Class changes

Classes

 Death Knight

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Spell Changes

  •  Army of the Dead: Summons an entire legion of Ghouls to fight for the Death Knight for 40 sec. The Ghouls will swarm the area, taunting and fighting anything they can. While channeling Army of the Dead, the Death Knight takes less damage equal to his Dodge plus Parry chance.

Talents and Specialization

  •  Chilblains: Victims of your Frost Fever disease are Chilled, reducing movement speed by 50% for 10 sec, and your Chains of Ice immobilizes targets for 3 sec.
  •  Death Siphon: Deal 6917 to 8038 Shadowfrost damage to an enemy, healing the Death Knight for 100%150% of damage dealt.
  •  Runic Empowerment: When you land a damaging Death Coil, Frost Strike, or Rune Strike, you have a 45% chance to activate a random fully-depleted rune.
  •  Ebon Plaguebringer: Increases the damage your diseases deal by 60%, causes your Plague Strike to also apply Frost Fever, and causes your Blood Plague to also apply the Physical Vulnerability effect.
  •  Reaping: Whenever you hit with Blood Strike, Pestilence, Festering Strike, Icy Touch, or Blood Boil, the Runes spent will become Death Runes when they activate. Death Runes count as a Blood, Frost or Unholy Rune.
  •  Summon Gargoyle: A Gargoyle flies into the area and bombards the target with NaturePlague damage modified by the Death Knight’s attack power. Persists for 30 sec.

 Monk

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Spell Changes

  •  Chi Burst: You summon a torrent of Chi energy and hurl it at the target, dealing 138 to 413276 to 827 Nature damage to all enemies, and 325 to 972649 to 1944 healing to all allies in its path. Chi Burst will always heal the Monk. While casting Chi Burst, you continue to dodge, parry, and auto-attack.
  •  Chi Burst: You summon a torrent of Chi energy and hurl it at the target, dealing 138 to 413276 to 827 Nature damage to all enemies, and 325 to 972649 to 1944 healing to all allies in its path. Chi Burst will always heal the Monk. While casting Chi Burst, you continue to dodge, parry, and auto-attack.
  •  Chi Torpedo: Torpedo a distance in front of you, dealing 1671 to 19411914 to 2224 Nature damage to all enemies and 8408 healing to all allies in your path. Chi Torpedo replaces Roll.
  •  Chi Torpedo: Torpedo a distance in front of you, dealing 1671 to 19411914 to 2224 Nature damage to all enemies and 8408 healing to all allies in your path. Chi Torpedo replaces Roll.
  •  Crackling Jade Lightning: Channels Jade lightning at the target, causing 1182 Nature damage over 6 sec. When dealing damage, you have a 35%30% chance to generate 1 Chi. If the enemy attacks you within melee range while victim to Crackling Jade Lightning, they are knocked back a short distance. This effect has an 8 sec cooldown.
  •  Enveloping Mist: Heals the target for 60768 to 70614 (+ 66.5%44448 (+ 45% of SpellPower) over 6 sec, and increases the healing the target receives from your Soothing Mist by 30%. If cast while channeling Soothing Mist, Enveloping Mist will be instant cast.
  •  Gift of the Serpent: You form a Healing Sphere out of healing mists at the target location for 31 min. If allies walk through it, they consume the sphere, healing themselves for 9986. Maximum of 3 Healing Spheres can be active by the Monk at any given time. If the Healing Sphere expires before being used, an ally nearby within 6 yards of the sphere will be healed for 50% of the effect.
  •  Healing Elixirs: Every 18 sec, you gain Healing Elixirs, causing your next Brew or Tea to also heal you for 10%15% of your total health.
  •  Healing Sphere: You form a Healing Sphere out of healing mists at the target location for 31 min. If allies walk through it, they consume the sphere, healing themselves for 9986. Maximum of 3 Healing Spheres can be active by the Monk at any given time. If the Healing Sphere expires before being used, an ally nearby within 6 yards of the sphere will be healed for 50% of the effect.
  •  Healing Sphere: You form a Healing Sphere out of healing mists at the target location for 31 min. If allies walk through it, they consume the sphere, healing themselves for 9986. Maximum of 3 Healing Spheres can be active by the Monk at any given time. If the Healing Sphere expires before being used, an ally nearby within 6 yards of the sphere will be healed for 50% of the effect.
  •  Healing Sphere: You form a Healing Sphere out of healing mists at the target location for 31 min. If allies walk through it, they consume the sphere, healing themselves for 9986. Maximum of 3 Healing Spheres can be active by the Monk at any given time. If the Healing Sphere expires before being used, an ally nearby within 6 yards of the sphere will be healed for 50% of the effect.
  •  Healing Sphere: You form a Healing Sphere out of healing mists at the target location for 31 min. If allies walk through it, they consume the sphere, healing themselves for 9986. Maximum of 3 Healing Spheres can be active by the Monk at any given time. If the Healing Sphere expires before being used, an ally nearby within 6 yards of the sphere will be healed for 50% of the effect.
  •  Paralysis: You cause the target’s muscles to contract, incapacitating them for 30 sec. If done from behind the target, the duration is doubled. Only one target can be victim to Paralysis at any given time. Any damage taken will cancel the effect.
  •  Renewing Mist: You surround the target with healing mists, restoring 2266 (+ 10.7% of SpellPower) health every 2 sec for 18 sec. Generates 1 Chi. Each time Renewing Mist heals, it also travels to the closest nearby injured party or raid memberfriendly targetwithin 20 yards, up to 2 times.
  •  Zen Sphere: Forms a Zen Sphere above the target, healing the target for 126 and dealing 41 Nature damage to the nearest enemy within 10 yards of the target every 2 sec for 16 sec. Only one Zen Spheretwo Zen Spheres can be summoned at any one time. If the target of the Zen Sphere reaches 35% or lower health or if the Zen Sphere is cast again while active, the Zen Spheredispelled itwill detonate, dealing 144 Nature damage and 338 healing to all targets within 10 yards.
  •  Zen Sphere: Detonate: Forms a Zen Sphere above the target, healing the target for 126 and dealing 41 Nature damage to the nearest enemy within 10 yards of the target every 2 sec for 16 sec. Only one Zen Spheretwo Zen Spheres can be summoned at any one time. If the target of the Zen Sphere reaches 35% or lower health or if the Zen Sphere is cast again while active, the Zen Spheredispelled it will detonate, dealing 144 Nature damage and 338 healing to all targets within 10 yards.
  •  Zen Sphere: Detonate: Forms a Zen Sphere above the target, healing the target for 126 and dealing 41 Nature damage to the nearest enemy within 10 yards of the target every 2 sec for 16 sec. Only one Zen Spheretwo Zen Spheres can be summoned at any one time. If the target of the Zen Sphere reaches 35% or lower health or if the Zen Sphere is cast again while active, the Zen Spheredispelled it will detonate, dealing 144 Nature damage and 338 healing to all targets within 10 yards.

Talents and Specialization

  •  Charging Ox Wave: A mighty Ox effigy rushes forward 30 yards in front of you, stunning all enemies within its path for 3 sec.
  •  Chi Burst: You summon a torrent of Chi energy and hurl it at the target, dealing 138 to 413276 to 827 Nature damage to all enemies, and 325 to 972649 to 1944 healing to all allies in its path. Chi Burst will always heal the Monk. While casting Chi Burst, you continue to dodge, parry, and auto-attack.
  •  Chi Torpedo: Torpedo a distance in front of you, dealing 1671 to 19411914 to 2224 Nature damage to all enemies and 8408 healing to all allies in your path. Chi Torpedo replaces Roll.
  •  Chi Wave: You cause a wave of Chi energy to flow through friend and foe, dealing 124 Nature damage or 288 healing. Bounces up to 7 times to the nearest targets within 20 yards. When bouncing to allies, Chi Wave will prefer those injured over full health.
  •  Dampen Harm: You dampen the damage from the most harmful attacks done to you. The next 3 attacks within 45 sec that deal damage equal to 20% or more of your total health are reduced in half. Dampen Harm can be cast while stunned.
  •  Healing Elixirs: Every 18 sec, you gain Healing Elixirs, causing your next Brew or Tea to also heal you for 10%15% of your total health.
  •  Ring of Peace: Forms a sanctuary around youthe target for 8 sec, causing all enemies to be unable to attack or cast harmful spells while within it. Lasts 10 sec.silenced and disarmed within 8 yards.
  •  Zen Sphere: Forms a Zen Sphere above the target, healing the target for 126 and dealing 41 Nature damage to the nearest enemy within 10 yards of the target every 2 sec for 16 sec. Only one Zen Spheretwo Zen Spheres can be summoned at any one time. If the target of the Zen Sphere reaches 35% or lower health or if the Zen Sphere is cast again while active, the Zen Spheredispelled itwill detonate, dealing 144 Nature damage and 338 healing to all targets within 10 yards.
  •  Brewing: Tigereye Brew: For each 43 Chi you consume through use of abilities and attacks, you gain a charge of Tigereye Brew. Use Tigereye Brew to consume the charges, granting you 1.00% increased damage for 15 sec. Tigereye Brew can stack up to10 times.20 times, but can only consume up to 10 stacks at a time for 10.00% increased damage.
  •  Clash: You and the target charge each other, meeting halfway then stunning all targets within 6 yards for 4 sec.
  •  Enveloping Mist: Heals the target for 60768 to 70614 (+ 66.5%44448 (+ 45% of SpellPower) over 6 sec, and increases the healing the target receives from your Soothing Mist by 30%. If cast while channeling Soothing Mist, Enveloping Mist will be instant cast.
  •  Life Cocoon: Encases the target in a cocoon of Chi energy, absorbing (((($SP * 5.5) + 3995879916))) damage and increasing all periodic healing taken by 50%. Lasts for 12 sec.
  •  Mastery: Bottled Fury: Grants a 0% chance for Jab to cause your next Tiger Palm to cost no Chi, or your next Blackout Kick to cost no Chi.an additional 0.00% damage per Tigereye Brew stack.
  •  Mastery: Gift of the Serpent: You have a 1% chance when you heal to summon a Healing Sphere nearby an injured ally for 1 min30 sec. Allies who walk through the sphere will be healed for 9986. If the Healing Sphere expires before being used, an ally nearby within 6 yards of the sphere will be healed for 50% of the effect.
  •  Renewing Mist: You surround the target with healing mists, restoring 2266 (+ 10.7% of SpellPower) health every 2 sec for 18 sec. Generates 1 Chi. Each time Renewing Mist heals, it also travels to the closest nearby injured party or raid memberfriendly targetwithin 20 yards, up to 2 times.
  •  Soothing Mist: Heals the target for 20552 to 23872 (+ 17.92% of SpellPower) over 8 sec. When you heal with Soothing Mist, you have a 35%30% chance to generate 1 Chi.
  •  Summon Black Ox Statue: Summons a Black Ox Statue at the target location. Lasts for 15 min. Only one Black Ox Statue can be summoned at any one time. The Black Ox Statue interacts with your Provoke and Leer of the Ox abilities. Sanctuary of the Ox (Passive) Everytime the Monk deals AP*168) damage, the Black Ox statue will cast Guard on an injured party or raid member within 40 yards absorbing ((AP * 1.971) + 14232 * 1 damage lasting 30 sec. This effect cannot be cast onto the Monk.)
  •  Tigereye Brew: Increases damage done by 2%1.00% per stack of Tigereye Brew active, consuming yourup to 10 Tigereye Brew stacks. Lasts 15 sec. Brewing: Tigereye BrewFor each 3 Chi you consume through use of abilities and attacks, you gain a charge of Tigereye Brew. Use Tigereye Brew to consume the charges, granting you 1.00% increased damage for 15 sec. Tigereye Brew can stack up to 20 times, but can only consume up to 10 stacks at a time for 10.00% increased damage.

 Druid

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Spell Changes

  •  Cenarion Ward: Heals the target for 6174 (+ 57%12349 (+ 104% of SpellPower) every 2 sec for 6 sec.
  •  Faerie Swarm: Causes 3 applications of the Weakened Armor debuff and reduces the target’s movement speed by 50% for 15 sec. While affected, the target cannot stealth or turn invisible. You may only snare 1 target at a time. Deals 10 damage when cast from Bear Form. Useable in all shapeshift forms, but incurs a 6 sec cooldown while in Bear Form or Cat Form.
  •  Symbiosis: Creates a symbiotic link which grants the Druid one ability belonging to the target’s class, varying by the Druid’s specialization. Also grants the target one Druid ability based on their class and combat role. Lasts 1 hour and persists through death. Cannot be cast on other Druids. Effect cancelled if Druid and target become too far apart.

Talents and Specialization

  •  Cenarion Ward: Protects a friendly target, causing any damage taken to heal the target for 6174 (+ 57%12349 (+ 104% of SpellPower) every 2 sec for 6 sec. Gaining the healing effect consumes the Cenarion Ward. Useable in all shapeshift forms. Lasts 30 sec.
  •  Displacer Beast: Teleports the Druid up to 20 yards forward, and activates Cat Form, and Prowl.increases movement speed by 50% for 4 sec.
  •  Force of Nature: Summons 3 treants to assist in the Druid’s current combat role for 15 sec. Treant capabilities vary by specialization. Useable in all shapeshift forms. Balance Each Treant will cast Wrath for 1544 to 1740 (+ 30% of SpellPower) Nature damage every 2 sec and will cast Entangling Roots. Feral Each treant deals (3503 + AP / 14 * 2 * 0.75 + 1) Physical damage every 2 sec and will use Bash. Guardian Each treant deals ((3503 + AP / 14 * 2 * 0.75) * 0.2 + 1) Physical damage every 2 sec and will use Taunt. Restoration Each treant will heal a nearby injured ally for 3201 to 3779 (+ 32.3% of SpellPower) every 3 sec.
  •  Mass Entanglement: Roots your target in place for 20 sec and spreads to additional nearby enemies. Affects 5 total targets. Damage caused may interrupt the effect. Useable in all shapeshift forms.
  •  Nature’s Vigil: Increases all damage and healing done by 20%10% for 30 sec. While active, all single-target healing spells also damage a nearby enemy target for 25% of the healing done, and all single-target damage spells and abilities also heal a nearby friendly target for 25% of the damage done.
  •  Soul of the Forest: Aessina’s blessing grants a benefit which varies by your combat specialization. Balance When a Lunar Eclipse ends you gain 2040 Solar Energy and when a Solar Eclipse ends you gain 2040 Lunar Energy. Feral Your finishing moves grant 4 Energy per combo point. Guardian Mangle now generates an additional 23 Rage. Restoration You gain 50%75% haste for your next spell when you cast Swiftmend.
  •  Typhoon: Summons a violent Typhoon that strikes targets in front of the caster within 30 yards, knocking them back and dazing them for 6 sec. Useable in all shapeshift forms.
  •  Savage Roar: Finishing move that increases physical damage done by 30%. Only effective in Cat Form. Lasts longer per combo point: 1 point : 18 seconds 2 points: 24 seconds 3 points: 30 seconds 4 points: 36 seconds 5 points: 42 seconds

Glyphs

 Hunter

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Spell Changes

  •  Aspect of the Hawk: The Hunter takes on the aspects of a hawk, increasing ranged attack power by 10%15%. Only one Aspect can be active at a time.
  •  Focused Aim: Reduces the pushback suffered from damaging attacks while casting Steady Shot and Cobra Shot by 70%10%.
  •  Hunter’s Mark: Places the Hunter’s Mark on the target, increasing the ranged damage of all attackers against that target by 5%.In addition, the target of this abilityThe target can always be seen and tracked by the Hunter. whether it stealths or turns invisible. The target also appears on the mini-mapArcane Shot, Chimera Shot, Kill Command, and Explosive Shot automatically apply Hunter’s Mark. Lasts for 5 min.
  •  Serpent Sting: Causes 810016200 Nature damage over 15 sec.
  •  Stampede: Summons all of your pets to fight your current target for 20 sec. Your pets deal 175% of their normal damage while summoned this way.

Talents and Specialization

  •  Aspect of the Iron Hawk: The Hunter takes on the aspects of an iron hawk, increasing ranged attack power by 10%15%, and reducing all damage taken by 15%. Only one Aspect can be active at a time. Replaces Aspect of the Hawk.
  •  Narrow Escape: When you Disengage, you also activate a web trap which encases all targets within 8 yards in sticky webs, preventing movement for 8 sec.until cancelled.
  •  Powershot: You wind up a powerful shot, which deals 800% weapon damage to the target and 400% weapon damage to all enemies in between you and the target. Moving targets can avoid this damage. Enemies hit by Powershot are also knocked back.
  •  Silencing Shot: A shot that silences the target and interrupts spellcasting for 3 sec.
  •  Wyvern Sting: A stinging shot that puts the target to sleep for 30 sec. Any damage will cancel the effect. Only one Sting per Hunter can be active on the target at a time.
  •  Improved Serpent Sting: Increases the damage of your Serpent Sting by 50%, and causes it to also deal instant damage equal to 30%15% of its total periodic effect.

Glyphs

  •  Glyph of Aimed Shot: Your Aimed Shot can now be used while moving.
  •  Glyph of Chimera Shot: Increases the healing you receive from Chimera Shot by an additional 2% of your maximum health.
  •  Glyph of Endless Wrath: While Bestial Wrath is active, your pet cannot be killed, but can still be damaged.
  •  Glyph of Liberation: Your Arcane Shot, Chimera Shot, Kill Command, and Explosive Shot abilities automatically apply Hunter’s Mark.When you Disengage, you are healed for 5% of your total health.

 Mage

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Spell Changes

  •  Blink: Teleports the caster 20 yards forward, unless something is in the way. Also frees the caster from stuns and bonds.
  •  Deep Freeze: Stuns the target for 4 sec. Only usable on Frozen targets.
  •  Evocation: Gain 15% of your total mana $?s56380&!s114003[and 15% of your total health ][]instantly and another 45% of your total mana $?s56380&!s114003[and 45% of your total health ][]over 6 sec$?s56380&s114003[, and 40%20% of your total health upon completion][].
  •  Fire Blast: Blasts the enemy for 964 to 1142 (+ 78.9% of SpellPower) Fire damage.$?s89926&s114923[Also causes your Nether Tempest effect to instantly fire its secondary damage at all nearby enemy targets within 10 yards.][]$?s89926&s44457[Also spreads your Living Bomb effect to up to 2 nearby enemy targets within 10 yards.][]$?s89926&s112948[Also instantly triggers your Frost Bomb effect.][]
  •  Frost Bomb: Places a Frost Bomb on the target. After 64 sec, the bomb explodes, dealing 3286 (+ 246.2% of SpellPower) Frost damage to the primary target, and 1643 (+ 123.1% of SpellPower) Frost damage to all other targets within 10 yds. All affected targets are slowed by 70% for 2 sec. Frost Bomb’s countdown and cooldown are reduced by haste.
  •  Frostbolt: Heals your Water Elemental for 1511 (+ 145.2% of SpellPower).1613 (+ 155% of SpellPower).
  •  Ice Lance: Deals 228 to 292 (+ 25% of SpellPower) Frost damage to an enemy target$?s56377&!a44544[, and (228 ( + 25% of SpellPower) * 4050 / 100) to (292 ( + 25% of SpellPower) * 4050 / 100) Frost damage to a second nearby target][]$?s56377&a44544[, and (228 ( + 25% of SpellPower) * 1.25 * 4050 / 100) to (292 ( + 25% of SpellPower) * 1.25 * 4050 / 100) Frost damage to a second nearby target][]. Ice Lance damage is quadrupled against frozen targets.

Talents and Specialization

  •  Blazing Speed: Suppresses movement slowing effects and increases your movement speed by 150% for 1 sec. May only be activated after taking a melee or spell hit, or after you kill an enemy that yields experience or honorAlso frees the caster from stuns and bonds, and makes them immune for the duration. This spell may be cast while a cast time spell is in progress and is not on the global cooldown. Replaces Blink.
  •  Cold Snap: When activated, this spell finishes the cooldown of your Ice Block, Frost Nova, and Cone of Cold spells, Instantly restores 30% of yourand heals you for 15% of your maximum health. This spell is usable while stunned, frozen, incapacitated, feared or asleep, and is not on the global cooldown.
  •  Frost Bomb: Places a Frost Bomb on the target. After 64 sec, the bomb explodes, dealing 3286 (+ 246.2% of SpellPower) Frost damage to the primary target, and 1643 (+ 123.1% of SpellPower) Frost damage to all other targets within 10 yds. All affected targets are slowed by 70% for 2 sec. Frost Bomb’s countdown and cooldown are reduced by haste.
  •  Frostjaw: Silences and freezes the target in place for 8 sec. Lasts half as long versus Player targets. Damage caused may interrupt the effect.
  •  Greater Invisibility: Instantly makes the caster invisible, reducing all threat, and removing two damage over time effects. While invisible, you are untargetable by enemies. Lasts 20 sec. Invisibility is cancelled if you perform any actions. Damage taken is reduced by 90% while invisible and for 3 sec after coming out of invisibility. Replaces Invisibility.
  •  Ice Floes: Allows you to move while casting and channeling the next 2 Mage spells that have a base cast or channel time less than 4 sec. This spell may be cast while a cast time spell is in progress and is not on the global cooldown.
  •  Invocation: Reduces the cooldown of Evocation to 10 sec, but you passively regenerate 50% less manaRemoves Evocation’s cooldown and reduces its channel period and duration by 50%. Completing an Evocation causes you to deal 25%15% increased spell damage, for 40 sec.but passively regenerate 50% less mana, for 1 min.
  •  Ring of Frost: Summons a Ring of Frost at the target location. Enemies entering the ring will become frozen for 10 sec. Lasts 10 sec. 10 yd radius. Limit 10 targets.
  •  Rune of Power: Places a Rune of Power on the ground, which lasts for 1 min. While standing in your own Rune of Power, your mana regeneration is increased by 100%75% and your spell damage is increased by 15%. Only 2 Runes of Power can be placed at one time. Replaces Evocation.
  •  Arcane Barrage: Launches bolts of arcane energy at the enemy target, causing 1432 to 1749 (+ 119.2% of SpellPower) Arcane damage. Consumes all Arcane Charges. Arcane Barrage’s damage is increased by 24%25% per Arcane Charge, and it hits 1 additional nearby target per Arcane Charge for 50% damage.
  •  Arcane Blast: Blasts the target with energy, dealing 650 to 755 (+ 100.8% of SpellPower) Arcane damage. Generates an Arcane Charge. Arcane Blast’s damage is increased by 24%25% per Arcane Charge, and its mana cost is increased by 125%75% per Arcane Charge.
  •  Arcane Charge: An arcane charge, generated by Arcane Blast, Arcane Missiles, and Arcane Explosion, and consumed by Arcane Barrage: Arcane Blast Generates a charge. Arcane Blast’s damage is increased by 24%25% per charge, and its mana cost increased by 125%75% per charge. Arcane Missiles Generates a charge. Arcane Missiles’ damage is increased by 24%25% per charge. Arcane Explosion Refreshes charges and has a 30% chance to generate a charge if at least one target is hit. Arcane Barrage Consumes all charges. Arcane Barrage’s damage is increased by 24%25% per charge, and it hits 1 additional nearby target per charge for 50% damage. Stacks up to 6 times and lasts 10 sec.
  •  Arcane Missiles: Launches five waves of Arcane Missiles at the enemy over 2 sec, causing 379 (+ 28.5% of SpellPower) Arcane damage per wave. Generates an Arcane Charge. Arcane Missiles’ damage is increased by 24%25% per Arcane Charge. Arcane Missiles has a chance to be activated after each of your damaging spell casts. Limit 2 charges.
  •  Critical Mass: Multiplies the critical strike chance of your Fireball, Frostfire Bolt, Pyroblast, and Scorch by 1.51.3.
  •  Fingers of Frost: Your successful Frostbolts, Frostfire Bolts and Frozen Orb hits have a 12%15% chance, your Blizzard ticks have a 4%5% chance, and your successful Scorches have a 9%10% chance to grant you the Fingers of Frost effect. The Fingers of Frost effect causes your next Ice Lance or Deep Freeze to act as if your target were frozen, and increases Ice Lance damage by 25% for 15 sec. Limit 2 charges.
  •  Frostbolt: Launches a bolt of frost at the enemy, causing 1145 to 1457 (+ 125%1420 to 1806 (+ 155% of SpellPower) Frost damage and slowing movement speed by 50% for 15 sec. Also causes the target to take an additional 5% damage from yourFrostbolt and Ice Lance, and your Water Elemental’s Waterbolt, and Water Jet, stacking up to 3 times.
  •  Inferno Blast: Blasts the enemy for 572 to 677 (+ 60% of SpellPower) Fire damage, and is guaranteed to critical strike. Upon impact, it spreads any $?s89926&s44457[Living Bomb, ][]PyroblastPyroblast, Ignite, and Combustion effects to up to 23 nearby enemy targets within 10 yards. $?s89926&s114923[Also causes your Nether Tempest effect to instantly fire its secondary damage at all nearby enemy targets within 10 yards. ][]$?s89926&s112948[Also instantly triggers your Frost Bomb effect. ][]ReplacesReplacesFire Blast.
  •  Mastery: Ignite: Your target burns for an additional 0% over 4 sec of the total direct damage caused by your Fireball, Frostfire Bolt, Inferno Blast, Scorch, and Pyroblast. If this effect is reapplied, any remaining damage will be added to the new Ignite.
  •  Summon Water Elemental: Summon a Water Elemental to fight for the caster. Casting Frostbolt on your Water Elemental will heal it for 1511 (+ 145.2% of SpellPower).1613 (+ 155% of SpellPower).

Glyphs

  •  Glyph of Blink: Increases the distance you travel with the Blink spell by 5 yards. Also increases your movement speed during Blazing Speed by an additional 50%.
  •  Glyph of Evocation: Your Evocation ability also causes you to regain 60% of your health over its duration. With the Invocation talent, you instead gain 40%20% of your health upon completing an Evocation. With the Rune of Power talent, you gain 1% of your health per second while standing in your own Rune of Power.
  •  Glyph of Ice Lance: Your Ice Lance now hits 1 additional target for 40%50% damage.
  •  Glyph of Inferno Blast: Your Fire Blast and Inferno Blast spells now also spread Living Bomb, cause Frost Bomb to instantly explode, and cause Nether Tempest to instantly fire its secondary damage at all nearby targets. Inferno Blast spell spreads Pyroblast, Ignite, and Combustion to 1 additional target.

 Paladin

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Spell Changes

  •  Consecration: Deals 103914 Holy damage to enemies within 8 yards.
  •  Seal of Truth: Fills you with Holy Light, causing melee attacks to deal 12% additional Holy damageweapon damage as Holy and apply Censure to the target. Replaces Seal of Command. Censure Deals (107 ( + 9.4% of SpellPower) * 5) additional Holy damage over 15 sec. Stacks up to 5 times.
  •  Seal of Truth: Fills you with Holy Light, causing melee attacks to deal 12% additional Holy damageweapon damage as Holy and apply Censure to the target.

Talents and Specialization

  •  Eternal Flame: Consumes up to 3 Holy Power to place a protective Holy flame on a friendly target, which heals them for 5240 to 5837 (+ 49% of SpellPower) and an additional 508 (+ 5.85% of SpellPower) every 3 sec for 30 sec. Healing increased per charge of Holy Power. The heal over time is increased by 100% if used on the Paladin. Replaces Word of Glory.
  •  Hand of Purity: Places a Hand on the friendly target, reducing the damage ofdamage taken by 10% and damage from harmful periodic effects by an additional 70% for 6 sec. Players may only have one Hand on them per Paladin at any one time.
  •  Repentance: Puts the enemy target in a state of meditation, incapacitating them for up to 1 min. Any damage from sources other than Censure will awaken the target. Usable against Demons, Dragonkin, Giants, Humanoids and Undead.
  •  Consecration: Consecrates the land beneath you, causing (103914 * 9) Holy damage over 9 sec to enemies who enter the area.
  •  Light of Dawn: Consumes up to 3 Holy Power to emanate a wave of healing energy, healing up to 6 of the most injured targets in your party or raid within 30 yards for 1550 to 1725 (+ 14.4%1627 to 1812 (+ 15.2% of SpellPower) per charge of Holy Power.
  •  Mastery: Illuminated Healing: Your direct healing spells also place an absorb shield on your target for 0% of the amount healed lasting 15 sec. Does not trigger from healing caused by Beacon of Light.
  •  Plate Specialization: Increases your Intellect by 5% while wearing only Plate armor.
  •  Plate Specialization: Increases your Stamina by 5% while wearing only Plate armor.
  •  Plate Specialization: Increases your Strength by 5% while wearing only Plate armor.

 Priest

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Spell Changes

  •  Divine Star: Fires a Divine Star in front of you, traveling 24 yds, causing 2528 to 4211 (+ 32.5%3538 to 5895 (+ 45.5% of SpellPower) Divine damage to all enemies and 2528 to 4211 (+ 32.5%5897 to 9826 (+ 75.8% of SpellPower) healing to all allies within 6 yds of its path. After reaching its destination it will return to you, also dealing damage and healing to all targets in its path.
  •  Divine Star: Fires a Divine Star in front of you, traveling 24 yds, causing 2528 to 4211 (+ 32.5%3538 to 5895 (+ 45.5% of SpellPower) Spellshadow damage to all enemies and 2528 to 4211 (+ 32.5%5897 to 9826 (+ 75.8% of SpellPower) healing to all allies within 6 yds of its path. After reaching its destination it will return to you, also dealing damage and healing to all targets in its path.

Talents and Specialization

  •  Angelic Feather: Place a feather at the target location. If allies walk through it, they gain 60% increased movement speed for 46sec. Only 3 feathers can be placed at one time. Accumulates an additional charge once every 10 sec.
  •  Body and Soul: When you cast Power Word: Shield or Leap of Faith, you increase the target’s movement speed by 60% for 43sec.
  •  Divine Star: Fires a Divine Star in front of you, traveling 24 yds, causing 2528 to 4211 (+ 32.5%3538 to 5895 (+ 45.5% of SpellPower) Divine damage to all enemies and 2528 to 4211 (+ 32.5%5897 to 9826 (+ 75.8% of SpellPower) healing to all allies within 6 yds of its path. After reaching its destination it will return to you, also dealing damage and healing to all targets in its path.
  •  Dominate Mind: Controls a mind up to level 4 for 30 sec. Does not work versus Mechanical beings.
  •  Power Word: Solace: Strike an enemy with the power of the heavens, dealing 2226 to 2496 (+ 85.6%1072 to 1201 (+ 111% of SpellPower) Holy damage and restoring 0.7% maximum mana.an additional 7 Holy damage over 7 sec and restoring 1% of maximum mana. Replaces Holy Fire.
  •  Divine Aegis: Critical heals and all heals from Prayer of Healing create a protective shield on the target, absorbing 30%50% of the amount healed. Lasts 15 sec.
  •  Focused Will: Whenever you are victim of any damage greater than 10% of your total health or critically hit by any non-periodic attack, you gain Focused Will reducing all damage taken by 10%15% lasting for 8 sec. Stacks up to 2 times.
  •  Rapture: Removes the cooldown on Power Word: Shield. In addition, when your Power Word: Shield is completely absorbed or dispelled you are instantly energized with mana equal to 200%250% of your Spirit (excluding short – duration Spirit bonuses). This effect can only occur once every 12 sec.

Glyphs

  •  Glyph of Holy Fire: Increases the range of your Holy Fire, spell is now instant.Smite, and Power Word: Solace spells by 10 yards.
  •  Glyph of Holy Nova: Teaches you the ability Holy Nova. Causes an explosion of holy light around the caster, causing <Unknown value – The spell referenced no longer exists>307 to 356 (+ 14.3% of SpellPower) Holy damage to all enemy targets within <Unknown value – The spell referenced no longer exists>10 yards and healing up to 5 targets within 10 yards for 2373 to 2756 (+ 24.7% of SpellPower). Healing is divided among the number of targets healed. These effects cause no threat.

 Rogue

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Spell Changes

  •  Blade Flurry: Your melee weapon swings strike an additional nearby opponent.While active, your attacks strike up to 4 additional nearby opponents for 25% of normal damage, but Energy regeneration is reduced by 20%. Lasts until canceled.
  •  Detect Traps: Greatly increased chance to detect traps.
  •  Sprint: Increases your movement speed by 70% for 8 sec. Does not break stealth.

Talents and Specialization

  •  Burst of Speed: Increases movement speed by 70% for 4 sec If you are afflicted by any movement-impairing effects, activating this ability will instead remove any such effects and grant immunity to their re-application for 4 sec.and removes any movement-slowing effects. Does not break stealth.
  •  Deadly Throw: Finishing move that reduces the movement speed of the target by 50% for 6 sec. If performed with 53 combo points, also interrupts spellcasting and prevents any spell in that school from being cast for 6 seca period of time. Damage dealt: 1 point : 268+(0 + AP * 0.12)*1-801+(0 + AP * 0.12)*1 damage 2 points: 268+(0 + AP * 0.24)*1-801+(0 + AP * 0.24)*1 damage 3 points: 268+(0 + AP * 0.36)*1-801+(0 + AP * 0.36)*1 damage 4 points: 268+(0 + AP * 0.48)*1-801+(0 + AP * 0.48)*1 damage 5 points: 268+(0 + AP * 0.6)*1-801+(0 + AP * 0.6)*1 damage
  •  Nerve Strike: A successful Kidney Shot or Cheap Shot also reduces the damage dealt by the target by 50% and healing done by the target by 25% for 6 seconds after the effect fades.
  •  Shadow Focus: Abilities no longer costcost 75% less Energy while you are stealthed.
  •  Shuriken Toss: A ranged attack that deals 1246 Physical damage to an enemy target.This damage is doubledtarget. If the enemy is farther than 10 yards away, this damage is doubled and your autoattacks will be replaced with shuriken for the next 10 sec, granting them a 30 yd range. Awards 1 combo point. Replaces Throw.
  •  Blade Flurry: While active, your attacks strike an additional nearby opponentup to 4 additional nearby opponents for 25% of normal damage, but Energy regeneration is reduced by 20%. Lasts until canceled.
  •  Sanguinary Vein: Increases the damage of your Rupture ability by 50% and causes you to deal 16%20% additional damage to targets afflicted by your Rupture, Garrote, or Crimson Tempest.
  •  Vitality: Increases your Energy regeneration rate by 20% and your Attack Power by 25%30%.

 Shaman

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Spell Changes

  •  Flame Shock: Instantly sears the target with fire, causing 1086 (+ 44.9% of SpellPower) Fire damage immediately and 23282910(+ 21% of SpellPower) Fire damage over 2430 sec.
  •  Stormlash Totem: Summons an Air Totem with 5 health at the feet of the caster, empowering allies within 3040 yards with lightning. While empowered, allies’ spells and attacks will trigger bursts of electricity, dealing additional Nature damage to their target. Lasts 10 sec.

Talents and Specialization

  •  Ancestral Swiftness: Your next Nature spell with a base casting time less than 10 sec. becomes an instant cast spell. Passive: Increases spell haste by 5% and melee haste by 5%10%.
  •  Conductivity: When you cast Healing Wave, Greater Healing Wave, or Healing Surge, on a target located within your Healing Rain, allies within theallies within your Healing Rain share healing equal to 20% of the initial healing done. If your Lightning Bolt, Chain Lightning, Earth Shock, or Stormstrike damages an enemy, standing in your Healing Rain, allies within theallies within your Healing Rain share healing equal to 50% of the initial damage done.
  •  Echo of the Elements: When one of your spells causes direct damage or healing, you have a chance to gain Echo of the Elements, duplicating that spell’s effect.
  •  Elemental Blast: Harness and direct the raw power of the elements towards an enemy target, dealing 4372 to 5079 (+ 211.2% of SpellPower) Elemental damage and increasing the caster’s Critical$?c2[Agility, ][]Critical Strike, Haste, or Mastery by 0 for 8 sec.
  •  Elemental Mastery: Call upon elemental forces, empowering you with 30% haste for 20 sec.
  •  Frozen Power: Your Frost Shock now also roots the target in ice for 5 sec.
  •  Stone Bulwark Totem: Summons an Earth Totem with 5 health at the feet of the caster for 30 sec that grants the caster a shield absorbing (cond($gt(AP * 0.625, $SP), AP * 0.625 * 0.7, $SP * 0.70.875, $SP * 0.875) * 3) damage for 10 sec, and up to an additional (cond($gt(AP * 0.625, $SP), AP * 0.625 * 0.7, $SP * 0.70.875, $SP * 0.875)) every 5 sec thereafter.
  •  Totemic Restoration: When a totem is replaced or destroyed before its duration expires naturally, its cooldown is reduced in proportion to the lost duration, up to a maximum of 50% of the full cooldown.
  •  Unleashed Fury: Your elemental weapon imbues are empowered, granting additional effects when triggered with Unleash Weapon: Flametongue Weapon Increases the enemy target’s damage taken from your Lightning Bolt by 30%20%, and from your Lava Burst by 10% for 10 sec. Windfury Weapon For 8 sec, your melee autoattacks can trigger Static Shock. Earthliving Weapon Further increases the effectiveness of your next single-target heal on the targeted ally by 50%. Frostbrand Weapon You leech heat from the enemy target, gaining 50% movement speed for 4 sec. Rockbiter Weapon You take 40% reduced damage from the enemy target for 5 sec.
  •  Dual Wield: You may equip one-handed weapons in your off-hand, and you have a chance to parry incoming frontal melee attacks.
  •  Elemental Fury: Increases your spells’ critical strike damage bonus by 50%.
  •  Mental Quickness: Your spell power is now equal to 55% of your attack power, and you no longer benefit from other sources of spell power. Your instant beneficial, damaging, and totem spells cost 75% less mana. Your melee attacks have a 40% chance to immediately restore 5% of your mana.
  •  Purification: Increases the effectiveness of your healing spells by 25%, and the healing done by your Water totems by an additional 50%. In addition, heals you cast increase allies’ maximum health by 10% of the amount healed, up to a maximum of 10% of their health.
  •  Shamanism: Increases the damage of Lightning Bolt by 50% and Chain Lightning by 70%, reduces the casting time of both spells by 0.5 sec, and removes the cooldown from Chain Lightning.

Glyphs

  •  Glyph of Flame Shock: Increases the duration of your Flame Shock by 25%, but reduces the initial damage dealt by 25%.When you Flame Shock deals damage, it heals you for 30% of the damage dealt.
  •  Glyph of Purge: Your Purge dispels 1 additional Magic effect but has a 6 sec cooldown.
  •  Glyph of Shamanistic Rage: Activating your Shamanistic Rage ability also cleanses you of all dispellable harmful Magic effects.

 Warlock

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Spell Changes

  •  Curse of Enfeeblement: Binds the target in demonic energy, reducing physical damage by 20%10% and increasing the casting time of all spells by 50% (25% on player targets) for 30 sec. Less effective on dungeon and raid bosses. Curses A Warlock can only have one Curse active per target.
  •  Fel Armor: Increases your armor by 2603Reduces damage taken by 10%, total health by 10% and the amount of health generated through spells and effects by 10%.
  •  Felhunter: Spell Lock: Grants your Felhunter the ability to cast Spell Lock. Spell LockSpecial Ability40 yd rangeInstant24 seccooldownSilences the enemy for 3 sec. If used on a casting target, it will counter thecooldownCounters an enemy’s spellcast, preventing any spell from that school of magic from being cast for 6 sec.
  •  Soul Leech: Your $?c0[Shadow Bolt, Soul Fire, Fel Flame, Chaos Bolt, Touch of Chaos, Incinerate, Haunt, Drain Soul and Malefic Grasp spells heal][]$?c1[Maleficspells][]$?c1[Malefic Grasp, Drain Soul, Fel Flame or Haunt spell heals][]$?c2[Shadowspell][]$?c2[Shadow Bolt, Soul Fire, Fel Flame and Touch of Chaos spells heal][]$?c3[Incineratespells][]$?c3[Incinerate, Fel Flame and Chaos Bolt spells][] healgrant you and your pet for $?c0[a percentage][]$?c1[20%][]$?c20s1%a shadowy shield that absorbs $?c0[a percentage][]$?c1[20%][]$?c20m1%][] of the damage dealt for 15 sec.
  •  Unstable Affliction: Shadow energy slowly destroys the target, causing 1792 (+ 24% of SpellPower) damage over 14 sec. If the Unstable Affliction is dispelled it will cause (256 ( + 24% of SpellPower) * 78) damage to the dispeller and silence them for 4 sec. This damage always critically strikes.

Talents and Specialization

  •  Blood Fear: Instantly strike fear in the enemy, causing it to flee for up to 20 sec. Replaces Fear.While active, any time an enemy melee attack deals damage to the caster they will become afflicted by Fear. 1 charge. Lasts 1 min.
  •  Burning Rush: Drains 4% of your maximum health per second to increase your movement speed by 50%. During Burning Rush, movement-impairing effects may not reduce you below 100% of normal movement speed. Lasts until cancelled.
  •  Grimoire of Sacrifice: You sacrifice your demon to gain one of its abilities, increase the power of many of your single target spells by $?c0[25% to 50][]$?c1[50][]$?c2[30][]$?c3[25][]%$?c0[20% to 45][]$?c1[45][]$?c2[30][]$?c3[20][]% and regenerate 2% of maximum health every 5 sec. Lasts for 1 hour. Summoning another demon cancels the effect.
  •  Grimoire of Service: Instantly summon a second demon, who fights for 20 sec. The demon will instantly use one of their special abilities when summoned: Grimoire: Imp: Immediately cleanses a hostile magic effect from their master. Grimoire: Voidwalker Immediately taunts their target when summoned. Grimoire: Succubus Immediately seduces their target if it is Humanoid. Grimoire: Felhunter Immediately interrupts their target when summoned.$?c2[ Grimoire: Felguard Immediately stuns their target when summoned.][]
  •  Harvest Life: Drains the life from all enemies within 15 yards of the target, causing 187 (+ 17.5% of SpellPower) + $SP * 0.25) Shadow damage and restoring 3-4.5% of the caster’s total health every 1 sec. Lasts 6 sec. Replaces Drain Life.$?a104315&!a54879[ Generates 10 Demonic Fury per second plus 3 Demonic Fury per second on secondary targets.][]
  •  Sacrificial Pact: Your demon sacrifices half25% of its current health to shield its master for 200%400% of the sacrificed health. Lasts 20 sec. If you have no demon, your health is sacrificed instead. Can be cast while suffering from control impairing effects.
  •  Soul Leech: Your $?c0[Shadow Bolt, Soul Fire, Fel Flame, Chaos Bolt, Touch of Chaos, Incinerate, Haunt, Drain Soul and Malefic Grasp spells heal][]$?c1[Maleficspells][]$?c1[Malefic Grasp, Drain Soul, Fel Flame or Haunt spell heals][]$?c2[Shadowspell][]$?c2[Shadow Bolt, Soul Fire, Fel Flame and Touch of Chaos spells heal][]$?c3[Incineratespells][]$?c3[Incinerate, Fel Flame and Chaos Bolt spells][] healgrant you and your pet for $?c0[a percentage][]$?c1[20%][]$?c20s1%a shadowy shield that absorbs $?c0[a percentage][]$?c1[20%][]$?c20m1%][] of the damage dealt for 15 sec.
  •  Aftermath: Your Rain of Fire does not need to be channeled and has a chance to generate burning embers.
  •  Ember Tap: Heals 15)% of your health.
  •  Mastery: Master Demonologist: Increases the damage done by your demon servants by 0.00%. Increases the damage you deal in caster form by 0.00%. Increases the damage you deal while in Metamorphosis form by 0.00%..
  •  Metamorphosis: Chaos Wave: While using Metamorphosis, your Hand of Gul’dan spell transforms into Chaos Wave. Chaos Wave 40 yd range InstantHurls a wave of chaos to strike the target and all enemies within 6 yards, dealing 1602 (+ 175%1068 (+ 116.7% of SpellPower) Chaos damage and reducing movement speed by 30% for 6 sec.
  •  Metamorphosis: Cursed Auras: While using Metamorphosis, your Curse of the Elements and Curse of Enfeeblement become auras. Aura of the Elements Curses all targets within 20 yards, increasing magic damage taken by 5%. Aura of Enfeeblement Binds all enemies within 20 yards in demonic energy, reducing physical damage by 20%10% and increasing the casting time of all spells by 50%.
  •  Unstable Affliction: Shadow energy slowly destroys the target, causing 1792 (+ 24% of SpellPower) damage over 14 sec. If the Unstable Affliction is dispelled it will cause (256 ( + 24% of SpellPower) * 78) damage to the dispeller and silence them for 4 sec. This damage always critically strikes.

Glyphs

  •  Glyph of Demon Hunting: Requires Demonology. Teaches you the ability Dark Apotheosis. Dark Apotheosis You imbue yourself with demonic energies, reducing physical damage taken by 10.00%, reduces magic damage taken by 15%, and allows the use of various demonic abilities. In addition, Soulshatter becomes Provocation which taunts your target, Twilight Ward becomes Fury Ward which will absorb all schools of damage, and Shadow Bolt becomes Demonic Slash, and Fear becomes Sleep.
  •  Glyph of Drain Life: Increases your maximum Soul Shards by 1. the healing of your Drain Life by 30%.
  •  Glyph of Ember Tap: Increases your maximum Burning Embers by 1.Ember Tap heals you for an additional 5% of your health, but the health is restored over 10 sec.
  •  Glyph of Everlasting Affliction: $?c0[Increases the duration of Unstable Affliction, Corruption, Doom, and Agony][]$?c1[Increases the duration of Unstable Affliction, Corruption and Agony][]$?c2[Increases the duration of Corruption and Doom][]$?c3[Increases the duration of Corruption, Doom, and Agony][] by 50%, and reduces their damage by 20%.
  •  Glyph of Unstable Affliction: When Unstable Affliction is removed, it instantly deals critical damage to both the target and the dispeller, but no longer silences.Reduces the cast time of Unstable Affliction by 25%.

 Warrior

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Spell Changes

  •  Defensive Stance: A tanking combat stance. Decreases damage taken by 25%15%. Significantly increases threat generation. Generates 1 Rage every 3 sec while in combat.
  •  Impending Victory: Instantly attack the target causing 1246 (+ 100% of SpellPower) damage and healing you for 10%15% of your maximum health. Killing an enemy that yields experience or honor resets the cooldown of Impending Victory and causes your next Impending Victory to heal for 20% of your maximum health. Replaces Victory Rush.
  •  Skull Banner: Throw down a war banner at your feet that increases the critical damage of party or raid members within 3040yards of the banner by 20%. Lasts 10 sec. You can Intervene to your war banner.

Talents and Specialization

  •  Impending Victory: Instantly attack the target causing 1246 (+ 100% of SpellPower) damage and healing you for 10%15% of your maximum health. Killing an enemy that yields experience or honor resets the cooldown of Impending Victory and causes your next Impending Victory to heal for 20% of your maximum health. Replaces Victory Rush.
  •  Second Wind: Whenever you are below 35% health, you regenerate 3% health per second. Whenever you are struck by a Stun or Immobilize effect, you generate 2015 Rage over 10 sec.
  •  Shockwave: Sends a wave of force in a frontal cone before you, causing (75 / 100 * AP) damage and stunning all enemy targets within 10 yards for 4 sec. Causing damage to 3 or more targets lowers the cooldown of the next Shockwave by 20 sec.
  •  Storm Bolt: Hurl your weapon at an enemy, causing 100%125% weapon damage and stunning the target for 3 sec. Deals an additional 300%375% weapon damage to targets that are permanently immune to stuns.
  •  Warbringer: Your Charge also knocks a target to the ground, and stunsstunning it for 3 sec and reducing movement speed by 50% for 15 sec.
  •  Bloodsurge: Your Bloodthirst hits have a 101% chance of lowering the global cooldown to 1 sec and reducing the Rage cost by2030 of your next 3 Wild Strikes.
  •  Overpower: Instantly overpower the enemy causing 105% weapon damage. Cannot be blocked, dodged or parried. Overpower has a 60% increased chance to be a critical strike. Only usable after the target dodges.Overpower is activated by Taste for Blood.
  •  Revenge: Instantly attack an enemy and two additional enemies for 3366 to 41128413 to 10281 (+ 100% of SpellPower) damage. A successful dodge or parry will reset the cooldown on Revenge. Generates 15 Rage in Defensive Stance.
  •  Shield Barrier: Raise your shield, absorbing ((max((AP * $STR) * 200180 / 100, $STA * 250 / 100) * $?p123087[1.1][1]) / 3) damage for the next 6 sec. Consumes up to 60 Rage to increase the amount absorbed. Absorption amount increases with attack power.
  •  Slam: Slams the opponent, causing 190%220% weapon damage plus 997.
  •  Titan’s Grip: Allows you to dual-wield a pair of two-handed weapons. Cannot be combined with wielding staves or polearms.
  •  Unwavering Sentinel: Increases your total Stamina by 15%. Reduces the chance you will be critically hit by melee attacks by 6%. Increases your armor value from items by 25%. Increases the damage reduction of Defensive Stance by 10%. Reduces the Rage cost of Thunder Clap by 100%.

Glyphs

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