blast instant. Priest - LvL 75 Talent.
  • Divine Insight When you cast Greater Heal or Prayer of Healing, there is a 40% chanceYour Greater Heal and Prayer of Healing have a 40% chance to make your next Prayer of Mending will not trigger its cooldown, and willnot trigger its cooldown and jump to each target instantly. Priest - LvL 75 Talent.
  • Divine Insight When you cast Penance, there is a 100% chanceCasting Penance causes your next Power Word: Shield will both ignore and not cause the Weakened Soul effect. Priest - LvL 75 Talent.to ignore and not cause Weakened Soul. Priest - LvL 75 Talent.
  • Insanity Casting Mind Flay while your target is affected by your Devouring Plague causes your Mind Flay to deal 33% additional damage per orb consumed byMind Flay deals 33% additional damage to your Devouring Plague victims per Shadow Orb spent on the Devouring Plague. Priest - LvL 45 Talent.
  • Phantasm When you Fade, you remove all movement impairing effects from yourself, and your movement speed is unhinderedActivating Fade removes all movement impairing effects and prevents your movement speed from being reduced for 5 sec. Priest - LvL 30 Talent.
  • Power Infusion Infuses the Priest with power for 20 sec, increasing haste by 25% and reducing the mana cost of all spells by 20%. Lasts 20 sec. Priest - LvL 75 Talent. Instant. 2 min cooldown.
  • Power Word: Solace (Discipline) Strike an enemy with the power of the heavensheavenly power, dealing [ 183.48% of Spell Power ] Holy damage, an additional [ 2.21% of Spell Power ] Holy damage over 7 sec, and restoring 1% of maximum mana.
  • Power Word: Solace (Holy, Shadow) Strike an enemy with the power of the heavensheavenly power, dealing [ 183.48% of Spell Power ] Holy damage, an additional [ 2.21% of Spell Power ] Holy damage over 7 sec, and restoring 1% of maximum mana. Damage dealt by Power Word: Solace will instantly heal a nearby low health friendly target within 40 yards from the enemy targetThis damage will heal a nearby injured ally for 100% of the damage dealt ( 50% when healing the Priest). or half as much if it heals the Priest.
  • Surge of Darkness Damage 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 notdamage has a 20% chance to cause your next Mind Spike not to consume your damage over time effects, become instant cast, cost no manabe instant, and deal 50% additional damage. LimitCan accumulate up to 3 charges. Priest - LvL 45 Talent.
  • Surge of Light You have a 10% chance when you Smite or cast a healing spell to gain Surge of Light, causing your next Flash Heal to be instant cast and have no mana cost. LimitYour healing spells and Smite have a 10% chance to make your next Flash Heal instant and cost no mana. Can accumulate up to 2 charges. Priest - LvL 45 Talent.
  • Void Tendrils Summons Shadowy tendrils out of the ground, rooting up to 5 enemy targets within 8 yards of the caster for 20 sec. Killing the tendril will cancel the effectfor 20 sec or until the tendril is killed. Priest - LvL 60 Talent. 4% of Base Mana. Instant. 30 sec cooldown.

Discipline
  • Borrowed Time (New)After casting Power Word: Shield, you gain Borrowed Time, reducing the cast time or channel time of your next Priest spell within 6 sec by 15%. Priest - Discipline Spec.
  • Holy Nova Causes an explosion of holy light around the caster, causing [ 14.3%[ 28.6% of Spell Power ] Holy damage to all nearby enemy targets within 12 yards and healing up to 5 nearby targets within 12 yards for [ 46.2% of Spell Power ]. Priest - Discipline Spec. 0.8% of Base Mana. Instant.1.6% of Base Mana. Instant.

Holy
  • Circle of Healing Heals up to 5 friendly party or raid members within 30 yards of the target for [ 110.83% of Spell Power ]. Prioritizes healing the most injured party members. Priest - Holy Spec. 2.2%[ 221.67% of Spell Power ]. Priest - Holy Spec. 4.4% of Base Mana. 40 yd range. Instant. 12 sec cooldown.
  • Mastery: Echo of Light Your direct healing spells and their multistrikes heal for an additional 10.4% over 6 sec. Priest - Holy Spec.

Holy & Discipline
  • Prayer of Healing A powerful prayer heals the friendly target's party members within 30 yards for [ 110.83%[ 221.66% of Spell Power ]. Priest - Holy & Discipline Spec. 4.4%8.8% of Base Mana. 40 yd range. 2.5 sec cast.

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 100% of the initial damage over 6 sec. Heals the caster for up to 15% of maximum health over the duration100% of damage done. Priest - Shadow Spec. All Shadow Orbs. 40 yd range. Instant.
  • Mind Blast Blasts the target for [ 1 + 207.9% of Spell Power ] Shadow damage and generates 1 Shadow Orbs. Priest - Shadow Spec. 3%1% of Base Mana. 40 yd range. 1.5 sec cast. 9 sec cooldown.
  • Mind Spike Blasts the target for [ 1 + 97.5% of Spell Power ] Shadowfrost damage, but extinguishes your damage over time effects on the target. Priest - Shadow Spec. 1%0.5% of Base Mana. 40 yd range. 1.5 sec cast.

Major Glyphs
  • Glyph of Holy Nova Teaches you the ability Holy Nova. Causes an explosion of holy light around the caster, causing [ 14.3%[ 28.6% of Spell Power ] Holy damage to all enemy targets within 12 yards and healing up to 5 targets within 12 yards for [ 46.2% of Spell Power ]. Healing is divided among the number of targets healed. These effects cause no threat. Major Glyph.

Minor Glyphs

Shaman
  • 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 & Enhancement Spec. 7.1% of Base Mana. 30 yd range. 2 sec cast.
  • Earthquake (New)An earthquake shakes the target area, dealing 1 Physical damage to enemies every 1 sec, with a 10% chance of knocking them down. 100 yd range. Instant.
  • Improved Fire Totems Name Changed from Improved Searing Totem to Improved Fire Totems. Increases the damage dealt by Searing Totem by 50%.and Magma Totem by 50%.

Elemental
  • Earthquake (New)You cause the earth at the target location to tremble and break, dealing [ 112.5% of Nature Spell Power ] Physical damage over 10 sec to enemies in an 8 yard radius, with a 10% chance of knocking down affected targets. Shaman - Elemental Spec. 70.3% of Base Mana. 35 yd range. 2.5 sec cast. 10 sec cooldown.
  • Mastery: Elemental Discharge When you deal direct damage with Lightning Bolt, Chain Lightning, and Earth Shock, you have a 16% chance to gain Electric Charge. At 3 Electric Charges, a Lightning Strike hits the target for [ AP ] Nature damage. When you deal[ 200% of Spell Power ] Nature damage. When you deal direct damage with Lava Burst, Lava Beam, and Flame Shock, you have ana 16% chance to gain Rising Heat. At 3 Rising Heats, an Eruption hits the target for [ AP [ 300% of Spell Power ;] Fire damage. Shaman - Elemental Spec.

Elemental & Restoration
  • Lava Burst You hurl molten lava at the target, dealing [ 1 + 77.04% of Spell Power ] Fire damage. Lava Burst will always deal a critical strike. If your Flame Shock is on the target, Lava Burst will deal 50% additional damage. Shaman - Elemental & Restoration Spec. 7.7%2% of Base Mana. 30 yd range. 2 sec cast. 8 sec cooldown.

Major Glyphs
  • Glyph of Unstable Earth Causes your Earthquake spell to also reduce the movement speed of affected targets by 40% for 0. Major Glyph.3 sec. Major Glyph.

Warlock
  • Soul Swap Copies your damage over time effects from the target, preserving their duration. Your next use of Soul Swap will exhale a copy of the effects onto a new target. Soulburn: Applies Corruption, Unstable Affliction, and Agony without removing them from a target. Soulburn. 40 yd range. Instant.1 Soul Shard. 40 yd range. Instant.

Talents
  • Kil'jaeden's Cunning Calls upon the cunning of Kil'jaeden to permit movement while casting Warlock spells. This spell may be cast while casting other spells. Lasts 158 sec. Warlock - LvL 90 Talent. Instant. 2 min cooldown.60 sec cooldown.

Affliction
  • Soul Swap Copies your damage over time effects from the target, preserving their duration. Your next use of Soul Swap will exhale a copy of the effects onto a new target. Soulburn: Applies Corruption, Unstable Affliction, and Agony without removing them from a target. Warlock - Affliction Spec. 6% of Base Mana. 40 yd range. Instant.1 Soul Shard. 40 yd range. Instant.

Warrior
  • Whirlwind Off-Hand (Fury)Dealing damage with Whirlwind increases the number of targets that your Raging Blow hits by 1, stacking up to 3 times.

Talents
  • Furious Strikes (New)Wild Strike costs 10 less Rage. Warrior - LvL 45 Talent.
  • Heavy Repercussions (New)Shield Slam deals 50% additional damage while Shield Block is active. Warrior - LvL 45 Talent.
  • Slam (New) Name Changed from to Slam. Slam an opponent, causing 50% weapon damage. Each consecutive use of Slam increases the damage dealt by 50% and the Rage cost by 100%. Warrior - LvL 45 Talent. 10 Rage. Melee range. Instant.
  • Sudden Death (New)Your autoattack hits have a 10% chance to make your next Execute free and useable on any target, regardless of health level. Warrior - LvL 45 Talent.
  • Taste for Blood (New)Each time Rend deals damage, you gain 3 Rage. Warrior - LvL 45 Talent.
  • Unquenchable Thirst (New)Bloodthirst no longer has a cooldown. Warrior - LvL 45 Talent.
  • Unyielding Strikes (New)Devastate reduces the Rage cost of Heroic Strike by 6 for 6 sec, stacking up to 5 times. Once this effect reaches 5 applications, its duration will no longer refresh. Warrior - LvL 45 Talent.

Arms
  • Rend (New)Wounds the target, causing [ 76.63% of AP ] bleed damage over 18 sec, and a final burst of [ 175.15% of AP ] bleed damage when the effect expires. Warrior - Arms Spec. 10 Rage. Melee range. Instant.
  • Sweeping Strikes Your melee attacks strike an additional nearby opponent for 50% damage. Lasts 10 sec. Warrior - Arms Spec. 3010 Rage. Instant. 10 sec cooldown.

Fury
  • Meat Cleaver (New)Dealing damage with Whirlwind increases the number of targets that your Raging Blow hits by 1, stacking up to 3 times. Warrior - Fury Spec.

Fury & Arms
  • Whirlwind (Fury)Dealing damage with Whirlwind increases the number of targets that your Raging Blow hits by 1, stacking up to 3 times.

Fury & Protection
  • Enrage (Protection) Shield Slam and Devasate critical strikes, activating Berserker Rage and critical blocks Enrage you, generating 10 Rage and increasing damage done by 10% for 6 sec.

Professions
Alchemy
  • Alchemical Catalyst May also generate Sorcerous Fire and/or Sorcerous Water. Reagents . Melee range. 2 sec cast. 1 sec cooldown. Gives 10 skillups. Reagents: Frostweed (20), Blackrock Ore (3).
  • Alchemical Catalyst May also generate Sorcerous Fire and/or Sorcerous Water. Reagents. Melee range. 2 sec cast. Reagents: Frostweed (20), Blackrock Ore (3).

Cooking

Fishing
  • Find Fish Nearby fishing nodes appear on the minimap. Only one form of tracking can be active at a time. Instant. 1.5 sec cooldown.Instant. 1.5 sec cooldown.

Herbalism
  • Find Herbs Nearby herb bushes appear on the minimap. Only one form of tracking can be active at a time. Instant. 1.5 sec cooldown.Instant. 1.5 sec cooldown.

Mining
  • Find Minerals Nearby mineral veins appear on the minimap. Only one form of tracking can be active at a time. Instant. 1.5 sec cooldown.Instant. 1.5 sec cooldown.
  • Find Minerals Nearby mineral veins appear on the minimap. Only one form of tracking can be active at a time. Rank 2. Instant. 1.5 sec cooldown.

Tailoring
  • Hexweave Cloth (New)May also generate Sorcerous Fire and/or Sorcerous Air. Reagents. 2 sec cast. Gives 10 skillups. Reagents: Native Beast Fur (20), Gorgrond Flytrap (10).
  • Hexweave ClothMay also generate Sorcerous Fire and/or Sorcerous Air. Reagents. 2 sec cast. 1 sec cooldown. Gives 10 skillups. Reagents: Native Beast Fur (20), Gorgrond Flytrap (10).

Ostale Izmene
Originally Posted by AdriaCraft
CharTitle
  • CharTitle #395 - Architect ...

Game Text
  • Game Text #85374 - [Placeholder Scene!]
  • Game Text #86245 - By the Light, what is that thing?
  • Game Text #86246 - I don't like da look a' dis ting, hero.
  • Game Text #86250 -
  • Game Text #86251 -
  • Game Text #86252 -
  • Game Text #86253 -
  • Game Text #86254 - Yrel, this is how I always wished to see you. Do not let me down.
  • Game Text #86255 -
  • Game Text #86256 - You have exceeded all my hopes, Yrel. You may proceed.
  • Game Text #86257 -
  • Game Text #86258 - Yrel... how you have grown since last we met. But... is it enough? Are you worthy of leading our people?
  • Game Text #86259 - Now, it is my turn to test your strength.
  • Game Text #86260 - When you face a more powerful foe, will you stand strong?
  • Game Text #86261 -
  • Game Text #86262 - When you stare upon an endless legion, will you be ready to command?
  • Game Text #86263 -
  • Game Text #86264 - When all hope is lost, will you... still... fight?
  • Game Text #86265 -
  • Game Text #86266 -
  • Game Text #86267 - When you look inside yourself and see only darkness, can you still find the Light?
  • Game Text #86268 - What was that?
  • Game Text #86269 -
  • Game Text #86270 -
  • Game Text #86271 - Yrel... it is true. The student has surpassed the teacher. You are ready.
  • Game Text #86272 - If only Prophet Velen could see you now... he would be proud.
  • Game Text #86273 - Rise, Yrel. It is your charge to unite the draenei. Prepare them for what's to come.
  • Game Text #86274 - Farewell...
  • Game Text #86275 -
  • Game Text #86276 -
  • Game Text #86277 - One final trial awaits, Yrel. You must face all three of us Exarchs in combat.
  • Game Text #86278 - You have chosen your champion. Now, let us begin!
  • Game Text #86279 - Ahh, I am defeated.
  • Game Text #86280 - Such strength!
  • Game Text #86281 - I submit!
  • Game Text #86282 - Today, you have completed the trials of the exarch.
  • Game Text #86283 - To us, you have proven courage, kindness, faith, and strength - pillars upon which our society has arisen.
  • Game Text #86284 - However, we measure a leader not by her merit, but by the merit of her friends.
  • Game Text #86285 - Champion, it is YOU who have truly been under trial.
  • Game Text #86286 - $n, we have noted your bravery, your loyalty, and your selflessness. You are a true hero.
  • Game Text #86287 - Your exceptional deeds speak clearly for Lady Yrel's ability to lead.
  • Game Text #86288 - Yrel, do not forget the lessons of today. Help us lead our people. Trust them, and trust in yourself.
  • Game Text #86289 - And now, RISE...
  • Game Text #86290 - EXARCH YREL!
  • Game Text #86294 -
  • Game Text #86295 -
  • Game Text #86296 -
  • Game Text #86297 - The beast is defeated, but we cannot rest yet. One enemy still remains.
  • Game Text #86298 - I am needed near the gates. Warchief Hellscream has been spotted on the battlefield.
  • Game Text #86299 - Find Bladefury. Bring me her head!
  • Game Text #86300 - Taz'dingo! Well fought, mon. But we ain't leavin' until da she-orc be dead.
  • Game Text #86301 - I be needed near da main gate. Dey say Grommash has joined da battle.
  • Game Text #86302 - Take care a Bladefury. Bring me her head!
  • Game Text #86303 -
  • Game Text #86304 -
  • Game Text #86305 -
  • Game Text #86306 - Ah, hero! Just in time. Come!
  • Game Text #86307 - Right on time, commanda. Come, follow me.
  • Game Text #86308 -
  • Game Text #86309 - I will remember this day, HEROES. I will remember your names and your faces... and when the time comes, I will carve you limb from limb.
  • Game Text #86310 - If you dare challenge me, I will be waiting in Tanaan Jungle. Your death lies beyond these gates.
  • Game Text #86373 - The entrance to the main vestibule opens!
  • Game Text #86374 - The barrier behind Exarch Hataaru slides open!
  • Game Text #86377 - The teleporter to the central platform is now active!
  • Game Text #86467 -
  • Game Text #86586 - Thanks pal! You're a life saver!

GameTip
  • GameTip #631 - |cffffd100Tip:|r Item attributes that are grayed out do not contribute to your character's power.
  • GameTip #632 - |cffffd100Tip:|r Group Finder allows you to create and find groups for any dungeons, raids or quests.
  • GameTip #633 - |cffffd100Tip:|r Look for passive abilities in your Spellbook that increase the effectiveness of certain attributes.

GarrFollower
  • GarrFollower #194 - Phylarch the Evergreen - Phylarch the Evergreen - Abilities:

LFG Entry
  • LFG Entry #870 - The Trial of Faith

Scenario
  • Scenario #708 - The Everbloom
  • Scenario #709 - The Everbloom

Taxi
  • Taxi #1518 - Wildwood Wash, Gorgrond
  • Taxi #1519 - Highpass, Gorgrond
  • Taxi #1520 - Breaker's Crown, Gorgrond
  • Taxi #1522 - Evermorn Springs, Gorgrond
  • Taxi #1523 - Deeproot, Gorgrond
  • Taxi #1524 - Iron Docks, Gorgrond
  • Taxi #1527 - Quest Path 4442: Spires of Arak: (DLA) - Veil Terokk -> Talon Watch Breadcrumb
  • Taxi #1528 - Iron Siegeworks, Frostfire (CSA)
  • Taxi #1529 - Darktide Roost, Shadowmoon Valley (CSA)

String Izmene
Originally Posted by AdriaCraft
  • BASE_SETTINGS - Base Settings
  • GARRISON_DISMISS_FOLLOWER - Dismiss
  • GARRISON_DISMISS_FOLLOWER_CONFIRMATION - You are about to dismiss this follower permanently. This follower cannot be re-acquired. Dismiss %s?
  • GARRISON_DISMISS_UNIQUE_FOLLOWER_CONFIRMATION - You are about to dismiss this follower. You can re-acquire this follower from some NPC [NYI]. Dismiss %s?
  • GARRISON_FOLLOWER_COUNT - Followers: %s%d/%d%s
  • GARRISON_MAX_FOLLOWERS_CANNOT_RECRUIT - You have too many followers. You must get rid of some followers before you can recruit more.
  • GARRISON_MAX_FOLLOWERS_MISSION_TOOLTIP - You have too many followers. You must get rid of some followers before you can start new missions.
  • GARRISON_MAX_FOLLOWERS_TOOLTIP - You have too many followers. You must get rid of some followers before you can start new missions or recruit more.
  • GARRISON_MISSION_FAILED - Mission Failed
  • GARRISON_MISSION_PERCENT_CHANCE - %d%% Chance
  • GARRISON_MISSION_SUCCESS - Mission Success
  • OPTION_TOOLTIP_UNIT_NAME_HIDE_MINUS - Hide all minor NPC names in the game world.
  • RAID_SETTINGS - Raid and Battleground
  • RAID_SETTINGS_ENABLED - Enable Alternate Graphics Settings
  • RAID_SETTINGS_ENABLED_TOOLTIP - Check this option to enable an alternate graphic setting for Raids and Battlegrounds.
  • UNIT_NAME_HIDE_MINUS - Hide Minor NPC Names
  • WARLORDS_OF_DRAENOR - Warlords of Draenor
  • WEEKLY - Weekly
  • YOU_EARNED_LABEL - You Earned

Battle Pet Izmene
Originally Posted by AdriaCraft
Aquatic
  • Steam Vent 100% Hit Chance Blasts the target with steam, dealing 14 to 26 Aquatic damage. Aquatic. 20 damage. 100% Accuracy.15 to 28 Aquatic damage. Aquatic. 22 damage. 100% Accuracy.

Beast
  • Bark (New)100% Hit Chance Deals 15 Beast damage and reduces the target's next attack by 25%. Lasts 1 round. Beast. 15 damage. 1 round duration. 100% Accuracy.
  • Bull Charge (New)100% Hit Chance Builds up power during the first round. The next round the user charges the enemy with unstoppable force, dealing 50 Beast damage. Beast. 4 round cooldown. 50 damage. 100% Accuracy.
  • Claw 100% Hit Chance Claws at the enemy, dealing 16 to 24 Beast damage. Beast. 20 damage. 100% Accuracy.25 Beast damage. Beast. 21 damage. 100% Accuracy.
  • Horn Gore 100% Hit Chance Gores the enemy, dealing 16 to 24 Beast damage. Beast. 20 damage. 100% Accuracy.25 Beast damage. Beast. 21 damage. 100% Accuracy.
  • Smash 100% Hit Chance Smash the enemy, dealing 14 to 26 Beast damage. Beast. 20 damage. 100% Accuracy.15 to 28 Beast damage. Beast. 22 damage. 100% Accuracy.
  • Superbark (New)100% Hit Chance Barks with incredible power, dealing 35 Beast damage. This attack cannot reduce the opponent's health below 1. Beast. 4 round cooldown. 35 damage. 100% Accuracy.

Critter
  • Apocalypse 100% Hit Chance Calls down a meteor, which will fall 152 rounds from now, instantly killing all active pets. Cockroaches and Beetles always survive this attack. Critter. 20 round cooldown. 15 round duration. 100% Accuracy.2 round duration. 100% Accuracy.
  • Apocalypse A meteor is falling from the twisting nether. When it lands all active pets will die. This effect cannot be removed. Cockroaches and Beetles always survive this attack. Critter. 200% Accuracy.

Dragon
  • Breath 100% Hit Chance Overwhelms the enemy with draconic breath, dealing 16 to 24 Dragon damage. Dragon. 20 damage. 100% Accuracy.25 Dragon damage. Dragon. 21 damage. 100% Accuracy.
  • Shadowflame 100% Hit Chance Overwhelms the enemy with draconic breath, dealing 14 to 26 Dragon damage. Dragon. 20 damage. 100% Accuracy.15 to 28 Dragon damage. Dragon. 22 damage. 100% Accuracy.

Elemental
  • Inferno Herding (New)100% Hit Chance Deals 10 Elemental damage and forces the opponent's lowest health pet to swap into battle. Elemental. 4 round cooldown. 10 damage. 100% Accuracy.
  • Puppies of the Flame (New)Look adorable, becoming unattackable for 2 rounds. During this time, Puppies of the Flame attack the opponent, dealing 5 Elemental damage each round. Elemental. 8 round cooldown. 2 round duration. 100% Accuracy.
  • Puppies of the Flame (New)100% Hit Chance Deals 5 Elemental damage to the enemy pet twice each round. Elemental. 5 damage. 100% Accuracy.
  • Railgun 100% Hit Chance Fires a magnetically-powered shot, dealing 16 to 24 Elemental damage. Elemental. 20 damage. 100% Accuracy.25 Elemental damage. Elemental. 21 damage. 100% Accuracy.
  • Seethe 100% Hit Chance Projects seething anger at the target, dealing 14 to 26 Elemental damage. Elemental. 20 damage. 100% Accuracy.15 to 28 Elemental damage. Elemental. 22 damage. 100% Accuracy.

Humanoid
  • Dreadful Breath 100% Hit Chance Channels a dreadful toxic breath which deals 7 Humanoid damage to21 Humanoid damage split across the enemy team. Deals additional damage if the weather is Cleansing Rain. Your pet continues performing this attack for 3 rounds. Humanoid. 7 damage. 100% Accuracy.21 damage. 100% Accuracy.
  • Gauss Rifle 100% Hit Chance Takes a shot, dealing 14 to 26 Humanoid damage. Humanoid. 20 damage. 100% Accuracy.15 to 28 Humanoid damage. Humanoid. 22 damage. 100% Accuracy.
  • Punish 100% Hit Chance Lashes the enemy with a flail, dealing 16 to 24 Humanoid damage. Humanoid. 20 damage. 100% Accuracy.25 Humanoid damage. Humanoid. 21 damage. 100% Accuracy.

Magic
  • Emerald Bite 100% Hit Chance Bites the enemy with Emerald teeth, dealing 16 to 24 Magic damage. Magic. 20 damage. 100% Accuracy.25 Magic damage. Magic. 21 damage. 100% Accuracy.
  • Expunge 100% Hit Chance Deals 14 to 2615 to 28 Magic damage to the target. Magic. 3 round cooldown. 20 damage. 100% Accuracy.22 damage. 100% Accuracy.
  • Moon Fang 100% Hit Chance Bites the enemy with arcane power, dealing 14 to 26 Magic damage. Magic. 20 damage. 100% Accuracy.15 to 28 Magic damage. Magic. 22 damage. 100% Accuracy.
  • Nimbus Increases your team's hit chance by 10%20% for 9 rounds. Magic. 9 round duration. 100% Accuracy.
  • Onyx Bite 100% Hit Chance Bites the enemy with Onyx teeth, dealing 14 to 26 Magic damage. Magic. 20 damage. 100% Accuracy.15 to 28 Magic damage. Magic. 22 damage. 100% Accuracy.
  • Shadow Talon 100% Hit Chance Slashes at the target with cruel talons, dealing 16 to 24 Magic damage. Magic. 20 damage. 100% Accuracy.25 Magic damage. Magic. 21 damage. 100% Accuracy.

None

Undead
  • Diseased Bite 100% Hit Chance Infects the enemy, dealing 16 to 24 Undead damage. Undead. 20 damage. 100% Accuracy.25 Undead damage. Undead. 21 damage. 100% Accuracy.

Diablo III PTR Patch 2.1 Build 25390

Kao što je bilo očekivano, pojavio se novi PTR Build na Blizzardovim file serverima, a mi smo odmah pogledali nove izmene.
 
Legendarni Itemi i Flavor Text
Originally Posted by AdriaCraft
Unique_Gem_001_x1 string1: TEMP"Few things embolden the spirit like a powerful enemy lying dead at your feet." - FlavorAndomiel Chu, Master Gem Cutter of Xiansai.
Unique_Belt_003_p1 name: Unique_Belt_003_p1
string1: This belt is composed of sorcerous fibers that are light but unbreakable.
Unique_BarbBelt_005_p1 name: Unique_BarbBelt_005_p1
string1: Ideal for crushing your enemies and driving them before you.
Unique_Mighty_2H_004_p1 name: Unique_Mighty_2H_004_p1
string1: Used by the leaders of Bastion's Keep during the war with the northern tribes.
Unique_Ring_007_p1 name: Unique_Ring_007_p1
string1: This ring seems to become one with those who wear it.
Unique_Quiver_001_p1 name: Unique_Quiver_001_p1
string1: Tear through flesh and bone with surprising ease.
Unique_Gem_002_x1 name: Unique_Gem_002_x1
string1: Lady Tu de Quing commissioned this gem from the workshops of Xiansai, saying "I prefer my targets asleep or drunk. Barring that, I'll take sluggish."
Unique_Gem_003_x1 name: Unique_Gem_003_x1
Unique_Gem_008_x1 name: Unique_Gem_008_x1
string1: "You do not need to be stronger than your enemy, if you are faster of mind and body." -Queen Seondeok
Unique_Gem_009_x1 name: Unique_Gem_009_x1
string1: “Some say this stone derives its power from it's owners life force, which is shortened with each use. Well I say any fight I can walk away from is a victory, and tomorrow can take care of itself.” - Famed warrior Lenalas, the day before his death
Unique_Gem_010_x1 name: Unique_Gem_010_x1
string1: This stone shares its powerful heart with those who serve the bearer.
Unique_Gem_011_x1 name: Unique_Gem_011_x1
string1: Precious stones can sometimes be found among the peaks of Ivgorod. The harmonics of these gems, while in combat, are said to forestall death itself.
Unique_Gem_012_x1 name: Unique_Gem_012_x1
string1: Legend says this gem was crafted by Zei to torment fleeing enemies. Other legends claim that Zei never existed.
Unique_Gem_013_x1 name: Unique_Gem_013_x1
string1: "A simple task performed a thousand times may seem a drudgery, yet the power it creates is immeasurable." - Matriarch Lian Rasmussen
Unique_Gem_015_x1 name: Unique_Gem_015_x1
string1: "Given enough resources, one is possessed of an absolute and infinite potentiality." -High Priest Baek
Unique_Gem_014_x1 name: Unique_Gem_014_x1
string1: "Rumors speak of a greedy Baroness who sends forth minions to collect treasure, equipped with gems to aid in gathering ever more. Boon of the Hoarder is said to be one of these precious gems." -Abd al-Hazir
Unique_Gem_004_x1 name: Unique_Gem_004_x1
string1: The madwoman Arianne believed she could cut a gem that would make for her a hood of lightning. "Lightning," she was heard to mutter "On my head!" Her body was discovered some weeks later, with no hair, clutching this gem.
Unique_Gem_005_x1 name: Unique_Gem_005_x1
string1: The poison mixers of Xiansai tell of a sickly gem cutter named Zhong Yi Rou who would come by their vats and scream "I'll put you all out of work someday! Yes I will!"
Unique_Gem_006_x1 name: Unique_Gem_006_x1
string1: Xiangyi, most beautiful of Xiansai master gem cutters, crafted this gem in honor of a former lover. The angrier she got, the faster she worked, and the gem was ready in no time. Only after she had tested its efficacy was she finally satisfied.
Unique_Gem_007_x1 name: Unique_Gem_007_x1
string1: “It was said that once a year, the two lovers would arrive at opposite river banks. A bridge of birds would form so they could touch. When they parted, their tears filled the land. Mirinae is one such tear. The sadness and rage in its core will only affect those close to it.” -Scholar Sojin Hwang
Unique_Shoulder_003_p1 name: Unique_Shoulder_003_p1
string1: "The more enemies I hit, the greater my bloodlust." -Chieftan Kar-Nuk
 
Novi Legendary Passive
Originally Posted by AdriaCraft
  • ItemPassive_Unique_Ring_524_x1 -  You turn into a treasure goblin or ponyWhen receiving fatal damage, you instead automatically cast Smoke Screen and are healed to 25% LifeThis effect may occur once every {VALUE1} seconds.
  • ItemPassive_Unique_Ring_540_x1 -  Exploding Palm's on-death explosion damage is increased toby [{VALUE1}*100]% of the enemy's maximum Life.
  • ItemPassive_Unique_Ring_733_x1 -  Enemies killed byDealing Fire damage explode and set nearby enemies on Fire, dealing [{VALUE1}*100]causes the enemy to take the same amount of damage over 3 seconds, stacking up to 3000% weapon damage as Fire over 5 seconds.per second. After reaching 3000% damage per second, the enemy will burn until they die.
  • ItemPassive_Unique_Ring_754_x1 -  Your allies gain the benefit of your Thorns. Furious Charge deals [{VALUE1}*100]% increased damage for every enemy hit while charging.
  • ItemPassive_Unique_Ring_906_x1 -  Condemn has no cooldown but instead costs 3040 Wrath.
  • X1_Legendary_Potion_07 - name: X1_Legendary_Potion_07   Restores [{VALUE1}*100]% resource when used below 25% health.
 
Novi Legendary Itemi
Originally Posted by AdriaCraft
  • Unique_Belt_003_p1  Angel Hair Braid
  • Unique_BarbBelt_005_p1  Lamentation
  • Unique_Mighty_2H_004_p1  Bastion's Revered
  • Unique_Ring_007_p1: Eternal Union
  • Unique_Quiver_001_p1Flint Ripper Arrowheads
  • X1_Helm_norm_season_01: Conqueror's Shako
  • X1_shoulderPads_norm_season_01  Conqueror's Pauldrons
  • p1_bow_norm_promo_01Bow of the Lost Warlord
  • p1_fistWeapon_norm_promo_01  Fist Weapon of the Shattered Hand
  • p1_Mace_norm_promo_01  Deadeye’s Mace
  • p1_mightyWeapon_2H_norm_promo_01  The Blackrock Destroyer
  • p1_orb_norm_promo_01  Gul’dan’s Secret
  • p1_Staff_norm_promo_01  Ner’zhul’s Staff of Shadowmoon
  • Unique_Shoulder_003_p1Vile Ward
 
Class Izmene
Originally Posted by AdriaCraft

Barbarian

  • Bash
    • Onslaught : Each hit adds 2 reverberations that cause an additional 100% total weaponThe enemy has a 10% increased chance to be Critically Hit for 3 seconds. / Bash's damage turns into Lightning.
    • Punish : Increase theyour damage of your skills by 4% for 5 seconds after using Bash. This effect stacks up to 3 times.
    • ClobberFrostbite : Each hit has a 35% chance to StunFreezes the enemy for 1.5 seconds. / Enemies can be frozen by Bash once every 5 seconds.
  • Cleave
    • Broad Sweep : IncreaseSwing at all enemies around you and increase damage to 210% weapon damage as Lightning.
  • Furious Charge Generate: 15 Fury / Cooldown: 10 seconds / Rush forward knocking back and dealing 540600% weapon damage to enemies along your path.
    • Battering Ram : Increase the damage to 9001050% weapon damage as Fire.
    • BullCold Rush : All enemies hit are Frozen for 2.5 seconds. / Furious Charge's damage turns into Cold.
  • Rend
    • Lacerate : Increase damage to 1350% weapon damage as PhysicalLightning over 5 seconds.
    • Ravage : Increase the range of Rend to hit all enemies within 18 yards. / Rend's damage turns into Fire.
    • Mutilate : Affected enemies are Chilled and take 10% increased damage from all sources. / Rend's damage turns into Cold.
  • Whirlwind Cost: 10 Fury / Deliver multiple attacks to everything in your path for 275340% weapon damage. / While whirlwinding, you move at 75% movement speed.
    • Volcanic Eruption : Turns Whirlwind into a torrent of magma that deals 325400% weapon damage as Fire.
    • Dust Devils : Generate harsh tornadoes that deal 80120% weapon damage to enemies in their path.
    • Hurricane : Pull enemies from up to 35 yards away towards you while Whirlwindingwhirlwinding. / Whirlwind's damage turns into Cold.

Demonhunter

  • Multishot
    • Burst Fire : Each time you fire, generate a poison burst of cold that damages nearby enemies within 1215 yards for 200% weapon damage as PoisonCold.
  • Fan of Knives Cooldown: 10 seconds / Throw knives out in a spiral around you, dealing 450620% weapon damage to all enemies within 20 yards. Your knives will also Slow the movement of enemies by 60]% for 1 second.
    • Knives Expert : Remove the cooldown but add a 30 Hatred cost. / Fan of Knives' damage turns into Fire.
    • Assassin's Knives : Also throw long-range knives that deal 450620% weapon damage to 5 additional enemies.
    • Fan of Daggers : Enemies hit are knocked back and Stunned for 2.53 seconds. / Fan of Knives' damage turns into Lightning damageFire.
    • Pinpoint Accuracy : Increase cooldown to 15 seconds and increase damage to 12001600% weapon damage as Lightning.
    • Bladed Armor : Gain 6525]% additional armor for 410 seconds. / Fan of Knives' damage turns into Cold.
  • Cluster Arrow
    • Maelstrom : Instead of releasing grenades, release up to 5 shadow tendrilsrockets at nearby enemies that each deal 450% weapon damage as Cold. You gain 1% Life per enemy hit.
  • Sentry
    • AidPolar Station : The turret healsChills all nearby allies for 1% ofenemies within 16 yards, Slowing their maximum Life per secondmovement speed by 60%.
  • Strafe Cost: 12 Hatred / Shoot at random nearby enemies for 575675% weapon damage while moving at 75% of normal movement speed.
    • Demolition : Throw out bouncy grenades that explode for 400460% weapon damage as Fire to enemies within 16 yards.
    • Emberstrafe : Leave a trail of fire in your wake that deals 185220% weapon damage as Fire over 2 seconds.
    • Rocket Storm : In addition to regular firingshots, fireshoot off homing rockets for 110130% weapon damage as FireCold.
    • Drifting Shadow : Movement speed increased to 100% of normal running speed while strafing. / Strafe's damage turns into Lightning.
  • Vengeance
    • From the Shadows : Instead of Homing Rockets, summon allies from the shadows that attack for 120% weapon damage as Cold and StunFreeze your enemies for 2 seconds.

Monk

  • Resolve Damage you deal reduces enemy damage by 20% for 2.54 seconds.
  • Dashing Strike
    • Barrage : The last enemy you dash through is obliterated with a barrage of strikes, taking an additional 498750% weapon damage as Physical over 2 seconds.
    • Way of the Falling Star : Gain 20% increased movement speed for 3 seconds after using Dashing Strike. / Dashing Strike's damage turns into Holy.
    • Blinding Speed : Gain 29% increased chance to Dodge for 3 seconds after using Dashing Strike. / Dashing Strike's damage changes toturns into Cold.
    • Quicksilver : Increases maximum charges to 3. / Dashing Strike's damage turns into Lightning.
    • Flying Side Kick : Perform a flying kick that has a 40% chance to Stun enemies hitRadiance / Gain 15% increased attack speed for 4 second.3 seconds after using Dashing Strike. / Dashing Strike's damage turns into Fire.
  • Exploding Palm Cost: 40 Spirit / Cause aan enemy to Bleed for 16851200% weapon damage as Physical over 9 seconds. If the enemy dies while bleeding, it explodes and deals 502770% of its maximum Lifeweapon damage as Physical damage to all nearby enemies.
    • Impending Doom : Increase the duration of the Bleed effectShocking Grasp / Exploding Palm arcs up to deal 3265% weapon15 yards to another target. / Exploding Palm's damage as Physical over 12 secondsturns into Lightning.
    • Creeping DemiseImpending Doom : Enemies hit are SlowedExploding Palm no longer causes the enemy to bleed, but if the enemy dies while affected by 80%Exploding Palm, they explode for 9 seconds6305% weapon damage as Cold.
    • Strong Spirit : If the enemy explodes after bleeding, gain 10 Spirit for each enemy caught in the blast. / Exploding Palm's damage turns into Holy.
    • Essence Burn : Instead of bleeding, the enemy will burn for 26201875% weapon damage as Fire over 9 seconds. If the enemy dies while burning, it explodes causing all nearby enemies to burn for 6403260% weapon damage as Fire over 3 seconds. This effect can happen multiple times.
  • Seven-Sided Strike
    • Sudden Assault : Teleport to the enemy and increase damage dealt to 8285% weapon damage as Lightning over 7 strikes.
    • SeveralIncinerate : Seven-Sided Strike / Increase the number of strikescauses enemies to 10burn for 630% weapon damage as Fire over 3 seconds.
  • Tempest Rush Cost: 1525 Spirit plus an additional 10 Spirit while channeling / Charge directly through your enemies, dealing 260390% weapon damage while running.
    • Northern Breeze : Reduce the channelingSpirit cost of Tempest Rush to 825 Spirit and increase its damage to 310500% weapon damage as Holy.
    • Flurry : Enemies hit are SlowedAfter you stop channeling Tempest Rush, you cause an icy blast to all enemies within 15 yards. The damage of the explosion increases by 80%135% weapon damage as Cold while channeling. / Tempest Rush's damage turns into Cold.
  • Mystic Ally
    • Fire Ally : Active: Your mystic ally splits into 10 allies that explode for 149290% weapon damage as Fire. / Passive: A mystic ally fights by your side that increases your damage by 10%.
    • Water Ally : Active: Your mystic ally performs 7 wave attacks in quick succession, each dealing 190625% weapon damage as Cold. / Passive: A mystic ally fights by your side that infuses your attacks to Slow enemies by 60% for 3 seconds.
    • Earth Ally : Active: Your mystic ally turns into a boulder for 8 seconds. The boulder deals 333380% weapon damage as Physical every second and rolls toward nearby enemies, knocking them up. / Passive: A mystic ally fights by your side that increases your Life by 20%.
  • Seize the InitiativeSeize the Initiative
    • stat : Dealing damage to enemies above 80% Life increases your attack speed by 15% for 4 seconds.
    • desc : The Monks of Ivgorod are trained to move like water ??? flowing freely into open spaces and crashing hard against their foes.

WitchDoctor

  • Zombie Handler You can have 1 additional Zombie Dog summoned at one time. The healthsYour life, and that of you, your Zombie Dogs and Gargantuan are increased by 20%.
  • Poison Dart
    • Numbing Dart : Toxins in the Poison DartShoot a Cold dart that will Slow the enemy by 60% for 2 seconds.
    • Spined Dart : Gain 50 Mana every time a Poison Dart hits an enemy. Converts the damage type to Physical.
  • HorrifyDon a spectral mask that horrifies all enemies within 18 yards, causing them to run in fear for 3 seconds. / Cooldown: 12 seconds
  • Acid Cloud
    • Corpse Bomb : Raise a corpse from the ground that explodes for 525% weapon damage as PoisonFire to enemies in the area.
    • Slow Burn : Increase the duration of the acidCreate pools left behindof frost to deal 720% weapon damage as PoisonCold over 6 seconds.
  • Big Bad VoodooBegin a fetish ritual dance that heals your zombies and sends them into a frenzy, increasing their attack and movement speeds by 20% for 20 seconds.

Wizard

  • Astral Presence Increase your maximum Arcane Power by 20 and Arcane Power regeneration by 2.5 per second.
  • Ice Armor
    • Frozen Storm : A whirling storm of ice builds around you, dealing 2880% weapon damage as Cold every second.
  • Arcane Orb Cost: 30 Arcane Power / Hurl an orb of pure energy that explodes on contact, dealing 381435% weapon damage as Arcane to all enemies within 15 yards.
    • Obliteration : Increase the speed of the orb and its damage to 509700% weapon damage as Arcane, but reduce the area of effect to 8 yards.
    • Arcane Orbit : Create 4 Arcane Orbs that orbit you, exploding for 236265% weapon damage as Arcane when enemies get close.
  • Explosive Blast Cost: 20 Arcane Power / Cooldown: 6 seconds / Gather an infusion of energy around you that explodes after 1.5 seconds for 616945% weapon damage as Arcane to all enemies within 12 yards.
    • Obliterate : Release an enormous Explosive Blast that deals 760990% weapon damage as Arcane to all enemies within 18 yards.
    • Time Bomb : Explosive Blast detonates from the point it was originally cast after 2.5 seconds for 10391655% weapon damage as Arcane.
    • Unleashed : Increases the damage of Explosive Blast to 9701485%.
    • Chain Reaction : Instead of a single explosion, release a chain of 3 consecutive explosions, each dealing 320520% weapon damage as Fire.
  • Storm Armor Cost: 25 Arcane Power / Bathe yourself in electrical energy, periodically shocking a nearby enemy for 147175% weapon damage as Lightning. Lasts 10 minutes. / Only one Armor may be active at a time.
    • Thunder Storm : Increase the damage of the shock to 194315% weapon damage as Lightning.
    • Shocking Aspect : Critical Hits have a chance to electrocute a nearby enemy for 51425% weapon damage as Lightning.
  • Magic Missile
    • Conflagrate : Missiles pierceThe missile pierces through enemies and causecauses them to burn for 55130% weapon damage as Fire over 3 seconds. / Burn damage will refreshstacks up to 3 times and any Fire damage taken from you refreshes all existing stacks of Conflagrate to itstheir maximum duration.
  • Meteor Cost: 40 Arcane Power / Summon an immense Meteor that plummets from the sky, crashing into enemies for 501610% weapon damage as Fire. The ground it hits is scorched with molten fire that deals 190195% weapon damage as Fire over 3 seconds.
    • Comet : Summon a Comet that deals 590700% weapon damage as Cold and has a 20% chance to freeze enemies for 1 second upon impact. / The impact site is covered in a freezing mist that deals 224235% weapon damage as Cold and Slows enemy movement by 60% over 3 seconds.
  • Disintegrate Cost: 30 Arcane Power plus an additional 18 Arcane Power while channeling / Channel a beam of pure energy forward, dealing 580360% weapon damage as Arcane and disintegrating enemies it kills. / Disintegrate damage is increased by 100% weapon damage every second, up to a maximum total of 860% weapon damage as Arcane.
    • stat : Increase damage to 64 - 127 Arcane damage per second.
    • Entropy : The beam fractures into a short-ranged cone that deals 745465% weapon damage as Arcane. / Disintegrate damage is increased by 145% weapon damage every second, up to a maximum total of 1190% weapon damage as Arcane.
  • Ray of Frost Cost: 30 Arcane Power plus an additional 16 Arcane Power while channeling / Project a beam of frozen ice that blasts enemies within 5 yards of the first enemy hit for 605380% weapon damage as Cold and Slows their movement by 60% for 3 seconds. / Ray of Frost damage is increased by 115% weapon damage every second, up to a maximum total of 955% weapon damage as Cold.
    • Sleet Storm : Create a swirling storm around you that grows up to a 22 yard radius, dealing 445285]% weapon damage as Cold to all enemies caught within it. / Ray of Frost damage is increased by 90% weapon damage every second, up to a maximum total of 735% weapon damage as Cold.
    • Black Ice : Enemies killed by Ray of Frost leave behind a patch of ice that deals 1204756% weapon damage as Cold to enemies moving through it over 3 seconds.
  • Arcane Torrent Cost: 30 Arcane Power plus an additional 16 Arcane Power while channeling / Hurl a barrage of arcane projectiles that deal 670370% weapon damage as Arcane to all enemies near the impact location. / Arcane Torrent damage is increased by 105% weapon damage every second, up to a maximum total of 895% weapon damage as Arcane.
    • stat : Hurl a barrage of Arcane projectiles that deal 74 - 85 Arcane damage per second to all enemies near the impact location. / Cost: 300107 Arcane Power per second
    • Death Blossom : Unleash a torrent of power beyond your control. You no longer direct where the projectiles go, but their damage is greatly increased to 17251215% weapon damage as Arcane. / Arcane Torrent damage is increased by 370% weapon damage every second, up to a maximum total of 3065% weapon damage as Arcane.

X1_Crusader

  • Bombardment Cooldown: 60 seconds / Call in an assault from afar, raining 5 spheres of burning pitch and stone onto enemies around you, dealing 3320%16600% total weapon damage to enemies within 18 yards of the impact zone. / The bombardment continues on randomly targeted enemies nearby for the next 3 seconds.

Curse of Naxxramas: Cene i Heroic Mode

Zeriyah je objavio informacije kolko će Naxxramas da košta igrače. Prvi Wing, Arachnid Quarter, biće besplatan za sve igrče koji budu igrali Naxxramas u toku prvog meseca. Ukoliko planirate da pazarite sve wingove Naxxramasa, ukupno će Vas sve koštati 2800 gold, ili $19.99.
  • Svaki Gold wing koštaće 700 golda.
  • Ukoliko kupujete pravim novcem, svaki wing koštaće Vas $6.99, medjutim tu su i 2$ popusta ukoliko kupujete kompletan Naxxramas Wing.
    • Kupite svih 5 winga za $24.99. (Neće se primenjivati u toku Launch Eventa jer će prvi biti besplatan)
    • Kupite 4 winga ukoliko posedujete jedan za $19.99.
    • Kupite 3 winga ukoliko posedujete dva za $14.99.
    • Kupite 2 winga ukoliko posedujete tri za  $9.99.
Dodatno, imamo i informacije postojanja Heroic Moda, koji će Vas nagraditi sa specijalnom pozadinom za karte ukoliko savladate sve bosseve!
Originally Posted by Blizzard (Source)

We’re skimming the slime pools, stitching together our finest Abominations, and preparing the Necropolis for an Adventure you’ll never forget—Curse of Naxxramas is coming, and we know you’re just dying to get in and play! In today’s blog, we’ll discuss the details on how you’ll access Curse of Naxxramas, and unveil the Naxxramas Heroic Mode.

Your All Naxx-cess Pass

Naxxramas is a floating necropolis, home to a host of undead bosses ready to challenge worthy opponents eager to test their card-slinging mettle. To undertake the challenges that lie within each of the five wings of the Adventure, one must first gain access to their secrets. But don’t worry too much about the price of entry—much to Thaddius’ chagrin, it won’t cost you an arm OR a leg.

Naxxramas will open its gates one wing at a time, with a new wing opening each week. The wings of Naxxramas will open in the following order: Arachnid Quarter, Plague Quarter, Military Quarter, Construct Quarter, and Frostwyrm Lair.

Players who begin their adventures in Naxxramas during the launch event will gain free access to the first wing: the Arachnid Quarter. The launch event will last roughly a month or so, meaning you’ll have plenty of time to get your foot in the door—we’ll have more details to share about that later on. The web-choked corridors of the Arachnid Quarter are home to the bosses Anub’Rekhan, Grand Widow Faerlina, and Maexxna. Defeating these bosses will add new cards to your collection and give you a taste of the dangers that await you deeper inside Naxxramas.

After the Arachnid Quarter, the next four wings can be purchased for 700 gold per wing or $6.99 per wing. Players can earn the in-game gold needed to unlock the next wing of Naxxramas by completing various quests or emerging victorious from the Arena, or they can choose to unlock the next available Naxxramas wing using real money.

If you’re looking to swing open multiple gates at once, Curse of Naxxramas bundle packages are also available. Spiders are just so good at making things into neat little bundles. . . .

NaxxPricing_HS_Lightbox_CK03_500x250.jpg

Keep in mind that purchasing Curse of Naxxramas wings in bundles does not open or grant access to those wings faster than the one-wing-a-week schedule, but it does ensure that you’ll be able to dive into the next challenges as soon as they unlock.

If you play Naxxramas during the launch event and decide to purchase the remaining wings with real money, you’ll only have to purchase the 4-Wing bundle to access the remaining wings once they become accessible.

If you unlock additional wings with gold and wish to purchase a wing bundle at a later time with real money to unlock any remaining wings, you can still take advantage of the bundle pricing. For example, if you enter the Arachnid Quarter during the launch event and unlock it for free, then purchase the second wing with gold, the remaining three wings can be purchased with real money at the 3-wing bundle price listed above.

Remember to enter the Necropolis during the launch event so you don’t miss out on all the creepy crawly fun that awaits you in the Arachnid Quarter—for free! 

Heroic Mode

Once you’ve defeated all of the bosses within any given wing for the first time, you’ll unlock the Heroic mode of that wing. Heroic mode bosses are significantly more difficult than their normal versions, and they will prove to be a challenge for even the most veteran Hearthstone players. Defeating all of the bosses in Naxxramas on Heroic mode will unlock a new card back for your collection.

The undead horrors of Curse of Naxxramas: A Hearthstone Adventure are dying to meet you. We hope to see you creeping through the necropolis with your own “All Naxx-cess Pass” soon!

Warlords of Draenor - Blasted Lands Quest Line, Theorycraft Diskusija, Blue Teme

Warlords of Draenor - Blasted Lands Quest Line
Posle par WoD Buildova, Blasted Lands dobio je drastične izmene. Iron Horda je prošla kroz Dark Portal i preuzela je celu teritoriju. Thrall, Khadgar, Vindicator Maraad, i ostali NPC napravili su male kampove blizu Dark Portala, koji će Vam dati interesantne questove.

Na kraju Quest Lina, Thrall će Vam pomoći da ubijete Komadanta Iron Horde koja je prošla Dark Portal. Medjutim na kraju questa, ubačen je pogrešan cinematic.


Warlords of Draenor Theorycraft Diskusija
Originally Posted by Celestalon (Official Forums)
I was playing around with Devouring Plague and Multistrike tonight.
Changed Devouring Plague to just heal for 100% of its damage done, to solve this.

do you devs have additional factors in for things like incorrect items such as a warrior or paladin wearing cloth int gear so it doesn't count towards the item level
Not currently. Fighting low-level content in that manner is an inherently self-regulated form of gameplay. If you're willing to do silly stuff like that, you also would be willing to just buy high ilvl BoEs.

1. Thrash impact crits are proccing Primal Fury (i.e. generating 5 additional Rage) per target hit. Intended? Note that this does not affect ticks.
We're going to change that. We had erred in the player's favor on that, but it's looking simply too strong to balance.

2. Theck noted that Sacred Shield can Crit and MS. There was some question around whether or not T&C can do the same thing. I assume not.
Correct.

I've also noticed some oddity with Sacred Shield tick amounts. (Full Post)
These are actually the same issue. Partial ticks in general are broken currently, and are doing the wrong amount of damage (usually 99.7% of a full tick or so)

Has the DR formula for Dodge / Parry from Agility / Strength respectively been posted? I don't remember seeing it anywhere.
It hasn't changed. I'd have to dig it up; I believe it's been fairly well documented elsewhere, hasn't it? If you can't find it, I can dig it up.

The latest Beta build has a new Multistrike passive for Unholy. Necrosis: Your Scourge Strike, Festering Strike, Plague Strike, Soul Reaper, and Pestilence multistrikes deal an additional (3% of Attack power) Shadow damage.

  • Multistrikes with the slated abilities (Soul Reaper, Scourge Strike, Plague Strike, Festering Strike and Pestilence) trigger the Necrosis event to occur.
  • Although triggered by mulstrikes from certain abilities, Necrosisis itself SEPARATE from the multistrikes that cause it. Its damage is in no way tied to the damage caused by those Multistrikes.
  • The shadow damage it deals can Multistrike on its own, can Critically hit and also benefits from the Dreadblade Mastery. The base damage dealt by the event is dependent on Attack Power.
  • Attacks with multiple components (Pestilence, Scourge Strike and Soul Reaper) have a chance to multistrike independently with each portion. Any of these multistrikes can trigger Necrosis

100% accurate.

Hoping for some clarification on Shadow Reflection intended behavior. (Full Post)
All of those are intended, with one exception. SV should work for its own Rupture; that's a bug that it's not working.

The FW one is unfortunately intended due to a technical reason, so we're just tuning around it.

Just confirming some of the interactions for the new Elemental Discharge mastery

Only the listed spells can proc charges (Chain Lightning, Earth Shock, Lightning Bolt for nature, Lava Beam, Flame Shock, Lava Burst for fire).
Charges can proc on multistrikes of the listed spells
Discharges can crit and multistrike, but will never proc charges as they are distinct spells which are not listed for Elemental Discharge

[edit]Brightleaf just confirmed that Discharges can multistrike, but it doesn't appear that multistrikes can proc charges. Forgot about double dipping so now it all makes sense.

All correct, counting the edit in this post. (Lightning Bolt multistrikes do not proc Lightning Charge). However, we're still considering revision to the Elemental Shaman mastery, FYI.

How much versatility rating is 1% increased damage?
At level 100: 130 Versatility Rating = +1% Dmg/Healing/Absorbs, -0.5% DmgTaken.

As an aside, is there any particular reason why mastery doesn't buff 5 mastery (550 rating)?
We don't use the term "Rating" in-game anymore, only under the hood and in talking to theorycrafters and experienced players. So when we say "5 Mastery" in-game, that refers to 5 Mastery Rating. For all of the other buffs, we can give the %. "5 Crit" means 5 Crit Rating, but "5% Crit" means 5% crit chance. However, that doesn't work for Mastery. I can't say "5% Mastery", since every spec's Mastery has a different conversion rate.

The current mana costs of "efficiency spells" and base regen at level 100 do not appear to at all be lining up with the design goal Celestalon explained in the active mana regen removal post. If I understand correctly, efficient heals are supposed to be mana positive, and you are supposed to be gaining back mana while using them, and you can then dump off excess mana in exchange for burst and using "throughput" spells. Currently, almost all of the efficient spells are actually severely mana negative.

These mana costs are fairly comparable across all classes. The mana costs on all healing spells, or at least those intended to be efficient seem to be upwards of 40% higher than they would need to be to even be mana neutral let alone mana positive. Is this intended, or are the mana costs currently way off?

There's a difference between spamming your efficient direct heal, and doing an efficient rotation. There are things like Holy Shock and HoPo spenders for Paladins, etc. For Druids, there's just Lifebloom in that regard. It's possible that it's mistuned, but we're not seeing Druids having mana problems in internal testing. In particular, we're concerned that Wild Growth is too much throughput, since it can be made free with Omen of Clarity, making AoE healing feel too reliant on OoC.

Quick clarification about multistrike and absorb interactions. As I reported earlier, in my tests with Sacred Shield, I observed the following numeric results (expressed in normalized form).... (Full Post)

This raises a few questions
1) Is this intended, or is it a bug?
2) If it is not a bug, then are crit modifiers applied in the obvious way (i.e. crit_mod would become 1.02)?
3) If it is a bug, and for damage and healing spells in general, do crit modifier bonuses apply to the multistrikes (I assume the answer to this is yes, but may as well ask)?
4) Is this crit/ms behavior intended for all absorbs in the game now, or is it just Sacred Shield?

1) Intended due to technical necessity. Absorbs (or rather, aura applications in general) cannot actually multistrike; we just simulate multistrikes by varying the amount of the absorb, based on your multistrike chance. Same as how Crit has been for Discipline on PW:s for a while now.
2) Yes. Crit multipliers should apply identically to how they do for an actual crit heal.
3) n/a?
4) It's not a blanket thing, no. Just on a few that we want to not decrease in value as your crit/multistrike go up. The full list of affected spells right now is Sacred Shield, Power Word: Shield, and Clarity of Will. Spirit Shell also accounts for Multistrike and Crit but it averages them out, no random chance (not that that really matters right now, since we've removed Spirit Shell, but just FYI in case it were to return in the future or something).

gainst the clump of 3 target dummies in shattrath, I'm either seeing 3, 3+3, or 3+3+3 chain lightning events (counting multistrikes). Seems to imply that multistrike roll(s) are done on spell cast rather than
This is actually only the case for Chain Lightning; we custom did how Multistrike works for Chain Lightning, in order to make it feel the same as Elemental Overload did. Here's the logic, in case it's not obvious: On cast, roll multistrike chance once. Instead of multistriking, cast that many copies of a second Chain Lightning Multistrike spell (different spellID) at a random target that was hit by the initial Chain Lightning (random target selection per cast; could be different targets for each of the two multistrikes).

In regards to responsiveness change and hunter traps. Other than the change with removal of arming time is the removal of the batches every 400ms the only thing influencing the more responsive traps? I haven't had the chance to get into any pve or pvp with fast moving units on beta to check, but currently on live anything moving above a certain speed simply would not trigger a trap (even well after the arming time had come and gone). Guessing this has something to do with these batch processes and the location check attached to traps. Did traps get further changes to fix those issues or did the arming time in addition to the 400ms removal lead to the incredibly responsive traps we are seeing on beta?
More than that. Traps have used this extremely archaic system for hit detection which was literally 13 years old and only use for Hunter Traps.... until now. Now they use the same, responsive system for hit detection as most other responsive area effects (everything from Void Zones to Rings of Peace).

Quick clarification needed. For mastery, the tooltip always rounds down to the closest percent. Is this just a tooltip display rounding? I did some tests with BM and if I didn't round down I would get slightly off numbers, but it's possible I was doing something else wrong.
In *most* cases the rounding is just a tooltip display thing. However, there *are* a couple rare cases where it is actually rounded, one way or another. Master of Beasts was one of those cases, I believe. However, I don't believe it needed to be. Just fixed it to not be rounded. Give it a try in a few builds. In general, assume that Mastery effects are not rounded, and if you ever find that they are, report that as a bug. There may be one or two cases where we have to round it for some reason, but we can evaluate that then.

Protection warrior blood craze seems to be behaving strangely, here are some questions.
I think most of your questions can be summed up by saying: It's a rolling periodic effect, just like Ignite (for example). The total healing amount should match the total expected healing amount. It's still a periodic though, and so refreshing it results in an extra tick. See if that explains all of your questions, and lemme know if anything is still unclear.

However, one thing is a bug: Blood Craze itself multistriking. It should not be able to. Fixed for next next build. That actually may have been re-triggering itself, even, not sure.

6: In battle/gladiator stance you lose the unwavering sentinel +15% HP buff. Is that intended? On live the HP is retained in battle stance, but is it different now so that gladiator DPS warriors don't benefit from the HP?
Yes, Unwavering Sentinel is intentionally Defensive Stance only. I'll update its tooltip to reflect that.

7: Impending victory seems to be healing for something like 21-22% of max HP, either in defensive stance or gladiator (lower HP) stance. Why is this different than tooltip 25%?
Bug. It was doing 20%. (And you were seeing a bit more due to Resolve, I'm guessing. Resolve should affect it).

Any updates on doom snapshotting? Currently, it is not snapshotting anything, whether it be the damage bonus from meta, or the mastery increase from dark soul, as shown below:
Just haven't gotten to it yet.

1: Will multistrikes attempt to proc from attacks that miss/parry/dodge?

1) Looks like they currently do, but shouldn't. (Or, alternatively, the Multistrikes should be able to miss). Will solve that and report back with which way we decided to go.

Follow-up testing to my previous question:

It looks like missed attacks are currently not proccing any multistrike rolls, while multistrikes from landed attacks are able to miss. This one-sided roll is punishing on auto-attacks. Shouldn't multistrikes be 2 completely independent rolls of the ability used?

Also, when you prevented missed attacks from proccing multistrikes, it looks like you forgot to extend that to avoided attacks as well, but that should be fine if you revert the missed multistrike change.

Way we're going to go with Multistrikes (it'll be a few builds before it gets working this way, FYI):

Missed/Dodged/Parried/Immuned/Evaded attacks cannot Multistrike. Multistrikes always hit.

Warlords of Draenor Beta - Dungeon Tuning
Originally Posted by Watcher (Official Forums)
I'd say that right now our Normal dungeons are harder than intended, with the exception of Bloodmaul Slag Mines which is in a pretty good place. We'll be opening Heroic dungeons for testing shortly, and there's a bit more room for the challenge and coordination you desire in that context.

Remember, these are Normal dungeons, which will gear players up for Raid Finder. When thinking about or giving feedback on whether they're "overtuned" or "just right" or the like, approach it from the perspective of how comfortable you'd feel doing the dungeon as a solo queuer with four random players on live servers. That's why we ask for feedback to be prefaced with information about the group makeup and background, because it's hard to overstate the difference between a LFG pick-up group and a group of 14/14H guildmates who are on Mumble.

Blue Tweetovi
Originally Posted by Blizzard Entertainment
Classes
i cant seem to find icy talons (45% attack speed) anywhere but i can tell frost has it looking at attack speed. thoughts?
We're trying out hiding some passives that you don't need to know about for gameplay, to reduce spellbook clutter. (Celestalon)
i like seing everything cause i wanna know exactly how my spec is working. Just my grain of salt
We're planning to keep it documented somewhere out of game, at least. (Celestalon)
lol.. Passives u dont need to know about... If i dont need to know it, why dont you just remove it entirely?
What's the "worst idea yet" for you, may not be for many others. Something like increased attack speed doesn't... (Celestalon)
...matter to your ability to understand how to play, what buttons to use, etc. Just a feel/throughput difference. (Celestalon)
You're going to end up with new players not understanding why their other melee don't attack as fast.
That's indeed the risk. But, does that matter to the new player's ability to play/enjoy/group/etc? (Celestalon)
New players aren't failing to learn b/c too many tooltips, just not enough demonstration/application
You'd be surprised. Remember that not every player is your type of player. (Celestalon)

Shaman
Why Flurry change? Enh wasn't spammy and I don't want to play a spammy class.
It provides the option for haste to have a non-passive impact on your rotation. You could still avoid haste if you choose. (Celestalon)

Warrior
Explain gladiator stance in the context of Feral spec being forcibly slip into a DPS and Tanking spec please.
Just as with Feral/Guardian, you can't do both Gladiator/Tanking in the same fight. Same thing. (Celestalon)
with respect it's not, you made them 2 specs and now I can't DPS as guardian unless I respec, and have lost most cat skills
Right, which is the same deal as Prot. Perhaps you're missing that you can't swap in/out of Gladiator Stance in combat? (Celestalon)
and by all accounts gladiator stance is instant cast, a lot easier to switch roles with that then changing your whole spec.
Sure, it's instant vs cast time to switch. It's also a lot less of a change, far fewer abilities, powers, etc. Much more signif. (Celestalon)

PvE
Mostly concerned for casual guilds that don't do the weekly raid thing. Not really any income for them!
We want to increase gold income, in relative terms, from a variety of group activities (dungeons, etc.). (WatcherDev)

Will the testing for Heroic (due to flexing) occur similar to how LFR/Flex did for 6.0 while Mythic retains the set dates/times?
Normal and LFR will be more open-ended. Heroic and Mythic will have set times. (WatcherDev)

PvP
Hey you may have been asked this, but will there be an option to cap CQ points through playing only arena?
yes arena and RBG caps are the same (holinka)

maybe was answered but, in a pve server if i leave a finished battleground still pvp flagged for 5 min in wod?
We're considering changing that. (holinka)

Can the vicious saddle mounts b made account bound once learnt plz. The items r but not the mounts.
It's intentional. We want them to be a new goal each season. (holinka)
Why not add new mounts each season instead?
that's our hope but sometimes we don't have the resources (holinka)

Will we ever see the day that rating requirement is needed on certain gear other then a simple cosmetic.
Probably not. We didn't like the chicken & egg scenario it created at certain rating milestones (especially with weapons). (holinka)

Warlords of Draenor - Nove Varijtante Lica Character Modela, Beasts of the Savage Lands – Frostfire Ridge, Blue Teme

Warlords of Draenor - Nove Varijtante Lica Character Modela
Chris Robinson dao je više informacije o problemu lica novih character modela.


Beasts of the Savage Lands – Frostfire Ridge
Originally Posted by Blizzard (Source)
Arming yourself with knowledge is essential if you’re hoping to survive the savage world of Draenor. In this series, we’ll talk about the different creatures you may encounter as you explore this untamed world. While not comprehensive, this should give you an idea of what to expect as you prepare to face the challenges ahead. Here’s a look at some of the creatures that can be found in Frostfire Ridge:


Magnaron
Ancient creatures of molten stone, the magnaron are directly descended from the colossals who first shaped Draenor. There are few living today who can communicate with these enigmatic giants, and fewer still who understand their seemingly chaotic motivations. Among the roiling lava spouts of Frostfire Ridge, the magnaron carve fiery sigils into the earth and shape entire mountains to their needs. Magnaron have been known to both enslave and befriend elemental furies, and they are seldom alone. Approach with caution!


 

Ogron
Ogres, gronn, and magnaron all share a common lineage, with the beastly ogron demonstrating the missing link between savage gronn and their smaller, more numerous children. They take in their surroundings with a single yellow eye—slow to blink and even slower to comprehend. Too idiotic to disobey orders, but big and dangerous enough to keep even unruly ogres in line, ogron serve as expendable muscle for ogre leaders from warlords all the way up to the emperor himself. Any champions seeking to overthrow ogres in power had best prepare to face down one or more ogron towering in their way.


 

Rylak
The versatile, flying rylak have adapted to climates across Draenor, but their greatest density is in Frostfire Ridge. Here, warm volcanic stone ledges make for excellent nesting sites, while snowy featureless expanses serve as prime hunting grounds for these ferocious predators to seek flesh with their dual sets of eyes and nostrils. Their thick hides protect them from the elements, as well as from the arrows of frustrated hunters. Adventurers seeking to display a two-headed rylak trophy should remain wary of both sets of fangs . . . and those seeking to tame a new mount should consider the Iron Horde’s tendency to armor the largest rylaks and lead them into combat.




Frostwolves
Only the hardiest can survive the unforgiving climate of Frostfire Ridge. Numbering among the natives are the sturdy frostwolves. The Frostwolf orc clan has taken these beasts as their symbol and namesake, and the orcs and their wolf companions fight and hunt together as an extended pack family.

Explorers in Frostfire Ridge should be wary of the frostwolf’s undomesticated cousin, the dangerous garn. These enormous beasts, twice the mass of an Azerothian bear, are identified by their massive jaws and jet-black fur. Even the Frostwolf orcs fear the unruly and wild garn.

There are still countless other dangerous creatures out there, all of them looking forward to their next adventurer-sized meal—so keep your eyes open and your weapons sharp. Do you have what it takes to survive in Draenor?

Warlords of Draenor - Upcoming Warrior Changes
Originally Posted by Blizzard (Source)
So, we don't often share our thoughts on upcoming changes this early, as plans can change very rapidly. Please keep in mind that none of the following is set in stone – it hasn't even been developed yet – and there’s any number of issues that could cause us to decide to take a different approach. That said, we definitely agree that Arms feels a bit empty at the moment, and want to fill it out a bit more, and we want to add some talent choices to both Arms and Fury that provide options for more involved gameplay. Here’s what we're thinking:

  • Rage generation increased by 20% for Arms.
  • Rend returns for Arms. Costs 10 Rage, deals damage over 18sec, with a burst of bleed damage at the end. Total damage is similar to a Mortal Strike.
  • Thunder Clap is usable in any stance. AoE damage and snares, 6sec cooldown. 30 Rage cost for Arms, free for Protection.
  • We’re replace the level 45 talent row (Staggering Shout / Piercing Howl / Disrupting Shout) with:
  • Varies by spec:
  • Arms – Taste for Blood: Passive. Rend ticks grant 3 Rage.
  • Fury – Furious Strikes: Passive. Reduces the cost of Wild Strike by 10 Rage.
  • Protection – Heavy Repercussions: Passive. Shield Slam deals 50% additional damage while Shield Block or Shield Charge is active.
  • Sudden Death: Passive. Auto attacks have a chance to trigger Sudden Death, making your next Execute free and usable on targets above 20% health.
  • Varies by spec:
  • Arms – Slam: Active ability. Costs 10 Rage. Deals 100% weapon damage. Each consecutive use increases Slam’s damage by 50% and Rage cost by 100%, stacking up to 2 times.
  • Fury – Unquenchable Thirst: Passive. Bloodthirst has no cooldown.
  • Protection – Unyielding Strikes: Passive. Devastate reduces the Rage cost of Heroic Strike by 6, stacking up to 5 times. Lasts 10 sec. No longer refreshes while at 5 stacks.

Again, this is all very much in the formative stages. Any or all of the above could end up changing in any number of ways. But we are listening, and are doing our best to make Warrior gameplay awesome in Warlords.

EDIT: As mentioned, lots of iteration on these early plans. Changed the +25% Rage gen to +20%, so that 3.6speed weapon swings generate an even 30 rage. Changed Slam's max stack count to 2, since Slamming at any point higher than that is a trap.

EDIT 2: Clarified that Heavy Repercussions does count Shield Charge as well.

(Finally, and this is mild, but the flavor names for skills/passives for warriors could stand to be a little bit cooler. "Unyielding Strikes" is up there with "Unwavering Sentinel" for being florid.)
"Hey guys, I'm ready to make that post about DPS Warrior plans, but we don't have a name for that idea we brainstormed an hour ago. Relentless something... Frequent attacks turn into Heroic Strike spam... Unyielding? Sure, Unyielding sounds good. Unyielding Strikes. *clicks Submit*"

The earlier we let you see into the design process, the more unpolished it will be. That said, I don't know that Unyielding Strikes is the worst name...

Blue Tweetovi
Originally Posted by Blizzard Entertainment
Classes
Death Knight
Minor Glyph of Thrilling: When your Army of the Dead is summoned, /dance will cause them to do the Thriller routine. Can has?
That's been on my rainy-day list for a while. It'll probably be on that list for a while longer. (Celestalon)

Druid
Will LI for Feral's give us back moonfire or is it going to be changed? If yes can we use moonfire out of form?
Gives you Moonfire. Requires Cat. (Celestalon)
Literally "Moonfire" or going to reflavor?
Literally Moonfire. (Celestalon)

Mage
Yeah, in between every quest mob that takes me down to 10% HP I will "conjure food" and eat for 20 sec.
If every quest mob is taking you down to 10% HP, you can spend those 20sec figuring out how to perform better. (Celestalon)
mechanics are during combat, and instant we have to sit down and eat AFTER, and if we die? Oh well, too bad your a mage.
Most of the self-sustainability stuff we've added or improved is for after combat. During combat, you should kill the enemy. (Celestalon)

Will we ever see petless Frost Mage?
No, Squirt is a core, iconic part of Frost Mages' kit. (Celestalon)

Fact is mages have 2 self-heals, Evocate (which sucks) and Temporal Shield.
Right, because Mages are about avoiding damage, not healing through it. (Celestalon)

Is Arcane Orb supposed to hit more than one per target?
We're trying "yes" for now. May be too strong. (Celestalon)

Will Arcane Blast's multistrike's hits grant Arcane Charges? And multstrike for arcane missles, will they proc for each wave?
No. Yes. (Celestalon)

Paladin
Ret pali revamp incoming?
Nope. Ret just needs tweaks. (Celestalon)

Rogue
anymore plans to improve combo points? their UI is so archaic , would love something similar to holy power
Leaving it for now, to maintain consistency for existing Rogues. (Celestalon)

Shaman
More or less done with Enhance? Seems pretty great to me.
More than less. (Celestalon)

Warlock
Does it concern you that Destro does more dps than Demo, while being more simple to learn and master? Effort should be rewarded.
Yes. (Celestalon)

Any huge Warlock changes coming up, or are you guys satisfied with where we ended in Mists?
Tweaks coming, no major changes. (Celestalon)

PvE
At the end of WoD, I anticipate druid tanks that stack MS having over 1 mil health, if not far more. HP, high, dps, low
A) It'll be more than that. B) DPS Low? Huh? (Celestalon)
Why bother with an item squish if youre just going back to SOO numbers in WOD? Will you squish every expac?
Tank health is not the same as all numbers. (Celestalon)
will that be consistent or will DPS be lower relative to the tanks in WoD? (less than half? 1/4th?)
DPS will absolutely be lower health, relative to tanks. That's why I said that. (Celestalon)

Any chance flex raids go down to 5 people? Would like to play w/ 1 or 2 friends, but getting 7 good people to join us is tough.
In many cases, raid mechanics break down completely below a certain size. Group Finder in Warlords should help you find a few more (WatcherDev)

PvP
What about the information on battleground objectives being displayed on the map and such? That still in?
It did not make it for 6.0 unfortunately (holinka)

Related to my last tweet: holy moly the default arena frames are terrible. my friend, maybe an update in WoD for those?
Not at 6.0 but we'd like to build a complete UI solution for enemy frames in PvP. But it got cut for 6.0. (holinka)

I'd still like to know your position on abilities that really unbalance class vs class in PvP. Rock, Paper, Scissors isn't ideal
We want classes to have powerful and unique things about them whenever possible. We don't want to balance to mediocrity. (holinka)

if the mmr tanking issues are a side effect to the deserter fix can we expect it to be fixed properly to drop the way it used to?
No (holinka)

Why do this and dont just instead make normal pve - non elite pvp share same model.
It is a matter of how much content we can produce each tier. We've elected to do different models for elite. (holinka)

They must not have a lot of faith in Ashran WPVP if they’re going to force it by putting both capitals in it.
Not sure how we're forcing it on you. The capital hubs are just outside Ashran. You don't have to go there. (holinka)

Will there also be a way to get unflagged faster once you are flagged? Being flagged for 5 mins after leaving a BG feels pointless
There was a time when people would abuse those queues to escape world PvP confrontations. With the new rule, it may not be necessary (holinka)

do you have an opinion/goal for how long the average 2s/3s match should last?
5-10 minutes is a good goal (holinka)

Warlords of Draenor Blue Teme
Originally Posted by Blizzard Entertainment
Siege of Orgrimmar Feedback Thread
Siege of Orgrimmar should be testable, including Mythic difficulty, and should be open throughout the Beta period. I'm definitely interested in hearing feedback about all difficulties. Please specify your group experience, which difficulty you did, and overall impressions like the above.

Abilities that felt wildly untuned or bugged are particularly worth noting.

In general, we're erring on the side of converted SoO feeling a bit easier than it does in 5.4. (That's part of why the Feats of Strength for clearing Siege will stop being available in 6.0, instead of when Draenor unlocks. (Source)

Soloing old Raid Content
We'll make changes to older encounters if it's needed for players to retain the ability to solo raid content from previous expansions.

While you're at it, could you guys make it so we can do Thorim in Ulduar without having to be one of a few classes or really lucky/fast? And don't forget Dreamwalker from ICC!

We're making a change at some point in the future to some legacy raids that includes changing it so Thorim no longer spawns a deathball and reset when his arena is empty.

You can also skip Valithria if you're an engineer.
That fight will become optional, so non-healers can get past the fight.

That fight will become optional, so non-healers can get past the fight.
Great news EXCEPT for the fact that we still won't be able to farm her for transmog gear.[/i]
If you really want items off that encounter as a class that is unable to heal, make friends with a healer and ask them (nicely) to help out. (Source)

Mists of Pandaria Cinematic Ending - Bottoms Up! Warlords of Draenor - Molten Corgi Pet

Mists of Pandaria Cinematic Ending - Bottoms Up!
Izgleda da nismo do kraja pogledali Mists of Pandaria Cinematic!
 


Originally Posted by Blizzard (Source)
We recently found some extra footage shot just moments after the Mists of Pandaria cinematic, when these two characters had their conflict cut short by Chen Stormstout.
 
Warlords of Draenor - Molten Corgi Pet
Jonathan LeCraft upravo je objavio verovatno najbolji pet u Warlords of Draenor - Molten Corgi!

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