Zveri i Stvorenja u Shadowmoon Valley, Undead i Draenor Female Novi Modeli, Diminishing Return u Warlords of Draenor

Undead i Draenor Female Novi Modeli
Novi female Draenei i female Undead modeli došli su uz novi Beta build, a mi smo napravili video zapis gde možete videti kako izgledaju novi character modeli!
 


 
Zveri i Stvorenja u Shadowmoon Valley
Blizzard je objavio novi Blog u kojem nam opisuje stvorenja koje ćemo susreti u Shadowmoon Valley.
Originally Posted by Blizzard (Source)
The lush Shadowmoon Valley appears peaceful and idyllic, lulling many would-be adventurers into a false sense of security as they explore its rolling hills and violet forests. But countless hidden perils lie waiting behind the tranquil façade, and only those well-armed with knowledge can hope to survive. What dangers lurk in the shadows?

Riverbeasts
Adventurers are often misled by the seemingly docile riverbeasts. Though slow to anger, once disturbed, a charging riverbeast is a ferocious sight: 4,000 pounds of fat and muscle storming toward its target like a runaway tram. Roaming draenei rangari have long been astounded by how much damage a rampaging riverbeast can take before it’s brought down, and draenei children are taught to keep a wide berth of shallow waters. Riverbeasts are characterized by their rock-like skin, likely developed during the early days of Draenor’s prehistory, when creatures of stone dueled for supremacy against the chaotic flora. Those looking to take a riverbeast as a trophy should take note of their durable armored flesh and tendency to charge unexpectedly.


 

Podlings
A number of Draenor’s indigenous species blur the line between plant and animal, and the so-called podlings are the most vicious and chaotic of their ilk. Small and seemingly harmless, they work together to capture their prey, attacking only when they have numerical superiority. Explorers who pay attention to the color of podlings’ flowering buds can ascertain whether they favor poison, ensnaring, or physical attacks to incapacitate their victims. Once podlings have overwhelmed their quarry, they will drag the unlucky creature down into the weeds to fertilize a new generation. The clear lesson for adventurers: looks can be deceiving!


Elekk
The majestic elekk graze contentedly across the grassy plains of Draenor, relying on their huge size and the support of the herd to keep predators at bay. Draenei explorers have determined that the animals pose no threat, as long as their young aren’t endangered or their water supply jeopardized. With the endurance to cover great distances and the ability to defend themselves by ramming or stomping attackers, these beasts have emerged as the draenei transport of choice. Explorers should take note of persistent draenei rumors that the Thunderlord Clan orcs torment and twist terrified elekk into vicious weapons of war, covering them in armor plating and inciting them to rampage when turned loose on their foes. Beware!


 

Draenor Ancients
It was only very recently that draenei rangari managed to communicate with these enormous sentient trees, but wildly different ways of life—not to mention a completely different perception of time—have made further interaction difficult. The ancients get their name from their analogues on Azeroth; they are tied closely to a prehistoric plant lineage that unites much of Draenor’s flora and places them in opposition to the creatures of stone. These enigmatic ancients remain in the same area for hundreds of years and are reluctant to move unless their home is threatened. Adventurers should be cautious when harvesting the valley’s lumber, as they may find the forest fighting back.


 

Shadowmoon Valley is a dangerous place, but there are many deadly threats still to be discovered across the savage world of Draenor. Until next time, stay alive . . . if you can.
 
Diminishing Return u Warlords of Draenor
Originally Posted by Blizzard (Source)
Roots
Death Knight
  • Chains of Ice (with Chilblains)

Druid
  • Entangling Roots
  • Mass Entanglement

Hunter
  • Charge (Tenacity pet)
  • Entrapment
  • Narrow Escape

Mage
  • Freeze Water Elemental
  • Frost Nova
  • Ice Ward

Monk
  • Disable

Priest
  • Glyph of Mind Blast
  • Void Tendrils

Shaman
  • Earthgrab Totem
  • Frost Shock (with Frozen Power)

Warrior
  • Charge
  • Staggering Shout

Silences
Death Knight
  • Strangulate

Druid
  • Glyph of Fae Silence

Mage
  • Frostjaw

Paladin
  • Avenger's Shield

Priest
  • Silence

Rogue
  • Garrote

Racial
  • Arcane Torrent
 
Stuns
Death Knight
  • Asphyxiate
  • Gnaw (Ghoul)
  • Monstrous Blow (Ghoul w/ Dark Transformation active)
  • Remorseless Winter

Druid
  • Bear Hug
  • Maim
  • Mighty Bash
  • Pounce

Hunter
  • Binding Shot
  • Intimidation

Mage
  • Deep Freeze

Monk
  • Charging Ox Wave
  • Fists of Fury
  • Leg Sweep

Paladin
  • Fist of Justice
  • Hammer of Justice
  • Holy Wrath

Rogue
  • Cheap Shot
  • Kidney Shot

Shaman
  • Pulverize (Primal Earth Elemental)
  • Static Charge (Capacitor Totem)

Warlock
  • Axe Toss (Felguard)
  • Shadowfury
  • Summon Infernal

Warrior
  • Shockwave
  • Storm Bolt

Racial
  • War Stomp
Knockbacks
Death Knight
  • Gorefiend's Grasp

Druid
  • Typhoon
  • Ursol's Vortex

Hunter
  • Glyph of Explosive Trap

Shaman
  • Thunderstorm

Warlock
  • Fellash
  • Whiplash


Disorients
Druid
  • Cyclone

Paladin
  • Turn Evil

Priest
  • Psychic Scream

Rogue
  • Blind

Warlock
  • Fear
  • Howl of Terror
  • Mesmerize (Shivarra pet)
  • Seduction (Succubus pet)

Warrior
  • Intimidating Shout
 
Incapacitates
Druid
  • Incapacitating Roar

Hunter
  • Freezing Trap
  • Wyvern Sting

Mage
  • Dragon's Breath
  • Polymorph
  • Ring of Frost

Monk
  • Glyph of Breath of Fire
  • Paralysis
  • Ring of Peace

Paladin
  • Repentance

Priest
  • Dominate Mind
  • Holy Word: Chastise
  • Psychic Horror

Rogue
  • Gouge
  • Sap

Shaman
  • Hex

Warlock
  • Banish

Racial
  • Quaking Palm
 

Warlords of Draenor Beta - Build 18566

Build 18566 postavljen je na Beta serverima, a on je sa sobom doneo dosta novina koje možete videti u daljem tekstu:
  • Otvorena Zona Taladar
  • Ozvorena Zona Gogrond
  • Level Cap 96
  • Ashran (Samo kao level 100)
Novi Cho'gall Model

 
Mythic Tier 17 Death Knight Armor Set

 
Season 16 Elite Monk Armor Set

 
Season 16 Elite Mage Armor Set

 
Novi Modeli





 
Nove Mape



Novi Loading Screen





Novi Stringovi
Originally Posted by AdriaCraft
GlobalStrings
  • BAG_SETTINGS_TUTORIAL - Click the bag icon to assign a type of item to this bag.|n|nThis feature works with the "Clean Up Bags" button.
  • BINDING_NAME_ITEMCOMPARISONCYCLING - Item Comparison Cycling
  • CLEAN_UP_BAGS_TUTORIAL - Click this button to clean up your bags.|n|nIt auto-sorts and moves items out of the way to make room for new items.
  • EUROPE - Europe
  • GARRISON_BUILDING_LEVEL_MAX - This building is fully upgraded
  • GARRISON_BUILDING_LEVEL_ONE - Level 1 Building
  • GARRISON_BUILDING_LEVEL_UPGRADE - Level %d Upgrade
  • GARRISON_BUILDING_NO_FOLLOWERS - You do not have any followers with a matching Trait for this building.
  • GARRISON_BUILDING_PLANS_REQUIRED - Plans Required
  • GARRISON_BUILDING_SELECT_FOLLOWER_ACTIVATED_TEXT - Click to assign a Follower
  • GARRISON_BUILDING_SELECT_FOLLOWER_DEACTIVATED_TEXT - Once this building is activated, click here to assign a Follower
  • GARRISON_BUILDING_SELECT_FOLLOWER_NOT_OWNED_TEXT - You can assign a Follower once you have this building
  • GARRISON_BUILDING_SELECT_FOLLOWER_TITLE - Select a Follower
  • GARRISON_BUILDING_SELECT_FOLLOWER_TOOLTIP - Click here to assign a Follower
  • GARRISON_EMPTY_PLOT_HOVER_TOOLTIP - Click to view available buildings for this plot.
  • GARRISON_EMPTY_PLOT_SELECTED_TOOLTIP - Drag a building onto this plot.
  • GARRISON_LANDING_INVASION - Garrison Invasion
  • GARRISON_LANDING_INVASION_TOOLTIP - Your Garrison is under attack! Return to your Garrison to defend it.
  • GARRISON_MISSION_REPORT - Garrison Mission Report
  • GARRISON_NOT_ENOUGH_MATERIALS_TOOLTIP - You do not have enough materials to start this mission.
  • GARRISON_NUM_COMPLETED_MISSIONS - %d Completed |4Mission:Missions;
  • GARRISON_PARTY_NOT_FULL_TOOLTIP - You do not have enough followers on this mission.
  • GARRISON_REWARD_XP_FORMAT - %s XP
  • GARRISON_START_MISSION - Start Mission
  • GARRISON_TOWN_HALL_ALLIANCE - Town Hall
  • GARRISON_TOWN_HALL_EXPLANATION - The central hub of all garrison activity. Access to your Architect and Mission Commander can be found inside.
  • GARRISON_TOWN_HALL_HORDE - Great Hall
  • GARRISON_TOWN_HALL_LEVEL1_DESCRIPTION - Unlocks access to a large and small building plot. Also grants access to your first monument display.
  • GARRISON_TOWN_HALL_LEVEL2_DESCRIPTION - Unlocks access to a medium building and additional small building plot. Also grants access to your second monument display.
  • GARRISON_TOWN_HALL_LEVEL3_DESCRIPTION - Unlocks access to an additional large, medium and small building plot. Also grants access to your third monument display and a direct transport to Ashran.
  • GARRISON_TROPHY_NOT_SELECTED_TOOLTIP - Monument Not Yet Placed
  • GARRISON_UPGRADE_NEED_PLAN - You don't have the plans to upgrade this building to the next level
  • GARRISON_VIEW_COMPLETED_MISSIONS - View Completed Missions
  • GARRISON_YOUR_MATERIAL - Your Material
  • ITEM_COMPARISON_SWAP_ITEM_MAINHAND_DESCRIPTION - Cycle through your main-hand items by pressing Ctrl.
  • ITEM_COMPARISON_SWAP_ITEM_OFFHAND_DESCRIPTION - Cycle through your off-hand items by pressing Ctrl.
  • ITEM_DELTA_DUAL_WIELD_COMPARISON_MAINHAND_DESCRIPTION - (With |c%s%s|r equipped in your main-hand)
  • ITEM_DELTA_DUAL_WIELD_COMPARISON_OFFHAND_DESCRIPTION - (With |c%s%s|r equipped in your off-hand)
  • KOREA - Korea
  • LFG_TOOLTIP_MONEY_REWARD - Money Reward
  • NORTH_AMERICA - N. America
  • OPTION_TOOLTIP_REFRACTION - Controls the rendering of refraction effects. Decresing this may improve performance.
  • REFRACTION - Refraction
  • SPELL_FAILED_CUSTOM_ERROR_226 - You can't do that while holding Empowered Ore.
  • SPLASH_BOOST_RIGHT_DESC_ALLIANCE - Head to the Blasted Lands and talk to Maraad.
  • SPLASH_BOOST_RIGHT_DESC_HORDE - Head to the Blasted Lands and talk to Thrall.
  • STAT_CRITICAL_STRIKE - Critical Strike
  • TAIWAN - Taiwan
  • TOWN_HALL -
  • TOYBOX_MICRO_BUTTON_SPEC_TUTORIAL - Toys can be found here!
  • UPGRADE_FEATURE_13 - Boost a character to level 90
  • UPGRADE_FEATURE_14 - Battle to Level 100 on the world of Draenor
  • UPGRADE_FEATURE_15 - Build and upgrade your garrison

CurrencyType
  • CurrencyType #1008 - Secret of Draenor Jewelcrafting
  • CurrencyType #1017 - Secret of Draenor Leatherworking

Faction
  • Faction #1708 - Laughing Skull Orcs
  • Faction #1710 - Sha'tari Defense
  • Faction #1711 - Steamwheedle Preservation Society
  • Faction #1712 - GarInvasion_IronHorde
  • Faction #1713 - GarInvasion_ShadowCouncil
  • Faction #1714 - GarInvasion_Ogres
  • Faction #1715 - GarInvasion_Primals
  • Faction #1716 - GarInvasion_Breakers
  • Faction #1717 - GarInvasion_ThunderLord
  • Faction #1718 - GarInvasion_Shadowmoon

Game Text
  • Game Text #87156 - We will follow every trail that leads to the Iron Horde, no matter how small. We will shut them down, one operation at a time!
  • Game Text #87157 - Commander, I will call on you again as soon as I know more.
  • Game Text #87158 - I send da word to ma Shadow Huntas. Dey will follow every trail dat leads us ta da Iron Horde, no matter big or small. We will shut dem down, one stronghold at a time.
  • Game Text #87159 - Commander, I call on you again when I know more.
  • Game Text #87393 - There are still Iron Horde in the northern courtyard.
  • Game Text #87419 - Gro the Uncreator, I call to you!
  • Game Text #87420 - The spirits of the Laughing Skull have spoken. We must join together to fight our common enemy, the Iron Horde!
  • Game Text #87421 - Yes! It is working! The spirits were right!
  • Game Text #87423 - Xuk...

LFG Entry
  • LFG Entry #878 - Gorgrond Finale

Scenario
  • Scenario #715 - Against The Void
  • Scenario #723 - The Battle for Gorgrond

Taxi
  • Taxi #1535 - Quest Path 4535: Quest Path - Spires of Arak 6.0 - Horde Garrison Outpost > Clutchpop Gearworks (LWB)
  • Taxi #1536 - Quest Path 4538: Quest Path - Spires of Arak 6.0 - Alliance Garrison Outpost > Clutchpop Gearworks (LWB)
  • Taxi #1537 - Shattered Landing, Blasted Lands
  • Taxi #1538 - Shattered Beachhead, Blasted Lands
  • Taxi #1539 - Skysea Point, Gorgrond

Achievement Izmene
Originally Posted by AdriaCraft
Ashran
Player vs. Player

Darkmoon Faire
World Events
  • Brood of Alysrazor (New) Collect 50 Blazing Rings in one flight session of Firebird's Challenge. 10 points.
  • Flying High (New) Collect 10 Blazing Rings in one flight session of Firebird's Challenge. 10 points.
  • Ringmaster (New) Collect 20 Blazing Rings in one flight session of Firebird's Challenge. 10 points.

Draenor
Quests
  • Welcome to Draenor Name Changed from Tanaan Zone Achievement [PH Name] to Welcome to Draenor. Complete the Tanaan storylines listed below. 10 points.Assault on the Dark Portal. 10 points.
  • Welcome to Draneor Name Changed from Tanaan Zone Achievement [PH Name] to Welcome to Draneor. Complete the Tanaan storylines listed below. 10 points.Assault on the Dark Portal. 10 points.

Draenor Dungeon
Dungeons & Raids
  • Grimrail Depot Defeat the final bossDefeat Skylord Tov'osh in Grimrail Depot. 10 points.
  • Heroic: Grimrail Depot Defeat the final bossDefeat Skylord Tov'osh in Grimrail Depot on Heroic difficulty. 10 points.
  • Heroic: Iron Docks Defeat GorgromDefeat Skulloc in the Iron Docks on Heroic difficulty. [NYI] 10 points.10 points.
  • Iron Docks Defeat Gorgrom in the Iron Docks. [NYI] 10 points.Defeat Skulloc in the Iron Docks. 10 points.
  • Is Draenor on Fire? Defeat Gug'rokk without killing any Unstable Slag in Bloodmaul Slag Mines on Heroic difficulty. 10 points.
  • Souls of the Lost Defeat Ner'zhul after having slain two of Ner'zhul's chosenslaying Ritual of Bones skeletons within 5 seconds of each other, in Shadowmoon Burial Grounds on Heroic difficulty. 10 points.
  • Weed Whacker Name Changed from Weed Wacker to Weed Whacker. Defeat Yalnu without any Kirin Tor Battle-Mages dying in The Everbloom on Heroic Difficulty.10 points.

Followers
Garrisons

Garrisons

Monuments
Garrisons

Professions
  • Grand Master of All Raise all primary professions to 700 skill points. 50 points. Account Wide.Reward: Garrison Monument. 50 points. Account Wide.

Warlords of Draenor
Dungeons & Raids

Set Bonus Izmene
Originally Posted by AdriaCraft
Death Knight

Druid

Hunter

Mage

Monk

Paladin

Priest

Rogue

Shaman

Warlock

Warrior

Spell Izmene
Originally Posted by AdriaCraft
Mounts

Companions

Unknown Class
Major Glyphs
  • Frostbrand Weapon Name Changed from Frostflame Weapon to Frostbrand Weapon
  • Glyph of Chimera Shot Increases the healing you receive from Chimera Shot by an additionalSuccessful Chimera Shots now also heal you for 2% of your maximum health. Major Glyph.
  • Glyph of Frostbrand Weapon Name Changed from Glyph of Frostflame Weapon to Glyph of Frostbrand Weapon. While your weapon is imbued with Flametongue Weapon, yourYour off-hand weapon attacks also slow the target's movement speed by 50% for 3 sec. Major Glyph.
  • Glyph of Mind Harvest The first time you damage an enemy with Mind Blast, you gain 50 additional Orbs. Major Glyph.2 additional Orbs. Major Glyph.

Death Knight
Perks
  • Empowered Obliterate Name Changed from Empowered Rime to Empowered Obliterate. Now works with Obliterate instead of Rime.

Talents
  • Conversion Converts Runic Power to health, restoring 2% of maximum health per 1 sec. Lasts until canceled or Runic Power is exhausted. Death Knight - LvL 75 Talent. 5 Runic Power, plus 5 per sec. Instant.Instant.

Blood
  • Rune Tap now has a 2.5 sec cooldown, up from 0.5 sec. Now reduces all damage taken by 50% for 3 sec rather than granting an absorb shield equal to 30% of your missing health.
  • Will of the Necropolis now grants an immediate, free Rune Tap, but no longer reduces all damage taken by 25% for 4 sec.

Major Glyphs
  • Glyph of the Ice Reaper Reaping is now also triggered by your Chains of Ice. Major Glyph.The Runes you spend on Chains of Ice will become Death Runes when they activate. Death Runes count as any type of rune. Major Glyph.

Druid

Perks
  • Empowered Moonkin Name Changed from Enhanced Owlkin Frenzy to Empowered Moonkin. Triggering Owlkin Frenzy also makesSingle-target attacks against you in Moonkin Form have a 15% chance make your next damage or healing spell cast within 10 sec instant.instant cast. Requires Moonkin Form.
  • Improved Moonfire now has spec specific tooltips, no longer mentioning Sunfire for Feral, Guardian, and Restoration.
  • Enhanced Faerie Fire Name Changed from Enhanced Bear Hug to Enhanced Faerie Fire. You are no longer immobilized by using Bear Hug.While in you are in Bear Form, Faerie Fire no longer has a cooldown and deals 100% increased damage.

Talents
  • Pulverize A devastating blow that consumes 3 stacks of your Lacerate on the target to deal sw1 Physical damage, generate 15 Rage, and reduce damage taken by 20% for 10 sec. Requires Bear Form. Druid - LvL 0 Talent. Melee range. Instant.
  • Soul of the Forest Casting Swiftmend grants 50% haste for your next spellcast. Druid - LvL 60 Talent.When you cast Swiftmend, you gain Soul of the Forest. Soul of the Forest reduces the cast time of your next Healing Touch by 100%, or increases the healing of your next Regrowth, Wild Growth, or Rejuvenation by 0%. Druid - LvL 60 Talent.

Restoration

Hunter
Perks
  • Improved Multi-Shot Name Changed from Enhanced Shots to Improved Multi-Shot. Add an additonal 5 yards range to all your attacks with a baseline 40 yard range.Multi-Shot costs 5 less Focus and deals 20% increased damage.
  • Improved Serpent Sting Name Changed from Improved Viper Venom to Improved Serpent Sting. Your Viper Venom restores an additional 3 Focus.Serpent Sting deals 20% increased damage.

Talents
  • Adaptation Increases the effect of your pet's Combat Experience to 70%85% increased damage. Your pet now gains the following abilities, regardless of its active spec: Spiked Collar Roar of Sacrifice Cornered Boar's Speed Last Stand Blood of the Rhino Great Stamina Hunter - LvL 0 Talent.

Marksmanship
  • Chimaera Shot Name Changed from Chimera Shot to Chimaera Shot. An instant shot that causes 255% ranged weapon Nature damageAn two-headed shot that hits your primary target and another nearby target, dealing sw3 Nature or Frost damage to each target. Requires Ranged Weapon. Hunter - Marksmanship Spec. 45 Focus. 40 yd range. 9 sec cooldown.Instant. 9 sec cooldown.

Survival
  • SurvivalistIncreases your Multistrike chance by 10%. After killing a target, you gain 15% health over 10 sec. Hunter - Survival Spec.

Mage
Perks
  • Enhanced Pyrotechnics WhenEach time your Fireball or Frostfire Bolt failfails to critically strike a target, you gain a 5% increased chance for Fireball or Frostfire Bolt to be a critical strike for 15 secthose spells gain a stacking 5% increased critical strike chance. This effect ends when Fireball or Frostfire Bolt successfully critically strike a target.critically strikes a target.

Talents
  • Flameglow Protects you with fiery energy, absorbing up to [ 22%[ 30% of Fire Spell Power ] damage from each attack against you. Mage - LvL 30 Talent.up to 30% of each attack. Mage - LvL 30 Talent.
  • Unstable Magic (Arcane) Arcane Blast, Fireball, Frostfire Bolt, and Frostbolt have a 15% chance to explode on impact, dealing an additional 50%20% damage to the target, and to all other enemies within 8 yards.
  • Unstable Magic (Fire) Arcane Blast, Fireball, Frostfire Bolt, and Frostbolt have a 30% chance to explode on impact, dealing an additional 50%20% damage to the target, and to all other enemies within 8 yards.
  • Unstable Magic (Frost) Arcane Blast, Fireball , and Frostbolt have a 50%, Frostfire Bolt, and Frostbolt have a 20% chance to explode on impact, dealing an additional 50%20% damage to the target, and to all other enemies within 8 yards.

Fire

Major Glyphs

Monk
  • Jab (Brewmaster, Windwalker) Jab the target, dealing [ 188% of Mainhand Min DPS + 94% of Offhand Min DPS + 59.7% of AP - 2 ] to [ 188% of Mainhand Max DPS + 94% of Offhand Max DPS + 59.7% of AP + 2 [ 103.4% of Mainhand Min DPS + 51.7% of Offhand Min DPS + 32.9% of AP - 1 ] to [ 103.4% of Mainhand Max DPS + 51.7% of Offhand Max DPS + 32.9% of AP + 1 ;] damage and generating 1 Chi.
  • Jab (Mistweaver) Jab the target, dealing [ 281.9% of Mainhand Min DPS + 59.7% of AP - 2 ] to [ 281.9% of Mainhand Max DPS + 59.7% of AP + 2 [ 155.1% of Mainhand Min DPS + 32.9% of AP - 1 ] to [ 155.1% of Mainhand Max DPS + 32.9% of AP + 1 ;] damage and generating 1 Chi.

Windwalker & Mistweaver
  • Rising Sun Kick (Windwalker) You kick upwards, dealing [ 1,605.9% of Mainhand Min DPS + 803% of Offhand Min DPS + 510.5% of AP - 18 ] to [ 1,605.9% of Mainhand Max DPS + 803% of Offhand Max DPS + 510.5% of AP + 18 ] damage, applying Mortal Wounds, and causing all enemies within 8 yards to take 20% increased damage from your abilities for 15 sec. Mortal Wounds Grievously wounds the target, reducing the effectiveness of any healing received for 10 sec.You kick upwards, dealing [ 1,605.9% of Mainhand Min DPS + 803% of Offhand Min DPS + 510.5% of AP - 18 ] to [ 1,605.9% of Mainhand Max DPS + 803% of Offhand Max DPS + 510.5% of AP + 18 ] damage, reducing the effectiveness of healing on the target for 10 sec, and causing all enemies within 8 yards to take 20% increased damage from your abilities for 15 sec.

Major Glyphs
  • Glyph of Surging Mist no longer is as smart of a heal, instead bouncing to a random injured target rather than the most injured target.

None
Ferocity, Ferocious Adaptation, Cunning Adaptation, Tenacious Adaptation
  • Spiked Collar Increases the damage done by your pet's Basic Attacks by 10%, and, increases your pet's attack speed by 10%, and increases your pet's critical strike chance by 10%. None - Ferocity, Ferocious Adaptation, Cunning Adaptation, Tenacious Adaptation Spec. Melee range.

Tenacity & Tenacious Adaptation
  • Thunderstomp Shakes the ground with thundering force, doing [ 5 + 4.9% of AP + 1% of RAP damage;] Nature damage to all enemies within 8 yards. This ability causes a moderate amount of additional threat. None - Tenacity & Tenacious Adaptation Spec. 20 Focus. Melee range. Instant. 10 sec cooldown.

Paladin
Talents
  • Sacred Shield Protects the target with a shield of Holy Light for 30 sec, absorbing up to [ 122.9%[ 130.6% of Holy Spell Power ] damage every 6 sec. Only one target can be affected at a time. Limited to 1 target. Paladin - LvL 45 Talent. 40 yd range. Instant. 6 sec cooldown.

Major Glyphs
  • Glyph of the Battle Healer Melee attacks from Inner Light heal the most wounded member of your raid or partywhile Seal of Insight is active no longer heal you, but instead heal a random injured member of your party or raid for 45% of the normal heal instead of you. Major Glyph.amount. Major Glyph.

Priest
Perks
  • Empowered Archangel Name Changed from Enhanced Strength of Soul to Empowered Archangel. Strength of Soul can also trigger from Penance.The next Prayer of Healing you cast after activating Archangel has 100% increased critical strike chance.
  • Improved Heal Increases the amount healed by your Heal by 20%.healing from your Heal by 20%.
  • Enhanced Mind Flay Your Mind Flay deals damage 1 additional time.33% faster.
  • Enhanced Shadow Word: Death When Shadow Word: Death's cooldown is reset due to not killing a target, the resulting Shadow Word: Death cast can generate a Shadow Orb.Shadow Word: Death now always generates a Shadow Orb, regardless of cooldown reset.

Rogue
  • Stealth (Subtlety) Attacks from Stealth and for until cancelled6 sec after deal 10% more damage.

Perks
  • Empowered Rupture Name Changed from Improved Venomous Wounds to Empowered Rupture. Venomous Wounds now triggers every time Rupture or Garotte deals damage.Rupture's chance to deal additional Nature damage and grant Energy is increased by 25%.
  • Improved Sinister Strike Increases the damage done by Sinister Strike by 20%.and Revealing Strike by 20%.
  • Enhanced Stealth Name Changed from Enhanced Master of Subtlety to Enhanced Stealth. Increases the damage bonus of Master of Subtlety by 5%.You deal an additional 5% damage for 6 sec after Stealth breaks.

Major Glyphs
  • Glyph of Hemorrhaging Veins Your Sanguinary Veins ability now also increases damage done to targets affected by your Hemorrhage. Major Glyph.Your Hemorrhage also triggers the 20% damage bonus from Sanguinary Vein. Major Glyph.

Shaman
Perks
  • Improved Chain Lightning Your Chain Lightning and Lava Beam increase the damage ofEach target struck by your Chain Lightning or Lava Beam increases the damage done by your next Earthquake by 20% per target hit by the Chain Lightning or Lava Beam.
  • Improved Lightning Shield Lightning Shield gains 5 additional maximum charges, and Lava Burst can now trigger Rolling Thunder's effects.and its multistrikes can now generate additional Lightning Shield charges though Fulmination.
  • Improved Fire Totems Increases the damage dealt by Searing Totem and Magma Totem by 50%.by 50%.
  • Enhanced Unleash Name Changed from Enhanced Unleash Elements to Enhanced Unleash
  • Empowered Lava Lash Name Changed from Improved Lava Lash to Empowered Lava Lash
  • Improved Feral Spirit Increases the damage of your Feral Spirits by 100%.Spirit Wolves by 100%.
  • Improved Healing Rain Increases healing doneIncreases all healing you do to targets in your Healing Rain by 10%.

Talents
  • Unleashed Fury Empowers your Unleash Flame, increasing damage taken by the target from yourcausing it to also increase damage done with Lightning Bolt by 30% and from your Lava Burst by 10%. Lastswith Lava Burst by 10% for 10 sec. Shaman - LvL 90 Talent.

Elemental
  • Mastery: Molten Earth Your damaging spells incite the earth around you to come to your aid for 6 sec, repeatedly dealing [ 80% of Spell Power 0;] Fire damage to your most recently attacked target. Shaman - Elemental Spec.

Warlock
  • Corruption (Demonology)Metamorphosis transforms this spell into Doom: Doom Inflicts impending doom upon the target, causing [ 4 + 150% of Spell Power ] Shadow damage over 60 sec. Doom critical strikes summon a Wild Imp to attack the target.
  • Corruption (Demonology)Metamorphosis transforms this spell into Doom: Doom Inflicts impending doom upon the target, causing [ 4 + 150% of Spell Power ] Shadow damage over 60 sec. Doom critical strikes summon a Wild Imp to attack the target.
  • Corruption (Demonology)Metamorphosis transforms this spell into Doom: Doom Inflicts impending doom upon the target, causing [ 4 + 150% of Spell Power ] Shadow damage over 60 sec. Doom critical strikes summon a Wild Imp to attack the target.
  • Shadow Bolt (Demonology)Metamorphosis transforms this spell into Touch of Chaos: Touch of Chaos Unleashes energy at the enemy, causing [ 1 + 57.53% of Spell Power ] Chaos damage and extending the duration of Corruption.
  • Soul Swap (Affliction) Your next use of Soul Swap within 3 sec will exhale a copy of the effects onto a new target.
  • Soul Swap (Demonology, Destruction) Your next use of Soul Swap within 3 sec will exhale a copy of the effects onto a new target.

Perks
  • Empowered Corruption Name Changed from Enhanced Nightfall to Empowered Corruption. Increases your chance to trigger Nightfall by 25/10%.Corruption has a 2.5% increased chance to generate a Soul Shard.
  • Enhanced Havoc Name Changed from Enhanced Backlash to Enhanced Havoc. Physical attacks against you have a 15% increased chance to trigger Backlash.Recuces the cooldown of Havoc by 5 sec.

Affliction

Demonology
  • Hand of Gul'dan Affliction, Destruction: Strikes the target and all enemies within 6 yards for [ 86% of Spell Power ] instant Shadowflame damage and an additional [ 22.5% of Spell Power ] Shadowflame damage and 12 Demonic Fury over 6 sec. Demonology: Strikes the target and all enemies within 6 yards for [ 86% of Spell Power ] instant Shadowflame damage and an additional [ 22.5% of Spell Power ] Shadowflame damage and 12 Demonic Fury over 6 sec. Metamorphosis transforms this spell into Chaos Wave: Chaos Wave Hurls a wave of chaos to strike the target and all enemies within 6 yards, dealing [ 131.28% of Spell Power ] Chaos damage and reducing movement speed by 50% for 6 sec. Warlock - Demonology Spec. 5% of Base Mana. 40 yd range. Instant.
  • Hellfire Affliction, Destruction: Ignites the caster, causing [ 220.5% of Spell Power ] Fire damage to himself and [ 176.4% of Spell Power ] Fire damage to all nearby enemies over 14 sec. Generates 10 Demonic Fury per second plus 3 Demonic Fury per second on secondary targets. Demonology: Ignites the caster, causing [ 220.5% of Spell Power ] Fire damage to himself and [ 176.4% of Spell Power ] Fire damage to all nearby enemies over 14 sec. Generates 10 Demonic Fury per second plus 3 Demonic Fury per second on secondary targets. Metamorphosis transforms this spell into Immolation Aura: Immolation Aura Ignites the area surrounding the caster, causing [ 126% of Spell Power ] Fire damage over 10 sec to all nearby enemies. Warlock - Demonology Spec. 2% of Base Mana, plus 2% per sec. Instant (Channeled).

Pets
  • Burning Presence (New) Intimidates any target you attack, increasing your threat generation. Also increases chance to dodge and parry by 10%, and reduces physical damage taken by 20%. Auto-Cast: Always keep this effect active. (Right-Click to toggle) Special Ability. Instant.
  • Cripple (New) Cripples the target, reducing movment speed by 80% for 30 sec (4 sec in PvP). 30 yd range. Instant. 30 sec cooldown.
  • Meteor Strike (New) The infernal releases a powerful burst of flames, dealing 0 Fire damage to nearby targets, and stunning them for 2 sec. Unlimited range. Instant. 60 sec cooldown.
  • Torch Magic (New) Purges 1 beneficial magic effect from an enemy, or burns away 1 harmful magic effect from an ally. Auto-Cast: Use on the Infernal's current target. (Right-Click to toggle) Special Ability. 30 yd range. Instant. 10 sec cooldown.

Major Glyphs
  • Glyph of Shadowflame Increases the movement speed reduction on the Shadowflame effect from your Hand of Gul'dan spell by 20%. Major Glyph.Targets affected by your Hand of Gul'dan damage over time are now also snared by 50%. Major Glyph.

Warrior
Perks
  • Improved Rend Name Changed from Improved Overpower to Improved Rend. Increases the damage dealt by Overpower by 20%.Rend by 20%.
  • Improved Whirlwind Name Changed from Improved Thunderclap to Improved Whirlwind. Increases the damage done by Thunderclap by 20%.Whirlwind by 20%.
  • Enhanced Whirlwind Name Changed from Improved Meat Cleaver to Enhanced Whirlwind. Meat Cleaver can now stack 1 additional time.Whirlwind's effect to increase Raging Blow targets now grants 2 charges per Whirlwind and can stack up to 4 times.
  • Improved Wild Strike Damage of Wild Strike increased by 40%.20%.
  • Enhanced Hamstring (New) Reduces the Rage cost of Hamstring by 5.
  • Improved Block Name Changed from Improved Bastion of Defense to Improved Block. Bastion of Defense now increases your block chance by an additional 10%.Increases your block chance by 10%.
  • Improved Defensive Stance Name Changed from Improved Unwavering Sentinel to Improved Defensive Stance. Unwavering SentinelDefensive Stance now increases your armor by an additional 15%.

Talents
  • Slam Slam an opponent, causing 50% weaponsw2 Physical damage. Each consecutive use of Slam increases the damage dealt by 50% and the Rage cost by 100%, stacking up to 2 times. Requires Melee Weapon. Warrior - LvL 45 Talent. 10 Rage. Melee range. Instant.
  • Sudden Death Your autoattack hits have a 10% chance to make your next Execute free andcost no initial Rage and be useable on any target, regardless of health level. Warrior - LvL 45 Talent.

Major Glyphs
  • Glyph of Die by the Sword While Die by the Sword is active, using OverpowerWild Strike increases its duration by 1 sec and using Wild Strike increases its duration by 0.5 sec per use. Major Glyph.per use. Major Glyph.
  • Spell Reflection Reduces the cooldown on Spell Reflection by 5 sec. Major Glyph. Instant.This glyph has no effect if combined with the Mass Spell Reflection talent. Major Glyph. Instant.

Racials
Draenei
  • Heroic Presence Increases your Strength, Agility, and Intellect by 134130 (scales with level). Draenei Racial.

Human
  • The Human Spirit Increases the highest two of your Critical Strike, Haste, Mastery, Readiness, and Multistrike from gear by 3%. Human Racial.Versatility increased by 100 (scales with level). Human Racial.

Professions
Blacksmithing
  • Draenic Steel Bulwark Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (20), Blackrock SteelTruesteel Ingot (8). Tools: Blacksmith Hammer.
  • Draenic Steel Chestplate Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (35), Blackrock SteelTruesteel Ingot (14). Tools: Blacksmith Hammer.
  • Draenic Steel Dagger Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (40), Blackrock SteelTruesteel Ingot (12). Tools: Blacksmith Hammer.
  • Draenic Steel Gauntlets Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (30), Blackrock SteelTruesteel Ingot (12). Tools: Blacksmith Hammer.
  • Draenic Steel Girdle Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (30), Blackrock SteelTruesteel Ingot (12). Tools: Blacksmith Hammer.
  • Draenic Steel Helm Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (35), Blackrock SteelTruesteel Ingot (14). Tools: Blacksmith Hammer.
  • Draenic Steel Legguards Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (35), Blackrock SteelTruesteel Ingot (14). Tools: Blacksmith Hammer.
  • Draenic Steel Mace Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (40), Blackrock SteelTruesteel Ingot (12). Tools: Blacksmith Hammer.
  • Draenic Steel Shoulders Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (30), Blackrock SteelTruesteel Ingot (12). Tools: Blacksmith Hammer.
  • Draenic Steel Sword Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (40), Blackrock SteelTruesteel Ingot (12). Tools: Blacksmith Hammer.
  • Draenic Steel War Axe Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (45), Blackrock SteelTruesteel Ingot (14). Tools: Blacksmith Hammer.
  • Draenic Steel Warboots Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (30), Blackrock SteelTruesteel Ingot (12). Tools: Blacksmith Hammer.
  • Draenic Steel Wristwraps Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (20), Blackrock SteelTruesteel Ingot (8). Tools: Blacksmith Hammer.
  • Hardened Draenic Steel Bulwark Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (25), Blackrock SteelTruesteel Ingot (10), Draenic Steel Bulwark. Tools: Blacksmith Hammer.
  • Hardened Draenic Steel Chestplate Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (45), Blackrock SteelTruesteel Ingot (18), Draenic Steel Chestplate. Tools: Blacksmith Hammer.
  • Hardened Draenic Steel Dagger Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (50), Blackrock SteelTruesteel Ingot (14), Draenic Steel Dagger. Tools: Blacksmith Hammer.
  • Hardened Draenic Steel Gauntlets Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (35), Blackrock SteelTruesteel Ingot (14), Draenic Steel Gauntlets. Tools: Blacksmith Hammer.
  • Hardened Draenic Steel Girdle Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (35), Blackrock SteelTruesteel Ingot (14), Draenic Steel Girdle. Tools: Blacksmith Hammer.
  • Hardened Draenic Steel Helm Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (45), Blackrock SteelTruesteel Ingot (18), Draenic Steel Helm. Tools: Blacksmith Hammer.
  • Hardened Draenic Steel Legguards Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (45), Blackrock SteelTruesteel Ingot (18), Draenic Steel Legguards. Tools: Blacksmith Hammer.
  • Hardened Draenic Steel Mace Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (50), Blackrock SteelTruesteel Ingot (14), Draenic Steel Mace. Tools: Blacksmith Hammer.
  • Hardened Draenic Steel Shoulders Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (35), Blackrock SteelTruesteel Ingot (14), Draenic Steel Shoulders. Tools: Blacksmith Hammer.
  • Hardened Draenic Steel Sword Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (50), Blackrock SteelTruesteel Ingot (14), Draenic Steel Sword. Tools: Blacksmith Hammer.
  • Hardened Draenic Steel War Axe Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (65), Blackrock SteelTruesteel Ingot (18), Draenic Steel War Axe. Tools: Blacksmith Hammer.
  • Hardened Draenic Steel Warboots Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (35), Blackrock SteelTruesteel Ingot (14), Draenic Steel Warboots. Tools: Blacksmith Hammer.
  • Hardened Draenic Steel Wristwraps Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (25), Blackrock SteelTruesteel Ingot (10), Draenic Steel Wristwraps. Tools: Blacksmith Hammer.
  • Peerless Draenic Steel Bulwark Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (35), Blackrock SteelTruesteel Ingot (14), Hardened Draenic Steel Bulwark. Tools: Blacksmith Hammer.
  • Peerless Draenic Steel Chestplate Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (60), Blackrock SteelTruesteel Ingot (24), Hardened Draenic Steel Chestplate. Tools: Blacksmith Hammer.
  • Peerless Draenic Steel Dagger Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (70), Blackrock SteelTruesteel Ingot (18), Hardened Draenic Steel Dagger. Tools: Blacksmith Hammer.
  • Peerless Draenic Steel Gauntlets Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (45), Blackrock SteelTruesteel Ingot (18), Hardened Draenic Steel Gauntlets. Tools: Blacksmith Hammer.
  • Peerless Draenic Steel Helm Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (60), Blackrock SteelTruesteel Ingot (24), Hardened Draenic Steel Helm. Tools: Blacksmith Hammer.
  • Peerless Draenic Steel Legguards Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (60), Blackrock SteelTruesteel Ingot (24), Hardened Draenic Steel Legguards. Tools: Blacksmith Hammer.
  • Peerless Draenic Steel Mace Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (70), Blackrock SteelTruesteel Ingot (18), Hardened Draenic Steel Mace. Tools: Blacksmith Hammer.
  • Peerless Draenic Steel Shoulders Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (45), Blackrock SteelTruesteel Ingot (18), Hardened Draenic Steel Shoulders. Tools: Blacksmith Hammer.
  • Peerless Draenic Steel Sword Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (70), Blackrock SteelTruesteel Ingot (18), Hardened Draenic Steel Sword. Tools: Blacksmith Hammer.
  • Peerless Draenic Steel War Axe Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (90), Blackrock SteelTruesteel Ingot (24), Hardened Draenic Steel War Axe. Tools: Blacksmith Hammer.
  • Peerless Draenic Steel Warboots Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (45), Blackrock SteelTruesteel Ingot (18), Hardened Draenic Steel Warboots. Tools: Blacksmith Hammer.
  • Peerless Draenic Steel Wristwraps Blacksmithing. 3.5 sec cast. Reagents: Crucible Steel Ingot (35), Blackrock SteelTruesteel Ingot (14), Hardened Draenic Steel Wristwraps. Tools: Blacksmith Hammer.

Engineering

Jewelcrafting
  • Critical Strike Taladite (New) Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal, Sorcerous Earth, Fireweed (5). Tools: Jeweler's Kit.
  • Glowing Blackrock Band (New) Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal, Blackrock Ore (5). Tools: Jeweler's Kit.
  • Glowing Iron Band (New) Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal, True Iron Ore (5). Tools: Jeweler's Kit.
  • Glowing Iron Choker (New) Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal, True Iron Ore (10). Tools: Jeweler's Kit.
  • Glowing Taladite Pendant (New) Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal (10), Blackrock Ore (10), True Iron Ore (10). Tools: Jeweler's Kit.
  • Glowing Taladite Ring (New) Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal (10), Blackrock Ore (10), True Iron Ore (10). Tools: Jeweler's Kit.
  • Greater Critical Strike Taladite (New) Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal (10), Sorcerous Air (10), Fireweed (5), Boiling Blood. Tools: Jeweler's Kit.
  • Greater Haste Taladite (New) Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal (10), Sorcerous Air (10), Frostweed (5), Shadow Dew. Tools: Jeweler's Kit.
  • Greater Mastery Taladite (New) Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal (10), Sorcerous Air (10), Starflower (5), Brightwater Lily. Tools: Jeweler's Kit.
  • Greater Multi-Strike Taladite (New) Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal (10), Sorcerous Air (10), Nagrand Arrowbloom (5), Twin-Yolked Egg. Tools: Jeweler's Kit.
  • Greater Stamina Taladite (New) Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal (10), Sorcerous Air (10), Talador Orchid (5), Permafrost Shard. Tools: Jeweler's Kit.
  • Greater Taladite Amplifier (New) Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal (10), Sorcerous Earth (10), Giant Rylak Claw. Tools: Jeweler's Kit.
  • Greater Versatility Taladite (New) Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal (10), Sorcerous Air (10), Gorgrond Flytrap (5), Starspeckle Mushroom. Tools: Jeweler's Kit.
  • Haste Taladite (New) Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal, Sorcerous Earth, Frostweed (5). Tools: Jeweler's Kit.
  • Mastery Taladite (New) Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal, Sorcerous Earth, Starflower (5). Tools: Jeweler's Kit.
  • Multi-Strike Taladite (New) Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal, Sorcerous Earth, Nagrand Arrowbloom (5). Tools: Jeweler's Kit.
  • Prismatic Focusing Lens (New) Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal. Tools: Jeweler's Kit.
  • Reflecting Prism (New) Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal (10), Sorcerous Fire (10). Tools: Jeweler's Kit.
  • Shifting Blackrock Band (New) Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal, Blackrock Ore (5). Tools: Jeweler's Kit.
  • Shifting Iron Band (New) Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal, True Iron Ore (5). Tools: Jeweler's Kit.
  • Shifting Iron Choker (New) Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal, True Iron Ore (10). Tools: Jeweler's Kit.
  • Shifting Taladite Pendant (New) Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal (10), Blackrock Ore (10), True Iron Ore (10). Tools: Jeweler's Kit.
  • Shifting Taladite Ring (New) Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal (10), Blackrock Ore (10), True Iron Ore (10). Tools: Jeweler's Kit.
  • Stamina Taladite (New) Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal, Sorcerous Earth, Talador Orchid (5). Tools: Jeweler's Kit.
  • Taladite Amplifier (New) Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal (10), Sorcerous Earth (10), Black Saberon Fang. Tools: Jeweler's Kit.
  • Taladite Crystal (New) Jewelcrafting. 1.5 sec cast. Tools: Jeweler's Kit.
  • Taladite Crystal (New) Jewelcrafting. 1.5 sec cast. 1 sec cooldown. Tools: Jeweler's Kit.
  • Taladite Recrystalizer (New) Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal (3), True Iron Ore (10), Permafrost Shard. Tools: Jeweler's Kit.
  • UNUSED Name Changed from Prismatic Focusing Lens to UNUSED
  • UNUSED Name Changed from Reflecting Prism to UNUSED
  • Versatility Taladite (New) Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal, Sorcerous Earth, Gorgrond Flytrap (5). Tools: Jeweler's Kit.
  • Whispering Blackrock Band (New) Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal, Blackrock Ore (5). Tools: Jeweler's Kit.
  • Whispering Iron Band (New) Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal, True Iron Ore (5). Tools: Jeweler's Kit.
  • Whispering Iron Choker (New) Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal, True Iron Ore (10). Tools: Jeweler's Kit.
  • Whispering Taladite Pendant (New) Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal (10), Blackrock Ore (10), True Iron Ore (10). Tools: Jeweler's Kit.
  • Whispering Taladite Ring (New) Jewelcrafting. 1.5 sec cast. Reagents: Taladite Crystal (10), Blackrock Ore (10), True Iron Ore (10). Tools: Jeweler's Kit.

Leatherworking

Tailoring
  • Hand Spun Frock Tailoring. 2 sec cast. Reagents: Sumptuous Fur (20), Hexweave Cloth.Hexweave Cloth, Sumptuous Fur (20).
  • Hand Spun Hat Tailoring. 2 sec cast. Reagents: Sumptuous Fur (10), Hexweave Cloth.Hexweave Cloth, Sumptuous Fur (10).
  • Hand Spun Pants Tailoring. 2 sec cast. Reagents: Sumptuous Fur (25), Hexweave Cloth.Hexweave Cloth, Sumptuous Fur (25).
  • Hexweave Belt Tailoring. 2 sec cast. Reagents: Hexweave Cloth (10), Raw Animal Hide (3).Beast Hide (3).
  • Hexweave Gloves Tailoring. 2 sec cast. Reagents: Hexweave Cloth (10), Raw Animal Hide (2).Beast Hide (2).
  • Hexweave Leggings Tailoring. 2 sec cast. Reagents: Hexweave Cloth (10), Raw Animal Hide (4).Beast Hide (4).
  • Hexweave Slippers Tailoring. 2 sec cast. Reagents: Hexweave Cloth (10), Raw Animal Hide (2).Beast Hide (2).
 

Warlords of Draenor Zvanične Beta Patch Informaicje - 17 Jul, Ashran Preview: Prepare to Engage

Novi Build 18566 uskoro će biti postavljen na WoD Beta serverima, i on će nam doneti par izmena kao i otključan sadržaj do levela 96!
Warlords of Draenor Beta Patch Informacije - 17 Jul
Originally Posted by Blizzard  (Source)
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Racial Traits

  • Human
    • The Human Spirit has been redesigned. It now increases Versatility, scaling with character level. no longer increases Spirit by 3%, and instead now increases 2 secondary stats by an amount scaling with character level. You can choose which 2 secondary stats it increases. This has not yet been implemented.

Self-Sustainability
  • Hunter
    • Survivalist is a new passive ability learned by Survival Hunters at level 10.
      • Survivalist increases the Hunter's chance to Multistrike by 10%. Additionally, the Hunter gains 15% health over 10 seconds after killing a target.

Class Changes

Death Knight

Blood Changes
Active Mitigation was a very successful design that was inspired by Death Knights' tanking style. However, it went beyond that, and Death Knights themselves were somewhat left behind in that regard. We made several changes to bring up the interactivity of Blood combat. This includes making Death Strike cause healing based on attack power, but be affected by the new Resolve passive (see Tank Vengeance and Resolve above), which gives it the traditional increase from recent damage. Plus, Rune Tap is being significantly improved, to become a strong Active Mitigation button. To tie those together, Blood's Mastery is being changed to affect both the size of the Blood Shield absorb, and the new Rune Shield absorb.

  • Rune Tap has been redesigned. It now reduces all damage taken by 50% for 3 seconds. now grants an absorption shield equal to 30% of your missing health. It also now has 2 charges, with a 40-second recharge time.
    • Will of the Necropolis has been redesigned. It now automatically triggers an immediate, free Rune Tap when you take damage that reduces you below 30% health. This effect cannot occur more often than once every 45 seconds. now grants an immediate charge, and makes your next Rune Tap free. However, its damage reduction buff now only lasts 4 seconds (down from 8 seconds).

Miscellaneous
Conversion was changed to cost different amounts by specialization, instead of reducing Runic Power generation differently by specialization. This way, Runic Power beyond what you spend on Conversion is not penalized.
  • Conversion no longer has an initial tick, and now costs 15 Runic Power/second for Blood, 20 Runic Power/sec for Frost, and 10 Runic Power/second for Unholy.

Hunter

Ability Consolidation and Refinement

Marksmanship Changes
One of our new secondary stats Multistrike, is strikingly similar to the Wild Quiver Mastery for Marksmanship Hunters. To address this similarity, we replaced Wild Quiver with a new Mastery: Sniper Training. Marksmanship Hunters that favored Mastery before will want to favor Multistrike for a similar feel. For their new Mastery, we wanted to add some depth to their moment-to-moment gameplay, and compliment Critical Strike. In order to do that, we brought back the concept of Sniper Training.

We also changed the design of Chimera Shot (and fixed its name), in order to better capture the intended flavor. Finally, we added an interaction between Careful Aim and Rapid Fire (and indirectly Aimed Shot through a Draenor Perk), so as to add a bit more depth to their gameplay.
  • Chimera Shot has been renamed Chimaera Shot. It is now a two-headed shot that hits two targets, and deals Frost or Nature damage. It no longer heals the Hunter.

Survival Changes
Apart from rotational changes through Ability Pruning, changes for Survival Hunters mostly center on Lock and Load. We changed how Lock and Load is triggered to increase the value of Multistrike, provide gameplay depth and the ability to pool damage more. Also note the new passive ability, Survivalist, which increases multistrike chance by 10%, in order to give Survival Hunters some baseline Multistrike chance.
  • Survivalist is a new passive ability learned by Survival Hunters at level 10.
    • Survivalist increases the chance to Multistrike by 10% and the Hunter gains 15% health over 10 seconds after killing a target.

Mage

Ability Consolidation and Refinement
  • Ignite now deals the same total damage with a 1 second period (down from 2 seconds). Base duration changed to 5 seconds so that duration when refreshed remains 6 seconds.
 
Ashran Preview: Prepare to Engage
Originally Posted by Blizzard (Source)
Built upon the remnants of an ogre civilization, Ashran looks deceptively like a nice enough island just off the coast of Tanaan Jungle. And it probably would be a lovely place to visit if not for the never-ending tug-of-war between the Horde and Alliance taking place in the central region of the zone. Then again, this might just be just your kind of excursion.

Ashran offers tons of opportunities for players to engage in a variety of activities, whether they want to go it solo or join a group, slay monsters, or engage in PvP with their rival faction.

Building World PvP into Ashran
Over the years, players have been asking for more opportunities to engage in world PvP, and we’ve experimented with a variety of approaches to that in places like Halaa and Wintergrasp. Creating opportunities for unscripted, unexpected skirmishes might seem simple on the surface, but they’re often difficult to engineer without sacrificing the unpredictable nature of these encounters. In its purest form, world PvP means no boundaries or limitations on when skirmishes break out. When creating areas specifically designated for PvP encounters, gameplay objectives will always have an impact on how people play and engage with each other. In the end, many will choose the path of least resistance to achieve their faction’s win condition, and sometimes that path involves simply ignoring other players.

In order to create the type of atmosphere that encourages more free-form world PvP in Ashran, we decided to apply lessons we’ve learned from the Timeless Isle. By giving players more personal goals and opportunities—such as killing creatures—players are more likely to find themselves spontaneously engaging in PvP to compete for them. We want players to get caught up in the moment and become emotionally invested in the outcome of each new encounter, whether it’s just getting the drop on a member of the opposite faction player or getting revenge for a stolen kill. While Ashran still has plenty of objective-based conflict (more on that in a bit), if you want that distinctive flavor of world PvP, the island has that for you too.

This Island is No Fantasy

Located off the coast of Tanaan Jungle, Ashran is a large, open PvP zone for players who have reached the max level of 100, and it offers a little something for everyone. Players can reach the island easily a few different ways, including using a flight path or by unlocking quick access within their Garrison once it reaches Tier 3. The more daring—or foolhardy—adventurers could also try doggy paddling to the island, but we don’t recommend it. (Seriously, we wouldn’t try it if we were you. You’ve been warned. In a world where pretty much everything wants to kill you, you’re best off traveling to an island of pure conflict the safest possible way. We really wouldn’t steer you wrong on this one.)

Unlike previous PvP zones, such as Tol Barad or Wintergrasp, no raid group is required to take part in the excitement, and the zone will cap out at approximately 100 players per side, opening the door to some truly epic-sized confrontations. To keep the action amped up, the same large group of regular realms will feed into the zone, so it’s likely you’ll run into some familiar faces whenever you visit, both friend and foe. There will be plenty of room to roam, as Ashran measures approximately the size of the Isle of Thunder. The intention is to provide as much of a true world PvP experience as we possibly can to those who choose to frequent the island. The odds may not always be in your favor, but with so many places to hunker down to either hide or lie in wait, there are plenty of opportunities to achieve whatever goals you’ve set forth for yourself.

The Lay of the Land
At each end of the island, separate from the conflict enveloping the isle, players will find a small sanctum of relative safety. Full-sized Horde and Alliance hubs sit behind each faction’s base, offering pretty much everything a regular city would.

Ready to dive into the fray? One main artery runs through the center of the zone, and it’s here that you’ll engage in an endless faction tug-of-war. At opposite endpoints, Horde and Alliance bases wait to be captured, and you’ll be fighting for control of five additional capture points as you make your way down the lane. Capturing these points along the way will push you and your faction toward the enemy base, making it possible to take the battle all the way to the opposing faction’s base. To effectively hamstring your opponents and hobble their efforts for a time, you’ll just need to take down their General within their base. Doing so will not only garner you bragging rights, but will also deny the opposing faction access to their General, who serves as a Conquest vendor.

At the central hub, the Ogre King stands waiting, flanked by his two bodyguards. Engaging one of the bodyguards and proving your worth in combat will win the Ogre King to your faction’s side, and he will fight for you for a time. But beware! His endurance is limited, and the longer he goes undefeated, the more susceptible to damage he becomes.

As in many Battlegrounds, each faction will have a Resource count available to them. Once a faction’s Resources drop to 100, they’ll get a little extra help via a randomly spawning Captain who will begin to fight for their side. Many of these will bear familiar names such as Swifty, who will fight for the Alliance, or Talbadar, who will fight for the Horde. There’s no guarantee who will ultimately come to your aid, however. Each time a side reaches this Resource count, a new random captain will join the fray.

Beyond the Tug-Of-War
There’s more to Ashran than the conflict in the central lane. Around Ashran there are additional points of interest (POIs) and monsters to slay. The various POIs offer a variety of random events which will allow players to win awards for the Horde or Alliance. Buffs can also be earned by killing other players or NPCs. There are currently seven POIs set around the edges of Ashran—we’ll go into detail on each of these later on down the line.

Righteous Rewards

As you make your way around Ashran, you’ll be collecting currency from other players and from monsters you’ve slain. This currency can then be turned in at your base for additional bonuses for your faction, such as Mage Portals or a Warlock Gateway. Or you can choose to summon a random—and truly epic—NPC to join in the fight. You’ll want to take care, though, and plan your turn-ins accordingly. One losing encounter with a player of the opposite faction can strip you of your hard-fought treasure and have it wind up in their pockets instead.

You’ll also be able to collect zone-bound items (usable only on the island) to give yourself a little extra advantage as you take on the various challenges around Ashran.

For those looking for the next step in gear, Ashran will provide access to Conquest-quality gear that is unavailable elsewhere.

Building on lessons learned from the Timeless Isle and Alterac Valley, we want players who make their way to Ashran to always have something exciting to do, and to offer them a true world PvP experience. Whether your aim is to engage in PvP or take on the various points of interest, there’s bound to be something to get your adrenaline going.

Warlords of Draenor Zone Preview: Gorgrond

Blizzard je objavio pregled nove zone Gorgrond koja nam dolazi u Warlords of Draenor.
Originally Posted by Blizzard (Source)
Our perilous journey through Draenor now takes us into the treacherous jungles and unforgiving canyons of Gorgrond, where opposing primeval forces are locked in an eternal battle. We sat down with Senior Game Designer Steve Burke, Associate Game Designer Zachariah Owens, and Game Designer Ryan Shwayder to find out more of what this savage land has in store.


Located in northern Draenor, Gorgrond is where heroes either rise up and persevere or fall and become carrion for rylaks. After your initial confrontation with the Iron Horde (in Shadowmoon Valley for the Alliance or Frostfire Ridge for the Horde), this brutal, beautiful land divided by ancient hostilities is your next destination.


At this point in our journey, players have survived the rigors of Tanaan Jungle and journeyed through either the majestic forests of Shadowmoon Valley or the icy expanse of Frostfire Ridge. What brings them to Gorgrond, and what’s the story waiting for them to discover there?

Steve Burke: After withstanding the Iron Horde’s initial assault, you’ll make your way into Gorgrond with a handful of allies to try to discover the Blackrock orcs’ intentions and find a way to thwart any plans the Iron Horde may have. It’s a perilous recon mission. Gorgrond is a land of giants embroiled in an epic struggle between creation and destruction. It’s the kind of place you avoid unless you have a death wish.

Gorgrond is a land of giants embroiled in an epic struggle between creation and destruction.

If you’re an Alliance player, you’ll enter the zone from the eastern coast, where you’ll get your first taste of things to come. You’ll immediately encounter an elite group of draenei known as the Rangari holed up in a hidden encampment, fighting for their lives against vicious plant-like creatures. When the dust settles, your group will join the Rangari survivors and make a retreat to a clearing deeper in the zone.

Horde players will enter the zone from the west, where you’ll encounter the Laughing Skull clan. These maniacal orcs are volatile and bloodthirsty, capable of extreme brutality—and as you experience Gorgrond for yourself, you’ll begin to understand why. The Laughing Skull orcs are struggling to maintain their ancestral territory, but the brutality of being constantly assaulted by the warring factions of the zone has forged them into bloodthirsty savages.

How would you describe the zone’s ambience? What’s it like?

Steve Burke: Gorgrond consists of two distinct regions, each reflecting the nature of its inhabitants. The eastern portion of the zone is filled with lush plant life and shimmering pools. It seems idyllic until you realize looks aren’t everything. The northwest region couldn’t be more different. It’s a dry, barren wasteland, but with a beauty of its own. Fantastic rock formations mixed with geysers and sulphur pools create an unconventionally vibrant environment.

Zachariah Owens: The forested region definitely isn’t what it seems. The creatures here are merciless in seeking out anyone who enters their territory. They will capture them, kill them, and then infest their corpses with plant life or mulch them into fertilizer. Basically, everything in this zone wants to kill or eat you—in that order, if you’re lucky.

Basically, everything in this zone wants to kill and/or eat you —in that order, if you’re lucky.

Which locations would you say are some of your favorites?

Steve Burke: Personally, I love the steam pools and geysers. They remind me of my visits to Yellowstone as a kid. I really like the level design of the whole zone. It does a great job at setting the scene for the events that take place.

Zachariah Owens: For me, it’s Evermorn Springs. The rainbow, the pristine lake, and the botani homes are a beautiful contrast to the decaying bones and corpses the grove rests upon. The majestic botani move here and there tending to the grove while their infested denizens patrol like mindless guards ready to attack anyone who would threaten the bloom.

Ryan Shwayder: Most of the zone has a really expansive feel to it, but two places in particular always grab my attention. The first is Gronn Canyon. It is filled with dangerous monsters and is a barren wasteland, but it’s also somehow incredibly beautiful. And the name is a pun, which automatically makes me like a place more. The second is Tangleheart, a lush jungle where botani are working to raise new ancients for their armies. The ancients here have fiercely embraced their susceptibility to fire . . . but you'll have to delve into the jungle see how.

What outposts will players be able to build in Gorgrond, and how do they impact the Garrison?

Steve Burke: The outposts you build shortly after arriving in Gorgrond will provide a preview of a building you might want to include in your own Garrison. In this zone, you’ll make a meaningful choice between building a Lumber Mill and a Sparring Arena.

The Lumber Mill will grant access to the shredder, a vehicle you can summon throughout the zone. The shredder will grant powerful abilities and allow you to cut your way to otherwise inaccessible treasures and areas.

The Sparring Arena will provide a gladiator who will fight alongside you and bestow a buff that will increase in power based on your prowess. If you do the entire quest line, you will free up to five gladiators, each with their own distinct buffs.

Your choice of outpost will also determine which region of the zone you’re directed to quest through and have an impact on how you’ll assault the Iron Horde.

There’s lots left to discover on our journey through Draenor—be sure to check back for more zone previews soon.

Warlords of Draenor Zone Preview: Talador

Originally Posted by Blizzard (Source)
Our journey into the wilds of Draenor takes us next into Talador. We unabashedly absconded with a little of Associate Quest Designer Johnny Cash’s* time to learn what’s waiting for players here.


Located in the heart of Draenor, Talador offers significant strategic value to the Iron Horde should they complete their quest to gain control. The city of Shattrath, a shining jewel of draenei civilization, now lies in the Iron Horde’s clutches, and the situation is looking grim..

Zone Music Piece: Last Night by Neal Acree



What can you tell us about the path that leads players into the events taking place in Talador? How does the story evolve within this zone?

Johnny Cash: After coming out of a major confrontation against the Iron Horde in Gorgrond and leaving one of their bases in ruin, you and your forces have begun erecting an outpost just north of the draenei city of Tuurem in a bid to push back the invading fleet. Under the command of the ruthless Warlord Blackhand the Destroyer, the Iron Horde has already made landfall on the Orunai Coast and have taken most of northern Talador—including the sprawling city of Shattrath, the trade capital for all of draenei civilization. If they aren’t stopped soon, all of Talador will fall into Grommash Hellscream’s grip, and the rest of Draenor is sure to follow. Talador’s strategic location at the heart of Draenor would give the Iron Horde the perfect launching point for their amassing forces in Tanaan Jungle.


Pushing the Iron Horde back will be no simple feat, however. They have greater numbers, a stronger foothold, and one of the most brilliant military generals to ever live backing its mission. A confrontation of epic proportions between Warlord Blackhand and Orgrim Doomhammer within Shattrath will shake the city’s foundations, and not every hero who enters may make it out alive.

Even once the Iron Horde is routed out of Shattrath, the city will not remain safe for long, as new foes are waiting to emerge and lay claim to the city. The Sargerai are a sect of draenei who have aligned themselves with the Shadow Council to usher Gul’dan’s twisted schemes into fruition. With most draenei cities razed and sacked by the Iron Horde, allies are few and far between . . . but they do exist. Pockets of draenei resistance dot Talador’s forests, eager to retake their homes and enact vengeance on their assailants. In an ancient caldera to the east at a major ley line nexus, Archmage Khadgar and the Kirin Tor have taken up residence. Perhaps most curiously, there have been several sightings near the city of Aruuna of arakkoa outcasts—flightless bird-men powerful in the ways of shadow magic. Some say their existence is little more than a legend, but players will have to find out for themselves if the rumors are true—and if they are, what brings the arakkoa outside of their ancestral home in Spires of Arak . . . or, more importantly, who.


On top of all of the very real threats players face in their first foray into Talador, a darker, more sinister threat lurks to the south. Teron’gor, right hand of Gul’dan, leads a massive assault on the holy mausoleum of Auchindoun, resting place for all draenei souls. Demons pour in at the Burning Front from the remains of a ruined world somewhere in the Twisting Nether. The Shadow Council eyes the city of Telmor. Exarch Maladaar leads the Auchenai, ancient defenders of Auchindoun, in a desperate effort to hold off the seemingly endless waves of death. If their lines falter, Teron’gor will have unhindered access to innumerable draenei souls . . . and plans to consume them to gain a terrible power not meant for mortal hands. But the Auchenai have an ally that Teron’gor did not expect. Lady Liadrin and her Sunsworn felt the demonic presence and have flocked to Auchindoun’s aid, and will call upon players to help turn the tide—but will they be enough?

How would you describe the zone’s ambience and the creatures that can be found in it?

Johnny Cash: Talador is home to the heart of draenei civilization. It is stunningly beautiful, and the zone has a palette of oranges, golds, and greens that make it incredibly vibrant.

It is stunning beautiful, and the zone has a pallete of oranges, golds, and greens that make it incredibly vibrant.

It’s particularly lovely at dusk and into the evening, where its gentle orange sky fades into a dazzling starry night. The zone really showcases the breadth of draenei life: the sprawling trade hub of Shattrath, the massive mausoleum that is Auchindoun, the iconic city of Tuurem, the mythical Telmor (it does exist!), and so many others. Talador is more than a pretty place, though, and there is a prevailing sense of urgency that you feel everywhere you go. The Iron Horde and the Shadow Council threaten to unravel all that you’ve done in one fell swoop. Talador also boasts these great contrasts everywhere: old versus new, tranquil versus literally on fire.

Of course, while you’re in Talador you’ll have run-ins with the many creatures that call this great forest home, many of whom have adapted unique hunting techniques to survive. The devious stalker is able to change its skin coloration to camouflage it, allowing it to ambush prey or escape predators unseen. Mighty teroclaws, flying beasts that use their strong beaks to sever both flesh and bone, rule the skies here rather than the rylaks found in many of Draenor’s other locales. Moths are drawn to the plentiful water sources, and have developed the ability to channel the abundant magic energy in the air around them into condensed blasts. Those same water sources are home to all sorts of electric eels, poison frogs, and even mighty riverbeasts. Some caves are home to ferocious territorial spiders that few dare disturb—their venom is said to be able to alter both the body and mind. Tigers prowl the lower mountain ridges, hungry for their next kill. Talador looks like a welcoming place . . . but every forest has its dark side.


Which locations are some of your favorites? Any highlights players should make sure to see and experience?

Johnny Cash: Talador offers some truly diverse locations that are all worth a visit. You’re seeing these places that you may be familiar with from The Burning Crusade in a totally different light. You know more or less where everything is in Talador already if you braved the Terokkar Forest, but nothing in those locations is quite as you remember it. That’s what makes it so exciting to explore. I would say there are three main areas and their surroundings that really define Talador: Shattrath, Auchindoun, and the northeastern forest.

Shattrath is initially occupied by the Iron Horde and is exponentially larger than the Shattrath players know from The Burning Crusade. Carefully manicured trees and hedges lines its walkways, and numerous rises, canals, and bridges connect several large, unique sections of the city. One section is protected and cordoned off by an ornate, magically enhanced shell structure. Nearby, Shattrath’s docks offer ample room for traders from all across Draenor to come peddle their wares—or for an Iron Horde war fleet to bring their ships. Those who prefer to live a quieter lifestyle outside of the hustle and bustle of the big city may find themselves in Tuurem or a village along the Orunai Coast.

Auchindoun has not yet been sullied by the Shadow Council, and players will have a chance to see it in all its glory. Draenei from all around make pilgrimages there to pay their respects to their ancestors and the recently deceased. The northeastern forest may not have an enormous city dominating its horizon, but it is far from short on sights worth seeing. Your Garrison outpost stands tall in an ideal position for accessing the whole of Talador, wherever your presence is needed.


What outpost bulidings are available, and what will players be able to earn for their Garrison?

Johnny Cash: Talador will offer some really cool choices that will affect your Garrison. You’ll have the opportunity to build an Arcane Sanctum or an Arsenal in the last available spot in the outpost. Which building you choose will offer you a different questing experience, a blueprint to construct a Mage Tower or Armory at your Garrison, and a special follower.Each building also unlocks a special zone ability to use anytime you’re in Talador. You can call in an artillery strike from the cannon mounted on the Arsenal, or summon a guardian orb from the Arcane Sanctum that will follow you around for a time and fry any enemies that dare to get too close.

Talador is full of enemies to slay and problems to solve, and I hope you enjoy playing it as much as we did making it. Good luck; have fun!

We hope you’ve enjoyed learning more about Talador, and we look forward to continuing the journey through Draenor in our next zone preview.

*Not to be confused with the original “man in black,” though Johnny—like most game designers—does own a healthy collection of black T-shirts. He does not, however, take song requests.

Garrison Level 2 Preview, Letenje u Warlords of Draenor, Blue Teme

Garrison Level 2 Preview
Danas Vam prikazujemo kako izgleda Garrison Level 2 na Alijansi i Hordi.
 


 
Letenje u Warlords of Draenor
Originally Posted by Blizzard (Source)
We still think a 6.1 patch seems like a pretty reasonable point where flying would become available in Draenor, likely with some kind of aforementioned prerequisite. Maybe it's gold, maybe it's some kind of epic quest, maybe something more straightforward. But we're staying open to changing that post-release if it seems like it's working out really well and we want to keep rolling with it. I'm digging that there seems to be a pretty reasonable mix of beta experiences here though. Definitely looking forward to feedback when we get to the max-level content too.
 
Warlords of Draenor Theorycraft Blue Teme
Originally Posted by Celestalon (Source)
Is there a certain reason that special ability multistrike rolls are delayed (especially the 2nd multistrike roll being time dependent on the 1st), while auto-attack multistrike rolls are instant and independent?

This 0.3-0.7 second delay is problematic for Colossus Smash, as any multistrikes from the last ability in a CS window will most likely land after CS has worn off.

It's an important part of making Multistrike feel like a distinctive stat. If you Multistrike a Frostbolt, you shouldn't just see 2-3 damage numbers pop up, you should actually see 2-3 Frostbolts fly out of your hand. Or if you Multistrike a Sinister Strike, you should at least see 3 impact visuals. This naturally includes delays, so that these effects are visual.

There already is a slight delay built into the animation of whatever ability you use (time it takes to swing your weapon down to the impact point, or raise your hands to the launch point of the spell). These average around something like 200ms. Multistrikes are offset by 533ms for the first one, and 866ms for the second one.

That all describes the visual, but what about the functionality? The 200ms delay I mentioned is purely visual, it doesn't actually exist for determining damage. For Multistrikes, the caster's stats are always used at cast time (t=0). Sometimes the target's stats matter as well, and those are used at impact time (t=533ms and t=866ms, plus travel time if there's a missile).

However, the Multistrike delays don't apply to all cases of Multistrikes. Auto attacks, heals, and periodic ticks have no delay. Special attacks do have the delay.

TL;DR: Yes, it's important, and Colossus Smash is a bit of an outlier in that it has a notable impact on DPS.

Should the Thirst for Blood talent be proccing off of multiple Rends? Rage generation gets pretty ridiculous around 5 targets.
Yes, for now.

Currently it seems SR doesn't gain bonuses from Find Weakness or Sanguinary Vein. This makes sense because it's a different 'entity'. Is this intended? Should a rogues 'pet' gain bonuses like this?
Yes.

Another question separate from this. Should SR's Ambush/Backstab Multistrikes trigger Sinister Calling?
For now, no.

Shadow Reflection is inherently a unique situation, and we have a lot of decisions to make about what it can do and what it can't. We have to balance it feeling rewarding to the user, and not being overpowered or buggy or overly complex. A lot of these decisions are somewhat fluid, and we can adjust them based on how things play out. If it ends up underpowered for Subtlety, we may end up enabling Sinister Calling for it, for example. Here are some more current details:

- It does not currently trigger any of your procs.
- The Reflection ignores stealth requirements, but does not ignore positional requirements.
- It can multistrike/crit as normal.

This description of multistrike concerns me greatly. For rolling DOT effects such as ignite, if I understand you correctly, the following situation could occur:
No, Ignite is always rolling, and you never care about just the ignite from a single hit. You're observing the difference between the very very first ignite impact of the entire fight to every other one.

EDIT: Oh, and ignoring the damage of the Multistrikes.They add to the Ignite.

The current AT POM Pyro-chaining behavior for building up combustions utilizes "ignite tick time gaming" a lot.
We'd rather remove that obscure, unintuitive, super-precise-timing-based mechanic. We're considering the best way to do that, currently thinking of changing Ignite to be a 1sec periodic, 5sec base duration.

The majority of raiders completely ignore the numbers that they are doing
Not only is this false, it's something we're looking to improve, and it's not the only type of gameplay.

The small delay that you are using does not result in any multistrike-feel either, as they are still so closely spaced together that it feels like they instantly happen. You would have to be paying special attention to each and every spell in order to notice multistrikes (coming from personal testing, hitting the dummies for a few minutes).
Again, totally false. Regardless, this thread is for theorycrafting, not philosophy.

Has the Creature-Attack-Player crit chance formula changed at all, in WOD? It did not get posted with the previous info dumps on page 1. If it did not, is it still (5% + (0.2% * LD))? And can the base 5% be reduced by mobs lower level than you?

While on the topic of Creature-To-Player crit chance, can you explain the mechanics behind "Sit Crit", where sitting down will result in always being crit? It seems that this got half-removed in WOD, unless I did my testing wrong.

Unchanged. Sitting should still increase your chance to be crit by 100% and lower your chance to dodge/parry/block by 100%.

Theorycrafting Details for Molten Earth
As long as you have attacked something within the last 6 sec, molten stone bolts will rise out of the ground periodically and fire at your most recently attacked target.

Period is 2sec/haste. Each tick, the bolt that it fires is offset by randomly up to 4sec/haste, to create visual variety/clustering, but still average to a 2sec/haste period.

Aborts firing if the target is dead or has a breaks-on-damage aura. Can crit, can multistrike. SP Coefficient is [MasteryPoints]*5%.

Could you elaborate what you were talking about in this Tweet: https://twitter.com/Celestalon/statu...47450841841664 ? Specifically, I am confused about the mechanic you are proposing and the intention/reasoning behind the change. Is the aim for it to heal less then it does (comparatively speaking, I know all healing right now is insane) now? More then it does now? Or is the goal something else entirely?
Conversion is straight up overpowered on beta right, so it's going to come down across the board. However, what I'm talking about there is the difference between specs. Frost has significantly increased RP generation rate through Frost Presence, and Blood gets significant extra RP through Multistrike. They're both balanced around that increased RP generation rate.

The idea with how Conversion limits RP generation on live is to try to equalize them by costing Frost/Blood more (by preventing their extra RP gen). However, a fair point with that approach is that it reduces all of their RP gen, not just the RP they spend on Conversion. So, we're considering alternatives. The leading one is simply making it cost different amounts for each spec, for the same healing, such as 15/sec for Frost/Blood, and 10/sec for Unholy. Don't know if those are the right numbers offhand, but something in that ballpark.

It seems that eminence dont work with multi strike. Is it intentional?
No.

Blue Teme
Originally Posted by Blizzard Entertainment
Beta Information
You guys are cranking out these builds!
Yeah, we'd like to be able to keep up this pace as much as we can. Even if a build doesn't have massive new content (new zones, etc) it will just be more current in terms of class design changes and data changes in general. Additionally, we sometimes only discover issues when a build is released to the public and we have the large beta userbase logging in and straining the servers. Sometimes that results in a less-than-ideal play experience for you folks, and while I know that can be frustrating it is very helpful for us to uncover those issues now as opposed to later on down the road.

Hopefully the newest build will clear up some of the Garrison problems, including as was mentioned earlier in the thread the Garrison locking characters inside and rarely letting them out. I haven't been able to complete any missions for days sadly.
I can clear some of this up, maybe. Despite looking like it's connected to the Draenor Continent, your garrison is actually on a different "map", in the same way that Kalimdor and Eastern Kingdoms are on different maps. Using some pretty fancy tech new to 6.0, we're able to transfer you from your garrison to the Draenor continent and vice versa without a loading screen, but if there are server stability issues you can be in a situation where Draenor is "down" but your Garrison is fine. When you attempt to leave the Garrison, you'll get snapped back to your Garrison because the transfer failed. (Note that even without this new tech, you'd experience pretty much the same behavior with walking through a portal).

I can't say with certainty this build will clear all that up, as you'll experience that behavior whenever a continent crashes. In reality it'll be an ongoing thing as we work to address the issues encountered on beta. (Source)

Tank Specs in PvP
Hard to test out tanks in PVP when they are so broken right now. Unkillable gods of destruction.
So hey, about that...

We discovered a teeny tiny little issue with the Battle Fatigue debuff. Turns out, it was set to increase tank damage taken by -25%. Yes, that's an increase of negative 25%... which means that Battle Fatigue was actually reducing the damage tank-specced characters were taking.

This should now be fixed on Beta servers, which should make quite a difference. Let us know how things feel now.

Blue Tweetovi
Originally Posted by Blizzard Entertainment
Classes
Death Knight
Important question about Multistrike: If I use Icy Touch with the glyph that dispels and multistrike procs will it dispel twice?
No. (Celestalon)

RE DK Loving Blood Caked Blade for Unholy, looks great - anything similar coming for Frost?
Not really; Frost isn't supposed to favor Multistrike. That said, for that feel, Razorice is slightly similar (and has been buffed) (Celestalon)

Druid
Without an affordable swiftmend, rdruids are locked into refreshing harmony via healingtouch (i.e. forced to use HT once in 20s)
In the world of Warlords healing, that's expected (and very normal). (Celestalon)

Plans to re implement glyph to starfall that reduced its radius by 50%? I can see the huge range being a problem in dungeons.
Glyph of Guided Stars is for you in that situation then. (Celestalon)
What about adds with small amounts of hp Im thinking like alot of adds spawn they need to be killed quickly I can't dot them all
Hurricane. (Celestalon)

As it stands, MoC is strictly superior to Germ/RG, because the later add restrictions, while the first removes them ...
Moment of Clarity is likely overpowered with current tuning. It's not designed to be "strictly superior", obviously. (Celestalon)
How is MoC being op related to Germ/RG being awful talents? As long as MoC is slightly useful, you won't pick the other two...
A) If you think Germ is an awful talent, you're not thinking of all the potential situations. B) RG probably needs to buff SM. (Celestalon)

Hunter
LnL changes: Trying it out now, I like it a lot. One Q: what happens at lvl 90, patch 6.0 with 0% multistrike?
There's at least raid buffs that provide Multistrike. Agree that it's awkward for now, but perhaps worth it. (Celestalon)

Are there any plans to making Clefthoofs and Talbulks tameable for hunters?
Still working out final implementation of the WoD families. Thinking maybe a Stag family w/deer, talbuk, MoP stags, etc. (Muffinus)

Mage
How exactly does conjured food count as a survival ability? You never get a chance to sit and eat in arena. Debuffs don't help.
That's not what that section of the patch notes is about. Most are unusable in arenas, if you notice. (Celestalon)
Most of what are unusable? Debuffs?
The sustainability section that you're referring to. They're to aid with questing and other soloing. (Celestalon)
But you can't eat while in combat. Any class can get food from a vendor so it isn't comparable to sustain. of other classes.
Most of those are primarily used out of combat. And no, Mage food is better. It's for questing/soloing, as I said. (Celestalon)
Mages have a lack of over time healing compared to every other class. a 40% heal from ice block every 5 minutes is underwhelming
Yes, and they're designed to *avoid* damage, not heal it back. They have burst absorbs, damage reversal, Invis, Nova, etc. (Celestalon)
So are these avoidance-abilities being retuned for warlords, because right now my absorbs aren't comparable to healer ones.
Nor should they be. You shouldn't be soaking up that much damage. (Celestalon)

are frost mage mastery Icicles going to snap shot off frost bolts, or scale to the damage of a frost bolt at the time of fire
Still snapshot; nothing's changing with that. (Celestalon)
will icicles scale to the current level of incanters flow or will they snap shot off a frost bolt that was buffed by flow
Icicles are based on the damage that created them. (Celestalon)

Monk
Are WW monks really suposed to feel this slow? im energy starved all the time with no buttons to press level 100
If you're the type of player that wants to fill as many GCDs as possible, you should favor Ascension, Haste gear, and Chi Wave. (Celestalon)

Priest
shadow priest self healing feels very lackluster atm. maybe have instant and in shadowform PoM back? or renew?
No, but DP is changing to cause healing equal to 100% of damage done (DD and DoT). (Celestalon)
while questing, you barely get a tick of DP before mob dies. Biggest issue I had with Shadow. Healing on initial cast?
....I'm fairly certain that you just responded to the answer with the question. (Celestalon)
Does that mean even the initial cast will do 100% healing of that damage and not just the rolling dot?
Ah, there's the missing link, I think. "DD" = Direct Damage. Yes. (Celestalon)

Is it intended that Clarity of Power priests remove Devouring Plague immediately after applying it?
No, you should not do that. Better to Mind Flay during Devouring Plague. (Celestalon)

Since Multistrike is supposed to be H Priest Attunement/best stat, can H Priest Multistrikes proc EoL and/or vice versa?
Multistrikes will be able to Echo. (Celestalon)

Shaman
Will Elemental retain its niche of 3-5 target cleave with the change to mastery?
Absolutely. It works on chains. (Celestalon)

Will Elemental Blast work with the new mastery and would it add to fire or lightning stacks?
Yes and yes.(Both) (Celestalon)

Warlock
Will the new Warlock talent: Demonic Servitude work with the existing Warlock talent: Grimoire of Service?
Yes. (Celestalon)

Warrior
I can accept HS being removed. Don't like it but accept it. Still a 3 button rotation (4 w/ rare RB proc) is too much.
I question why you think RB is rare. It's more frequent than CS, even naked. With even blues it's twice as frequent. (Celestalon)

Spent a lot of time this evening playing on Fury. The 0.5sec Wild Strikes really make rage capping easy to avoid. Rage feels in your control (Celestalon)
It can definitely still get away from you if you don't pay attention to it, but you certainly have the tools to manage it now. (Celestalon)
I look forward to the feedback from people who give it a real try in the next build (day or few, I believe). (Celestalon)
How will 0.5sec WS work for me, as I play with 180ms if I'm really lucky? Most of times I get 270 ms. 0.5sec going to be bad.
That won't actually be bad at all. You're not GCD capped so slight timing offset doesn't matter, plus huge responsiveness upgrades. (Celestalon)

Any thought to adding a defensive aspect to Prot Warrs' Ultimatum procs? It just seems outdated to only be an offensive proc.
They have enough defensives; it's nice to have a proc that you know you don't need to worry about for defensive value; a bonus. (Celestalon)

On the Warrior Prot: Unyielding Strikes: Will using Ultimatum consume the stacks?
The Unyielding Strikes buff isn't consumed. (Celestalon)

WS would have to massively beat out RB in DPR to compete, and at that point you'd say, "why have both spells filling the role?"
WS doesn't beat RB in DPR, but it does beat it in DPCT, handily. And if you're GCD locked, DPCT starts mattering a lot. (Celestalon)
5 rage + 0.5 gcd WS? sounds painful to play with high latency.
The -25 thing was just to illustrate that it's untuned, not any indication that that's remotely correct. (Celestalon)

There are a lot of abilities requiring defstance. Is it intended that Gladstance be excluded from using them, or just not update
Gladiator Stance is for DPS, but restricted from swapping, so will likely count as both Battle and Defensive. (Celestalon)

Warlords of Draenor Stats
Does Multistrike benefits from + %damage buffs?
Yes. (Celestalon)

I'm assuming like all tertiary stats, multistrike will not be in abundance so it won't be something we should bank on
Multistrike is a secondary stat, as abundant as Crit or Haste or Mastery. (Celestalon)

it's seems like pvp power and resilience build into one stat . So very awful...
PvP Power/Resilience & Versatility have a common effect but overarching design is very different. (holinka)
We didn't like Resilience because it got so large that spells felt VERY different in PvP/PvE. (holinka)
We didn't like PvP Power because it was meant to compete directly with ilevel, which led to a lot of confusion. (holinka)
Versatility is a secondary stat on PvP and PvE gear and competes with Haste/Mastery/Crit/Multistrike. (holinka)
is it possible for Versatility to actually outperform other stats? ex. Frost Mastery, Subtelty Mastery etc.
Since it has damage reduction, it is tuned to not be as good at increasing damage. (holinka)
up to now we've been told "not as good as your best stat". Is it going to actually be dead last, or somewhere in between?
It has benefits that aren't related to damage so it is subjective. But it won't be your first or second best stat for damage. (holinka)

Challenge Modes
CM's are too item oriented, 30s tries then 10m wait for banner cd is no fun, could you either make cds reset or items unusable?
Agreed. In Warlords we'll be much more careful about which items are allowed to work in CMs. (WatcherDev)

PvE
With the removal of feats for SoO in 6.0 will this mean the Kor'kron Juggernaut will not longer drop guaranteed upon 6.0?
Slightly different handling there -- the mount will drop 100% of the time on Mythic until Draenor opens. (WatcherDev)

PvP
whats the thought behind adding those crazy pvp-only items to Ashran? variety and more action packed? some stuff of it scares me yo
."Crazy" items, spells in Ashran is an opportunity for us to "rewrite the rules" for a short time. It is about variety. (holinka)
By "short time", do you mean the abilities granted are temporary, i.e. you have to find another book later?
I mean during the life of the expansion, when Ashran is relevant content. (holinka)

will skirmishes reward Conquest? So we can gear there and then do rated Arenas after?
The conquest acquisition rate will likely be slower than normal unrated battlegrounds. (holinka)

Any chance on having a window to swap specs during arena preparation in WoD? Sometimes certain specs work better against classes.
It would just end up as a mandatory ritual in arenas to bluff you opponents. (holinka)

I know low lvl pvp isn't priority, but any chance we'll ever see gear options for pvp leveling (honor purchased)?
We want to expand on it, but we won't have the time just yet. (holinka)

will conquest/honor gear have random tertiary stats on them?
We haven't come to a decision on tertiary stats and pvp gear (holinka)

PvP Gear-grind for alts will be better but still potentially tedious when facing conquest-geared opponents in BGs
40 ilevels leaves room enough to feel progression in your gearing without the gap being too large. (holinka)
Think a lot of people would prefer to have less of a sense of progression for sake of alts not being facerolled in BGs
I'm sympathetic to the alt concern but I think 40 ilevels from no gear to full gear is reasonable. (holinka)
Especially when there two tiers of gear in between top and bottom. (holinka)

Warlords of Draenor Beta - Build 18546

Novi Beta build 18546 postavljen je na test serverima, i on je sa sobom doneo dosta doterivanja sadržaja u igri, class izmena, kao i Death Knight PvP Set.
 
Season 16 Death Knight
 
 
Dark Portal ponovo Ažuriran
Tanaan Jungle gde se nalazi Dark Portal, dobila je novo nebo.


User Interface
Warlords of Draenor cinematic dugme ubačeno je u meniju, a tu su i posebna podešavanja grafike kada ste u raidu ili battlegroundu.


Novi Stringovi
Originally Posted by AdriaCraft
  • COLLECTIONS_MICRO_BUTTON_SPEC_TUTORIAL - Mounts, pets, and toys can all be found here!
  • CONFIRM_SUMMON_STARTING_AREA - %s wants to summon you to %s.\n\nYou will be unable to return to this starting zone.\n\nThe spell will be cancelled in %d %s.
  • GARRISON_BUILDING_LEVEL_LABEL_TOOLTIP - Level %d
  • GARRISON_FOLLOWER_TOOLTIP_UPGRADE_XP - %d XP to next upgrade
  • GARRISON_FOLLOWER_XP_LEFT - %d XP
  • GARRISON_FOLLOWER_XP_UPGRADE_STRING - to next upgrade
  • GARRISON_MISSION_STARTED - Mission Started
  • LFG_MICRO_BUTTON_SPEC_TUTORIAL - Find other players to go on an adventure with!

Game Text
  • Game Text #86635 - Knowledge is half the battle.
  • Game Text #86636 - Keep your wits about you, commander.
  • Game Text #86637 - The battle is heating up. We must push forward!
  • Game Text #86638 - This is our chance to send the Iron Horde scattering. Steel yourself. We must hold the front line!
  • Game Text #86715 - You have seen nothing yet. Beyond these gates lie the jungles of Tanaan. And I will be waiting.
  • Game Text #86747 -
  • Game Text #86748 -
  • Game Text #86749 -
  • Game Text #86750 -
  • Game Text #86775 - Commanda, we can hold a Iron Horde here. We don't got much time. Ya need ta find Warlord Bladefury inside da main compound.
  • Game Text #86786 -
  • Game Text #86788 - Lay down your weapons, Grommash! Look around you. You are lost.
  • Game Text #86789 - Wait then, Grommash. Wait, because we are coming for you.
  • Game Text #86790 - Thank you, hero. Today, we taste victory! Lok'tar ogar!

Achievement Izmene
Originally Posted by AdriaCraft
Ashran
Player vs. Player

Feats of Strength
  • Challenger: Warlords Season 1 (New) Challenger: Warlords Season 1End a PvP season in the top 35% of the arena ladder (requires 50 games won in Warlords Season 1). Title Reward: Challenger.
  • Duelist: Warlords Season 1 (New) Duelist: Warlords Season 1End a PvP season in the top 3% of the arena ladder (requires 50 games won in Warlords Season 1). Title Reward: Duelist.
  • Gladiator: Warlords Season 1 (New) Gladiator: Warlords Season 1End a PvP season in the top 0.5% of the arena ladder (requires 50 games won in Warlords Season 1). Title Reward: Gladiator.
  • Hero of the Alliance: Primal (New) Hero of the Alliance: PrimalEnd Warlords of Draenor PvP season 1 in the top .5% of the rated battleground ladder.
  • Hero of the Horde: Primal (New) Hero of the Horde: PrimalEnd Warlords of draenor PvP season 1 in the top .5% of the rated battleground ladder.
  • Primal Gladiator: Warlords Season 1 (New) Primal Gladiator: Warlords Season 1End Warlords PvP season 1 in the top 0.1% of the arena ladder (requires 50 games won in Warlords Season 1). Title Reward: Primal Gladiator.
  • Primal Gladiator's Mount [TBD] (New) Primal Gladiator's Mount [TBD]Obtain the Primal Gladiator's Mount from Warlords of Draenor Arena Season 1
  • Rival: Warlords Season 1 (New) Rival: Warlords Season 1End a PvP season in the top 10% of the arena ladder (requires 50 games won in Warlords Season 1). Title Reward: Rival.

Player vs. Player
  • Primal Combatant (New) Primal CombatantWin 100 Arena (3v3) or 40 Rated Battlegrounds in Warlords Season 1 Reward: Vicious Saddle. 15 points.
  • Primal Combatant (New) Primal CombatantWin 100 Arena (3v3) or 40 Rated Battlegrounds in Warlords Season 1 Reward: Vicious Saddle. 15 points.
  • Primal Conquest (New) Primal ConquestEarn 27,000 Conquest Points in Warlords Season 1. 10 points.
  • Primal Conquest (New) Primal ConquestEarn 27,000 Conquest Points in Warlords Season 1. 10 points.

Spell Izmene
Originally Posted by AdriaCraft
Mounts
  • Core Hound (New) Core HoundSummons and dismisses a rideable Core Hound. Account wide. 1.5 sec cast.

Companions

Item Set Bonuses
Before complaining about set bonuses, heed Celestalon's warning!
  • Item - Death Knight T17 Blood 2P Bonus While Bone Shield is active, your rune regeneration rate is increased by 10%.Casting Pestilence increases the value of your current Blood Shield by 10%.
  • Item - Death Knight T17 Blood 4P Bonus Activating Vampiric Blood now also imbues you with Bloodstained Armor. Bloodstained Armor increases your bonus armor by 10 for 10 sec.While Vampiric Blood is active, your Blood Shield cannot be reduced below 25% of your maximum health.
  • Item - Death Knight T17 Frost 2P Bonus When Rune of Cinderglacier activates, you gain the Frostbite effect. Frostbite makes your next Obliterate consume no runes.Activating Pillar of Frost refreshes all of your Runes as Death Runes and generates 6 Runic Power.
  • Item - Death Knight T17 Frost 4P Bonus While Pillar of Frost is active, all of your special attacks deal 10% additional damage as Frost damage.your special attacks trap a soul in your rune weapon, increasing Frost damage dealt by 10%. When Pillar of Frost fades, your rune weapon discharges the souls at your current target, dealing 10 damage per soul.
  • Item - Death Knight T17 Unholy 2P Bonus Increases the damage bonus of your Ghoul while under Dark Transformation by 10%.When Soul Reaper deals its bonus damage to a target, you gain 3 stacks of Shadow Infusion.
  • Item - Death Knight T17 Unholy 4P Bonus Scourge Strike deals its shadow damage a second time at 50% of normal damage. When you activate Dark Transformation, 3 of your runes are automatically refreshed as Death Runes.
  • Item - Druid T17 Balance 4P Bonus Wrath and Starfire reducescasts reduce the cooldown of Celestial Alignment by $[3,000/1,000} sec.
  • Item - Druid T17 Feral 4P Bonus While Berserk is active, special attacks cause a Gushing Wound on the target. Gushing Wound deals 15% of the damage of the special attackdeal an additional 15% bleed damage to the target over until cancelled.
  • Item - Druid T17 Restoration 4P Bonus When you cast 3 sequential Healing Touch spells, you gain Nature's Wisdom. Nature's Wisdom increases your spirit by 75% for 10 sec.the mana cost of your next Wild Growth is reduced by 75%.
  • Item - Hunter T17 Beast Mastery 2P Bonus Kill Command has a 25% chance to increase the size and damage of your pet by 10% for until cancelled.reset the cooldown of Bestial Wrath.
  • Item - Hunter T17 Marksmanship 2P Bonus Name Changed from Item - Hunter T17 Marksmanship 4P Bonus to Item - Hunter T17 Marksmanship 2P Bonus. Aimed Shot critical strikes have a chance to call down an artillery strike on your target, dealing 10 damage. (Approximately procrppm procs per minute)restore 10 additional Focus.
  • Item - Hunter T17 Marksmanship 4P Bonus Name Changed from Item - Hunter T17 Marksmanship 2P Bonus to Item - Hunter T17 Marksmanship 4P Bonus. Activating Rapid Fire also grants you Deadly Aim. Deadly Aim increases your critical strike damage by 10%.While Rapid Fire is active, your critical strike damage increases by 5% per second.
  • Item - Hunter T17 Survival 2P Bonus Increases the Focus restored from Serpent Sting by 2.Black Arrow deals damage 33% more often.
  • Item - Hunter T17 Survival 4P Bonus When you hit a target with Explosive Shot, you gain the Rapid Shot effect. Rapid Shot increases your haste by 10%, stacking up to 0 times.your multistrike damage is increased by 25% for 3 sec.
  • Item - Mage T17 Arcane 2P Bonus After using Evocation , you gain the Arcane Affinity. Arcane Affinity reduces the cast time and mana cost of Arcane Blast is reduced by 10% for until cancelled.
  • Item - Mage T17 Arcane 4P Bonus When you gain an Arcane Charge, you have a chance to gain the Arcane Instability effect. Arcane Instability increasesincrease the number of missiles your next Arcane Missiles will fire by 10.5.
  • Item - Mage T17 Fire 4P Bonus When Hot Streak activates, you have a 100% chance to gain the Pyromaniac effect. Pyromaniac causescause all Pyroblasts to have no cast time and be guaranteed critical strikes for until cancelled.6 sec.
  • Item - Mage T17 Frost 4P Bonus Each Ice Lance cast while Frozen Orb is active generates one stack of Ice Shards. When Frozen Orb ends, each application of Ice Shards reduces the cast time of Frostbolt by 25%5% and increases the damage of Frostbolt by 30%. 5% for 10 sec.
  • Item - Monk T17 Mistweaver 4P Bonus Surging Mist multistrikes imbue you with Chi-ji's Guidance Chi-ji's Guidance causescause your next Thunder Focus Tea to generate 1% Chi. Stacks up to 0 times.
  • Item - Monk T17 Windwalker4P Bonus While Tigereye Brew's damage effect is active, you gain Forceful Winds. Forceful Winds increases multistrike damageyour multistrike damage is increased by 2% per stack of Tigereye Brew consumed.
  • Item - Paladin T17 Holy 2P Bonus When you cast Light of Dawn, you gain Lawful Words, which lets you cast a free Word of Glory as though they were cast with 3 Holy Power.have a 25% chance to also be able to cast a free 3 Holy Power Word of Glory.
  • Item - Paladin T17 Holy 4P Bonus When you cast Word of Glory, you gain Light's Favor, which lets you cast a free Light of Dawn at 10% effectiveness. have a 25% chance to be able to cast a free 3 Holy Power Light of Dawn.
  • Item - Paladin T17 Protection 2P Bonus When you use Avenger's Shield, you gain Faith Barricade. Faith Barricade increases your block chance by 50 for 5 sec.your block chance is increased by 50% for 5 sec.
  • Item - Paladin T17 Retribution 2P Bonus Using Templar's Verdict or Divine StormSpending Holy Power has a 30% chance to empower you with Crusader's Fury. Crusader's Fury allowsallow the use of Hammer of Wrath regardless of your target's current health.
  • Item - Priest T17 Discipline 2P Bonus Increases the duration of Penance by 1 sec.Penance channels for 1 additional second and generates 2 stacks of Evangelism.
  • Item - Priest T17 Discipline 4P Bonus Heal has a 10% chance imbue you with Clear Thoughts. Clear Thoughts increases your spirit by 10% for 10 sec.When you active Archangel, the mana cost of Prayer of Healing is reduced by 50% for 10 sec.
  • Item - Priest T17 Holy 2P Bonus Prayer of Mending jumps to 1 additional Ltarget:targets.2 additional targets.
  • Item - Priest T17 Holy 4P Bonus Heal has a 10% chance to imbue you with Spiritual Vigor. Spiritual Vigor increases your spirit by 10% for 10 sec.When Prayer of Mending heals a target, you have a 40% chance to gain a stack of Serendipity.
  • Item - Priest T17 Shadow 2P Bonus Mind Blast deals an additional 10% of its damage over until cancelled to the target.Consuming Shadow Orbs resets the cooldown of Mind Blast.
  • Item - Priest T17 Shadow 4P Bonus Each time Devouring Plague deals damage over time, you gain the Mental Instinct effect. Mental Instinct increases your haste by 10%, stacking up to 0 times.your haste increases by 3% for 4 sec, stacking up to 12 times.
  • Item - Rogue T17 Assassination 2P Bonus MutilateMutilate and Dispatch critical strikes restore 10 energy.
  • Item - Rogue T17 Assassination 4P Bonus Envenom also instantly deals 35% of the damage of your Deadly Poison on the target.Envenom refunds 1 Combo Point and activates Blindside.
  • Item - Rogue T17 Combat 4P Bonus When you use a finishing move, there is a 25% chance to gain the Deceit effect. Deceit generates 5 combo points instantly and causesYour finishing moves have a 25% chance to generate 5 combo points and cause your next Eviscerate to consume no Energy.
  • Item - Rogue T17 Subtlety 2P Bonus While Shadow Dance is active, you gain the Quick Blades effect. Quick Blades generates 10 Energy every 1 sec for 10 sec.your abilities cost no Energy.
  • Item - Rogue T17 Subtlety 4P Bonus While Shadow Dance is active, your special attacks deal 10% additional damage as Shadow damage to the target.For 5 sec after Shadow Dance ends, your finishing moves will refund 5 combo points.
  • Item - Shaman T17 Elemental 2P Bonus Lightning Bolt and Chain Lightning have a chance to activate the Thundercaller effect. Thundercaller causes your next 5 offensive spell casts to also strike the target with lightning.Each stack of Lightning Shield consumed by Fulmination increases your multistrike damage by 2% for 10 sec.
  • Item - Shaman T17 Elemental 4P Bonus Lava Burst deals an additional 10% of its damage over 2 sec to the target.When you consume more than 12 Lightning Shield charges with Fulmination, you automatically gain Lava Surge.
  • Item - Shaman T17 Enhancement 2P Bonus Windfury Weapon now deals 2 extra attacks.Stormstrike reduces the cooldown of Feral Spirits by 5 sec.
  • Item - Shaman T17 Enhancement 4P Bonus Stormstrike reduces the cooldown of Feral Spirit by 5 sec.While Feral Spirits is active, you also turn into a Feral Spirit. Your Stormstrike, Windfury, and movement speed are improved.
  • Item - Shaman T17 Restoration 2P Bonus Targets healed by your Chain Heal spell receive an additional 15% of the healing received over time.When Earth Shield heals a target, you gain a charge of Tidal Waves.
  • Item - Shaman T17 Restoration 4P Bonus Heal has a 10% chance to grant you the Harmony of the Elements effect. Harmony of the Elements increases your spirit by 10% for 10 sec.When you gain Tidal Waves, you have a 10% chance to reduce the mana cost of Chain Heal by 75 for 10 sec.
  • Item - Warlock T17 Demonology 4P Bonus ShadowboltHand of Gul'dan has a 50% chance empower your inner demon, temporarily bringing your Metamorphosis form out even while you are not transformed.
  • Item - Warlock T17 Destruction 4P Bonus When a Burning Ember is filled up, you have a 25% chance to get a Chaotic Infusion. Chaotic Infusion reducesreduce the cast time of Chaos Bolt by 50% and causescause Chaos Bolt to consume no Burning Embers when cast.
  • Item - Warrior T17 Arms 4P Bonus Colossus Smash has a 50% chance to grant you the Deadly Calm effect. Deadly Calm reducesreduce the cooldown of Mortal Strike by 50% for 10 sec.
  • Item - Warrior T17 Fury 4P Bonus When you activate Recklessness, you also gain the Rampage effect. Rampage increasesWhile Recklessness is active your attack speed and critical strike chance by 0% every second Recklessness is active.increase by 5% every second.
  • Item - Warrior T17 Protection 2P Bonus Shield Slam has a 101%25% chance to automatically cast Shield Charge.
  • Item - Warrior T17 Protection 4P Bonus [ShieldShield Charge increases the damage of Heroic Strike, Slam, and Revenge by an additional 20%.

Death Knight
Talents

Runeforging
  • Rune of Razorice Affixes your weapon with a rune that causes 3% extra weapon damage as Frost damage and increases enemies' vulnerability to your Frost attacks by 33%, stacking up to 5 times. Modifying your rune weapon requires a Rune Forge in Ebon Hold. Runes. 5 sec cast.

Druid
  • Cyclone Tosses the enemy target into the air, preventing all actiondisorienting them but making them invulnerable for up to 6 sec. Only one target can be affected by your Cyclone at a time. 7.5% of Base Mana. 20 yd range. 1.7 sec cast.
  • Primal Fury proc now requires a non-periodic critical strike to your primary target.

Feral & Guardian
  • Survival Instincts Reduces all damage taken by 70% for 12 sec. Max 2 charges. Instant. 12 sec cooldown.Druid - Feral & Guardian Spec. Instant. 12 sec cooldown.

Guardian, Balance, Restoration
  • Barkskin The Druid's skin becomes as tough as bark, reducing all damage taken by 20% for 12 sec. Usable while stunned, frozen, incapacitated, feared, or asleep, and in all forms. Druid - Guardian Balance, Restoration Spec. Instant. 30 sec cooldown.

Hunter
  • Freezing Trap Place a frost trap that freezes the first enemy that approaches, preventing all actionincapacitating them for up to 60 sec. Any damage caused will break the ice. Only one target can be Freezing Trapped at a time. Trap will exist for 60 sec. Frost Trap. Instant. 30 sec cooldown.

Talents
  • Wyvern Sting A stinging shot that puts the target to sleep, incapacitating them for 30 sec. Any damage will cancel the effect. Hunter - LvL 30 Talent. 40 yd range. Instant. 45 sec cooldown.

Mage
  • Polymorph tooltips now note that the target wanders around incapacitated.

Talents
  • Ring of Frost tooltip now note that the target is incapacitated rather than frozen.

Fire
  • Dragon's Breath tooltip now note that the target is incapacitated rather than disoriented.

Monk
Mistweaver
  • Jade Mists You gain 5% more of the Multistrike stat from all sources. Your Renewing Mist and Rising Sun Kick have a chance equal to your multistrike chance to not go on cooldown when used. Monk - Mistweaver Spec.The next Renewing Mist or Rising Sun Kick cannot trigger this effect. Monk - Mistweaver Spec.

Paladin
  • Turn Evil tooltip now note that the target is incapacitated rather than disoriented.

Priest
  • Divine Star tooltip no longer notes that the spell can be cast while moving.
  • Divine Star tooltip no longer notes that the spell can be cast while moving.

Talents
  • Clarity of Purpose Heals an ally for [ 1 + 492.4% of Spell Power 1;], 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 the same amount. Replaces Prayer of Healing. Priest - LvL 100 Talent. 5.7% of Base Mana. 40 yd range. 2.5 sec cast.
  • Divine Star is now an instant cast.
  • Dominate Mind Controls a mind up to level 4, incapacitating them for 30 sec. Does not work versus Mechanical beings. Priest - LvL 60 Talent. 2% of Base Mana. 30 yd range. 30 sec cast (Channeled).
  • Psychic Scream The caster lets out a psychic scream, causing 5 enemies within 8 yards to flee, disorienting them for 8 sec. Damage caused may interrupt the effect. Priest - LvL 60 Talent. 3% of Base Mana. Instant. 45 sec cooldown.
  • Shadowy Insight Name Changed from Divine Insight to Shadowy Insight
  • Spirit Shell (New) Spirit ShellFor the next 10 sec, your Heal, Flash Heal, and Prayer of Healing no longer heal but instead create absorption shields that last 15 sec. Priest - LvL 75 Talent. Instant. 60 sec cooldown.

Holy
  • Divine Providence now also increases the absorption of your multistrikes.
  • Holy Word: Chastise Chastises the target for [ 1 + 63.6% of Spell Power ] Holy damage and disorientsincapacitates them for 3 sec. Priest - Holy Spec. 3% of Base Mana. 30 yd range. Instant. 30 sec cooldown.

Shadow
  • Psychic Horror Consumes up to 3 Shadow Orbs to terrify the target, causing them to tremble in horrorincapacitating them for 1 sec plus 1 sec per Shadow Orb consumed. Priest - Shadow Spec. All Shadow Orbs. 30 yd range. Instant. 45 sec cooldown.

Rogue
Talents
  • Anticipation When one of your attacks generates a combo point on a target that already haswhile you already have 5 combo points, you gain an Anticipation charge, up to a maximum of 5. When you perform an offensive finishing move on an enemy, any Anticipation charges are consumed to grant you an equal number of combo points on that target. Rogue - LvL 90 Talent.Performing an offensive finishing move consumes all Anticipation charges and grants you a combo point for each. Rogue - LvL 90 Talent.
  • Cheat Death An attack that would otherwise be fatal will instead reduce you to no less thanFatal attacks instead reduce you to 7% of your maximum health, and damage taken will be reduced by 85% for 3 sec. This effect cannot occur moreFor 3 sec afterward, you take 85% reduced damage. Cannot trigger more often than once per 90 seconds. Rogue - LvL 45 Talent.
  • Cloak and Dagger Your Ambush, Garrote, and Cheap Shot abilities can now be used from 40 yards away, and will cause you to appearAmbush, Garrote, and Cheap Shot have a 40 yard range, and cause you to teleport behind your target. Rogue - LvL 60 Talent.
  • Combat Readiness Enter into a state of heightened awareness, deflecting enemy weapon strikes with increasing effectiveness. Successive attacksEnter a state of heightened defensive awareness. Each successive weapon attack will deal 10% less damage per application, stacking 5 times. Lasts for 20 sec, but if 10 sec elapse without any incoming weapon strikes, this state will endstacking 5 times. Lasts 20 sec or until not attacked with weapons for 10 sec. Rogue - LvL 30 Talent. Instant. 2 min cooldown.
  • Deadly Throw (Assassination, Combat) Finishing move that reduces the movement speed of the target by 50% for 6 sec. If performed with 3 combo points, also interrupts spellcasting and prevents any spell in that school from being cast for a period of time. Damage dealt: 1 point : [ 1 + 17.8% of AP ] damage 2 points: [ 1 + 35.6% of AP ] damage 3 points: [ 1 + 53.4% of AP ] damage 4 points: [ 1 + 71.2% of AP ] damage 5 points: [ 1 + 89% of AP ] damageFinishing move that deals damage, reduces the target's movement speed by 50% for 6 sec, and interrupts spellcasting when used with 3 or more combo pioints: 1 point : [ 1 + 17.8% of AP ] damage 2 points: [ 1 + 35.6% of AP ] damage 3 points: [ 1 + 53.4% of AP ] damage 4 points: [ 1 + 71.2% of AP ] damage 5 points: [ 1 + 89% of AP ] damage
  • Deadly Throw (Subtlety) Finishing move that reduces the movement speed of the target by 50% for 6 sec. If performed with 3 combo points, also interrupts spellcasting and prevents any spell in that school from being cast for a period of time. Damage dealt: 1 point : [ 1 + 22.1% of AP ] damage 2 points: [ 1 + 44.1% of AP ] damage 3 points: [ 1 + 66.2% of AP ] damage 4 points: [ 1 + 88.3% of AP ] damage 5 points: [ 1 + 110.4% of AP ] damageFinishing move that deals damage, reduces the target's movement speed by 50% for 6 sec, and interrupts spellcasting when used with 3 or more combo pioints: 1 point : [ 1 + 22.1% of AP ] damage 2 points: [ 1 + 44.1% of AP ] damage 3 points: [ 1 + 66.2% of AP ] damage 4 points: [ 1 + 88.3% of AP ] damage 5 points: [ 1 + 110.4% of AP ] damage
  • Marked for Death Mark the target, instantly generating 5 combo points on themCooldown reset. If the target dies within 60 sec Marked for Death's cooldown is reset. Rogue - LvL 90 Talent. 30 yd range. Instant. 60 sec cooldown.
  • Nerve Strike A successful Kidney Shot or Cheap Shot also reduces theKidney Shot and Cheap Shot also reduce damage dealt by the target by 50% (25% on player targetsup to 50%) and healing done by the target by 10% for 6 sec after thetheir effect fades. Rogue - LvL 30 Talent.

Shaman
  • Hex Transforms the enemy into a frog. While hexed, the target is incapacitated and cannot attack or cast spells. Damage caused may interrupt the effect. Lasts 60 sec. Only one target can be hexed at a time. Only works on Humanoids and Beasts. 3.5% of Base Mana. 30 yd range. 1.7 sec cast. 45 sec cooldown.

Talents
  • Conductivity (Elemental, Enhancement) When you cast Lightning Bolt, Chain Lightning, or Earth Shock, or use Stormstrike, your Healing Rain's duration is increased by 4.00 sec. This cannot cause Healing Rain to last longer than 40 sec.Your Lightning Bolt, Chain Lightning, Earth Shock, and Stormstrike increase the duration of your Healing Rain by 4.00 sec, up to a maximum increase of 30 sec.
  • Conductivity (Restoration) When you cast Healing Wave, Healing Surge, or Chain Heal, your Healing Rain's duration is increased by 4.00 sec. This cannot cause Healing Rain to last longer than 40 sec.Your Healing Wave, Healing Surge, and Chain Heal increase the duration of your Healing Rain by 4.00 sec, up to a maximum increase of 30 sec.
  • Earthgrab Totem Summons an Earth Totem with 5 health at the feet of the caster for 20 sec. The totem pulses every 2 sec, causing roots to ensnare the legs ofrooting all enemies within 10 yards for 5 sec, preventing movement. Enemies that have already been rooted onceEnemies previously rooted by the totem will instead have their movement speed reduced by 50%suffer 50% movement speed reduction. Replaces Earthbind Totem. Shaman - LvL 30 Talent. 5% of Base Mana. Instant. 30 sec cooldown.
  • Echo of the Elements (Elemental) Your spells and abilities have a chance to trigger Echo of the Elements. Echo of the Elements causes your next Lava Burst, Frost Shock, or Earthquake to not incur its cooldown.Your spells and abilities have a chance to cause your next Lava Burst or Frost Shock not to incur its cooldown.
  • Echo of the Elements (Enhancement) Your spells and abilities have a chance to trigger Echo of the Elements. Echo of the Elements causes your next Lava Lash, Stormstrike, Frost Shock, or Fire Nova to not incur its cooldown.Your spells and abilities have a chance to cause your next Lava Lash, Stormstrike, Frost Shock, or Fire Nova not to incur its cooldown.
  • Echo of the Elements (Restoration) Your spells and abilities have a chance to trigger Echo of the Elements. Echo of the Elements causes your next Riptide, Healing Rain, Purify Spirit to not incur its cooldown.Your spells and abilities have a chance to cause your next Riptide, Healing Rain, or Purify Spirit not to incur its cooldown.
  • Elemental Blast (Elemental, Restoration) Harness and directHarness the raw power of the elements towards an enemy target, dealing [ 164.51% of Spell Power ] Elemental damage and increasing the caster's Critical Strike, Haste, Multistrike, or Masteryyour Critical Strike, Haste, Mastery, Multistrike, or Versatility by 0 for 8 sec.
  • Elemental Blast (Enhancement) Harness and directHarness the raw power of the elements towards an enemy target, dealing [ 164.51% of Spell Power ] Elemental damage and increasing the caster's Agility, Critical Strike, Haste, Multistrike, or Masteryyour Agility, Critical Strike, Haste, Mastery, Multistrike, or Versatility by 0 for 8 sec.
  • Elemental Mastery Call upon elemental forces, empoweringElemental forces empower you with 30% haste for 20 sec. Shaman - LvL 60 Talent. Instant. 1.5 min cooldown.
  • Nature's Guardian Whenever a damaging attack brings you below 30% health, your maximum health is increasedAttacks that bring your health below 30% increase your maximum health by 25% for 10 sec, and your threat level towards the attacker is reduced. This effect cannot occur more oftenreduce your threat toward the attacker. Cannot occur more than once every 30 sec. Shaman - LvL 15 Talent.

Elemental
  • Earth Shock Instantly shocks the target with concussive force, causing [ 35.95%[ 1 + 35.95% of Spell Power ] Nature damage. Shaman - Elemental Spec. 5% of Base Mana. 25 yd range. Instant. 6 sec cooldown.
  • Mastery: Molten Earth (New) Mastery: Molten EarthYour damaging spells incite the earth around you to come to your aid for 6 sec, repeatedly dealing [ 160% of Spell Power ] Fire damage to your most recently attacked target. Shaman - Elemental Spec.

Warlock
  • Fear Strikes fear in the enemy, causing it to fleedisorienting it for up to 20 sec. Damage caused may cancel fear. Limit 1 target. 4% of Base Mana. 30 yd range. 1.7 sec cast.

Pets
  • Seduction Seduces the target, preventing all actionsdisorienting them for up to 30 sec. Any damage caused will remove the effect. Only works against Humanoids. Auto-Cast: Cast upon targets who attack, stun, silence or fear their master. (Right-Click to toggle) Special Ability. 20 Energy. 30 yd range. 30 sec cast (Channeled). 30 sec cooldown.

Warrior
  • Bloodbath For the next 12 sec, causes your melee special attacks and their multistrikes to deal an additional 30%your melee abilities and their multistrikes deal 30% additional damage as a bleed over 6 sec. While bleeding, the target moves at 50% reduced speed. 100 yd range. Instant.targets move 50% slower. 100 yd range. Instant.
  • Intimidating Shout Causes the targeted enemy to cower in fear, and up to 5 additional enemies within 8 yards to flee. LastsTargets are disoriented for 8 sec. 8 yd range. Instant. 1.5 min cooldown.

Talents
  • Bladestorm (Arms, Protection) You become a whirling storm of destructive force, striking all targets within 8 yards for $168,969sw2 Physical damage every 1 sec for 6 sec. During a Bladestorm, you can continue to dodge, block, and parry, and are immune to movement impairing and loss of control effects. However, you can only use your Taunt, Demoralizing Shout, Enraged Regeneration, Shield Wall, and Last Stand abilities.Become an unstoppable storm of destructive force, striking all targets within 8 yards for $168,969sw2 Physical damage every 1 sec for 6 sec. You are immune to movement impairing and loss of control effects, but can only use Taunt and other defensive abilities.
  • Bladestorm (Fury) You become a whirling storm of destructive force, striking all targets within 8 yards for $50,622sw2 Physical damage with your main-hand and $95,738sw2 Physical damage with your off-hand every 1 sec for 6 sec. During a Bladestorm, you can continue to dodge, block, and parry, and are immune to movement impairing and loss of control effects. However, you can only use your Taunt, Demoralizing Shout, Enraged Regeneration, Shield Wall, and Last Stand abilities.Become an unstoppable storm of destructive force, striking all targets within 8 yards for $50,622sw2 Physical damage with your main-hand and $95,738sw2 Physical damage with your off-hand every 1 sec for 6 sec. You are immune to movement impairing and loss of control effects, but can only use Taunt and other defensive abilities.
  • Slam now stacks up to 2 times.

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

Battle Pet Izmene
Originally Posted by AdriaCraft
Aquatic
  • Tail Slap 100% Hit Chance Slaps the enemy with its tail, dealing 14 to 26 Aquatic damage. Aquatic. 20 damage. 100% Accuracy.15 to 28 Aquatic damage. Aquatic. 22 damage. 100% Accuracy.

Beast
  • Barbed Stinger (New) Barbed Stinger100% Hit Chance Instantly deals 19 Beast damage and has a 20% chance to Poison the target for 5 additional Elemental damage per round for 1 round. Beast. 19 damage. 1 round duration. 20% Accuracy.

Critter
  • 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.
  • Apocalypse 100% Hit Chance Calls down a meteor, which will fall 215 rounds from now, instantly killing all active pets. Cockroaches and Beetles always survive this attack. Critter. 20 round cooldown. 2 round duration. 100% Accuracy.15 round duration. 100% Accuracy.
  • Apocalypse (TEST) (New) Apocalypse (TEST)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.
  • Apocalypse (TEST) (New) Apocalypse (TEST)Calls down a meteor, which will fall 2 rounds from now, instantly killing all active pets. Cockroaches and Beetles always survive this attack. Critter. 3 round cooldown. 2 round duration. 200% Accuracy.
  • Apocalypse (TEST) (New) Apocalypse (TEST)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.
  • Chomp 100% Hit Chance Chomps on the enemy, dealing 14 to 26 Critter damage. Critter. 20 damage. 100% Accuracy.15 to 28 Critter damage. Critter. 22 damage. 100% Accuracy.
  • Hoof 100% Hit Chance Stomps the enemy, dealing 16 to 24 Critter damage. Critter. 20 damage. 100% Accuracy.25 Critter damage. Critter. 21 damage. 100% Accuracy.

Elemental
  • Burn 100% Hit Chance Blasts the enemy with fire, dealing 16 to 24 Elemental damage. Elemental. 20 damage. 100% Accuracy.25 Elemental damage. Elemental. 21 damage. 100% Accuracy.
  • Sulfuras Smash 100% Hit Chance Devastates the enemy with a swing of Sulfuras, dealing 14 to 26 Elemental damage. Elemental. 20 damage. 100% Accuracy.15 to 28 Elemental damage. Elemental. 22 damage. 100% Accuracy.

Humanoid
  • Crush 100% Hit Chance Crush the enemy, dealing 14 to 26 Humanoid damage. Humanoid. 20 damage. 100% Accuracy.15 to 28 Humanoid damage. Humanoid. 22 damage. 100% Accuracy.
  • Draenic Trap (New) Draenic TrapAttempt to catch a pet below 35% health. Capture chance is increased by 45% each time you fail. Humanoid.
  • Giant's Blood 100% Hit Chance Howls with primitive fury, restoring 22 health and enlarging the user, increasing the damage they dealincreasing damage dealt by DATA ERROR% for 3 rounds. Humanoid. 3 round cooldown. 22 damage. 3 round duration. 100% Accuracy.
  • Gilded Fist 100% Hit Chance Smashes the enemy, dealing 16 to 24 Humanoid damage. Humanoid. 20 damage. 100% Accuracy.25 Humanoid damage. Humanoid. 21 damage. 100% Accuracy.
  • Holy Sword 100% Hit Chance Slices with El'druin, dealing 16 to 24 Humanoid damage. Humanoid. 20 damage. 100% Accuracy.25 Humanoid damage. Humanoid. 21 damage. 100% Accuracy.
  • Jab 100% Hit Chance Jabs at the enemy, dealing 16 to 24 Humanoid damage. Humanoid. 20 damage. 100% Accuracy.25 Humanoid damage. Humanoid. 21 damage. 100% Accuracy.

Magic
  • Jade Claw 100% Hit Chance Rakes the enemy with jade claws, dealing 16 to 24 Magic damage. Magic. 20 damage. 100% Accuracy.25 Magic damage. Magic. 21 damage. 100% Accuracy.
  • Phaser 100% Hit Chance Shoots the enemy with a phaser beam, dealing 16 to 24 Magic damage. Magic. 20 damage. 100% Accuracy.25 Magic damage. Magic. 21 damage. 100% Accuracy.
  • Spiritfire Bolt 100% Hit Chance Hurls a bolt of mystical fire at the enemy, dealing 14 to 26 Magic damage. Magic. 20 damage. 100% Accuracy.15 to 28 Magic damage. Magic. 22 damage. 100% Accuracy.

Mechanical
  • Missile 100% Hit Chance Launches a rocket at the target, dealing 16 to 24 Mechanical damage. Mechanical. 20 damage. 100% Accuracy.25 Mechanical damage. Mechanical. 21 damage. 100% Accuracy.

Undead
  • Infected Claw 100% Hit Chance Tears at the enemy with plagued claws, dealing 14 to 26 Undead damage. Undead. 20 damage. 100% Accuracy.15 to 28 Undead damage. Undead. 22 damage. 100% Accuracy.
  • Shadow Shock 100% Hit Chance Shocks the target with dark energy, dealing 14 to 26 Undead damage. Undead. 20 damage. 100% Accuracy.15 to 28 Undead damage. Undead. 22 damage. 100% Accuracy.
  • Shadow Slash 100% Hit Chance Slashes at the target with dark energy, dealing 16 to 24 Undead damage. Undead. 20 damage. 100% Accuracy.25 Undead damage. Undead. 21 damage. 100% Accuracy.
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