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Wowhead's Patch 5.4 Guide
来自 Wowhead
[Last Updated]:
2017/05/22
变更日志
补丁:5.4.1
目录
评分:
Patch 5.4 goes live on September 10th and we've got you covered so you can kill Garrosh in the
and get some epics in style! The Alliance and Horde have had enough of Garrosh's poor leadership and are storming the gates of Orgrimmar.
Besides a new 14-boss raid with a new mode of difficulty, Flex Mode, players can explore the
for vanity items and BoA epics. Plus, there's a new PvP season and players can finally finish their legendary questline to get a powerful cape!
We've got summaries of all the new content below, as well as links to blue posts and Wowhead's comprehensive PTR coverage.
Patch Notes and Overview
Players can finally kill Garrosh in the new raid,
.
There are 14 bosses and LFR loot is ilvl 528, Flex 540, Normal 553, and Heroic 566.
Flex mode
is a new raid type, in which players form a raid with 10-25 players and the bosses' health and damage will scale up or down. The difficulty is easier than Normal, but as it's intended to reward players for social interactions instead of randomly queueing, the rewards are better than LFR.
The
is a new zone filled with rare spawns, world bosses, and secret events--plus there's hardly a daily quest in sight. Players can obtain BoA epic tokens and vanity items from participating in this outdoor group content.
On the
, battle pet enthusiasts can participate in the
Celestial Tournament
, a weekly challenge to pit your best pets against Pandaria's toughest pet teams and legendary elite pets for prizes.
Season 14 has begun
for arena and rated battlegrounds. There is new faction-specific Grievous Gladiator's gear, new crafted PvP gear, and mounts and cosmetic armor for dedicated PvPers.
The new
legendary questline reward
for 5.4 is a legendary cape with unique procs and visual effects.
Some
professions are getting major additions
: Blacksmithing, Leatherworking, and Tailoring are getting new PvP and epic BoE recipes, Engineering gets a lot of fun vanity toys, and scribes can make tons of new glyphs.
Proving Grounds
are a new solo scenario where beginner players can learn how to tank, heal, or dps better in a safe environment--or seasoned players can test their skills by queueing up for the most difficult challenges.
Below you'll find Blizzard's latest Patch Notes for 5.4, updated September 9th.
Rygarius
New Raid:
The tensions stoked by Garrosh Hellscream’s arrogance have reached a boiling point with the
devastation unleashed upon the Vale of Eternal Blossoms
. Now it’s time for leaders of the Alliance and Horde to lay siege to Hellscream’s capital and topple the ruthless Warchief once and for all!
contains 14 new encounters across four expansive wings as members of the Horde and Alliance take the war directly to Garrosh’s doorstep.
Learn more about the new encounters in
Patch 5.4 Raid Preview: Siege of Orgrimmar
.
supports the following difficulty modes: Normal, Heroic, Raid Finder, and (new) Flexible Raid.
Information on the availability of each difficulty can be found in the
Siege of Orgrimmar Raid Schedule
.
New Feature: Flexible Raid Difficulty
This is a new raid difficulty designed for pre-made groups of 10 to 25 players or any number in between. This means it's possible to have raids of 15 or 22 players! Difficulty will adjust automatically based on the number of players present with encounters intended to provide a challenge roughly between Raid Finder and Normal difficulty.
Flexible Raid difficulty requires a pre-made group to join but has no minimum item level requirements or role restrictions. Both
BattleTag™
and
Real ID
friends are eligible to participate.
Loot quality will be between Raid Finder and Normal difficulty and awarded through a personal loot system (similar to Raid Finder). Bonus rolls and loot specialization will also be supported.
Player spells with different target limits depending on raid size will gradually increase their limits based on the number of players in Flexible Raid difficulty.
Players will be able to earn raid achievements just like in Normal or Heroic difficulty.
Flexible Raid difficulty has a lockout that is separate from Raid Finder and Normal difficulty.
To learn more about Flexible Raids, please visit our blog titled:
A Raid for All Seasons: Flexible Raid Preview
.
New Area: Timeless Isle
A mysterious island, lost for millennia to the currents of time, has emerged from the mists off the eastern coast of Jade Forest.
Players seeking to explore the Timeless Isle should visit their faction's shrine in the Vale of Eternal Blossoms.
The Timeless Isle is inhabited by all manner of strange and powerful creatures that will test the mettle of solo explorers, but great rewards await the brave and skillful: epic loot, bind-to-account gear,
, pets, mounts, fun toys, and much more.
The Isle is filled with secrets and mysteries, many of which dynamically become available to explorers. Keep an eye on your minimap while on the Isle for information on nearby events!
The Timeless Isle is home to five new world raid bosses! Players may face each of the four Celestials in a trial of combat.
Heroes who have earned the legendary cloak from Wrathion may access the sanctum of the fiery Yaungol demigod
, atop the Timeless Isle.
New Feature: Proving Grounds
Proving Grounds is a new feature where level 90 players can test their mettle and undertake trials designed for Damage, Tank, or Healer roles to test and improve their combat skills in a safe, controlled environment.
To access the Proving Grounds, speak with an NPC in the Temple of the White Tiger in Kun-Lai Summit or a class trainer.
Each trial is available in four separate difficulties: Bronze, Silver, Gold, and Endless. Harder difficulties include more difficult and varied enemies.
Endless mode allows you to test your mettle against increasingly difficult enemies. Compare your best scores to friends and guildmates!
Learn more about this feature in our blog titled
Proving Grounds Preview
.
New Feature: Connected Realms
Connected Realm is a set of two or more standard realms that have been permanently and seamlessly “linked.” Players on the same Connected Realm will be able to trade, send and receive mail, join the same guilds, access a single Auction House, run the same Raids and Dungeons, and join other adventurers to complete quests.
To make Connected Realm feel seamless, player’s home realms won't be indicated in the game world. In certain places, such as chat, the players' home realms will be displayed next to their name.
Learn more about this feature in our
Patch 5.4 Feature Preview: Connected Realms
.
Redesigned Arena System
Players no longer need to create or join an Arena team to compete.
Similar to the Rated Battleground system, players in a party of the appropriate size (cross-realm groups are supported) may queue for an Arena bracket of the same size (2v2, 3v3, or 5v5).
Each player will have a personal rating that increase or decrease based on victories and defeats against other rated opponents. Opponents will be selected based on the average Match Making Rating of the party.
Conquest cap, requirements on gear and enchantments will be based on the player's personal rating.
The Arena ladder will no longer be sorted according to Battlegroup. Just like Rated Battlegrounds and normal Battlegrounds, all Arenas will now be region-wide!
At the end of an Arena season, the top players in a region will still earn titles and mounts.
For more details about the change to Arenas, please see the blog titled:
Patch 5.4 Arena Update
.
The Legendary Quest Continues
Wrathion’s final quests are now available for dedicated heroes who have fought on his behalf throughout the pandaren campaign. He’s waiting at the Tavern in the Mists in the Veiled Stair.
Complete Wrathion’s final tasks on the Timeless Isle and upgrade your celestial cloak to Legendary quality!
Only players equipped with a Legendary cloak can reach the Sanctum of Ordos atop the Timeless Isle. (This privilege extends account-wide.)
Battlefield: Barrens
Vol’jin and his forces move beyond gathering supplies and into a full assault on the Horde capital. As such, the Battlefield: Barrens weekly quest will no longer be available once the invasion on Orgrimmar begins in 5.4.
, the Darkspear Rebellion Quartermaster, will no longer be available.
Latent Kor'kron armor tokens will no longer drop or be available for purchase. Players who still have a
will continue to be able to combine it with existing Latent Kor'kron armor tokens.
and
are now available as a rare drop from Kor’kron, and other associated creatures in Northern Barrens.
Classes
All fear and horrify effects can no longer cause targets under the effects of a movement speed buff to move faster than normal run speed.
All taunt type abilities now increase all threat generated against the target while the taunt is active by 200%.
Vengeance has received several changes.
Characters in a tanking specialization now generates 40% more threat.
Vengeance now grants Attack Power equal to 1.5% of the damage taken, down from 1.8% (The tooltip said 2% but it was actually 1.8%).
Tanks no longer receive Vengeance from many persistent area damage effects (standing in the fire) or from missed attacks (dodging and parrying an attack will continue to work as it has before).
Vengeance gains from being critically hit have been reduced by 50%.
There are now diminishing returns on Vengeance gains while tanking multiple targets. Each additional target grants progressively less Vengeance.
So as not to affect Challenge Mode leader boards, the above Vengeance changes will not apply there. For Challenge Modes, Vengeance will continue to work as it did in patch 5.3.
Area knockback effects now all share a diminishing return category. After a player has been moved by one of these spells, the player will be immune for 10 seconds. This new category applies to:
,
,
,
,
,
, and
.
General
now returns the Death Knight to a location near their original departure point when the spell is cast while in Ebon Hold.
no longer costs Runic Power.
now deals 100% weapon damage (down from 150% weapon damage).
now causes 3% extra weapon damage as Frost damage (up from 2%), and each stack of Frost Vulnerability now causes the target to take an additional 3% damage from the Death Knight's Frost attacks (up from 2%).
Soul Reaper
's initial damage component has been increased by 30%. If the target is below 35% health after 5 seconds the amount of Shadow Damage dealt has been increased by 20%.
now grants a flat 10% Haste to all things, up from Haste for melee (attack speed and Rune regeneration) only. The movement speed buff remains unchanged.
Blood
is a new passive ability learned by Blood Death Knights at level 76. When the Death Knight dodges or parries any attack, they gain 75% of their Parry and Dodge as additional bonus to Critical Strike for 20 seconds.
Glyph of Dancing Rune Weapon no longer costs Runic Power.
no longer reduces the cost of
.
now also has a chance to activate when the Death Knight dodges or parries a melee attack.
Frost
now deals 115% weapons damage (up from 105% weapon damage).
now deals 15% more damage.
now increases all melee attack damage by 30% (up from 20%).
now deals 250% weapon damage (up from 230% weapon damage).
Unholy
now reduces the cooldown of
by 60 seconds.
Ghoul's Leap and Gnaw abilities are no longer on a global cooldown, and no longer cost Energy.
now increases the Death Knight's Strength by 25% (up from 10%).
Talents
has been redesigned. The talent now reduces magic damage taken in the area-of-effect by 40% for 3 seconds, and the ability no longer scales with strength.
had its damage increased by 10%.
now tries to convert 2 fully-depleted runes (up from 1) into a Death Rune based on specialization.
Blood: Restores 1 Frost Rune, 1 Unholy Rune
Frost: 1 Frost Rune, 1 Unholy Rune
Unholy: 1 Blood Rune, 1 Frost Rune
Glyphs
New Major Glyphs
: Makes
treat all targets as if they have been infected with
or
.
: If
expires after its full duration, cooldown for the ability is reduced based on the amount of damage absorbed.
: Haste effect granted by
Soul Reaper
now also increases the Death Knight's movement speed for the duration.
:
now generates additional Runic Power, but the cooldown is increased.
Major Glyphs
now reduces damage dealt by diseases by 15% (down from a 30% reduction).
now reduces the cooldown of
by 1 second, and raises its cost by 10 Runic Power (down from 2 seconds and 20 Runic Power).
now causes
to cost 30 Runic Power (down from 40).
now reduces movement speed by 70% instead of freezing the Death Knight in place.
New Minor Glyphs
: The
ability now lasts for 1 hour.
: The Death Knight's
spell now summons a Skeleton instead of a Ghoul.
Bug Fix
Fixed a bug that caused
and
to incorrectly increase activation rates of some trinkets and effects.
General
now increases Stamina contribution from cloth and leather items by 40% (up from 20%).
no longer has a 20-second cooldown for Feral Druids.
now has a duration of 20 seconds while in PvP combat (down from 40 seconds).
now restores mana based on the Druid’s Spirit.
Teleport: Moonglade now returns the Druid to a location near their original departure point when the spell is cast while in the Moonglade area.
Wild Mushroom for Restoration Druids now summons a single mushroom at the friendly target’s location. If the mushroom is recast, the mushroom moves to the new location and retains its accumulated bonus healing.
A single mushroom now heals for as much as what 3 mushrooms combined healed for previously.
The amount of healing stored on a Wild Mushroom is now reduced by Battle Fatigue.
and
now have a shared 3-second cooldown.
now deals 10% more damage, but has its mana cost increased by 50%.
Balance
now energizes the Druid for 50% of their maximum mana when triggered, up from 35%.
now increases the Druid's armor by 60%, but no longer reduces all damage taken by 15%.
now has a reduced chance to activate for each additional target affected by the same spell (
and
are tracked separately).
now deals 10% more damage.
now deals 10% more damage, but has its mana cost increased by 50%.
has its mana cost increased by 50%.
Feral
no longer has a chance to make
instant, free, and castable in all forms.
Restoration
is a new Restoration spell learned at level 88.
targets all party or raid members within 60 yards and accelerates the casting Druid's
effects, causing them to heal and expire at 400% of the normal rate. Costs the same amount of mana to cast as
.
effects can now stack, up to 50% of the casting Druid's maximum health and will no longer be consumed if the target is already at full health.
's area-of-effect healing effect is now called
.
is no longer capable of critical strikes, and accumulates overhealing done by
by 100%, down from 150%. Overhealing bonus no longer benefits from
or
.
Talents
now defaults to generating Lunar energy towards a Lunar Eclipse when used after being resurrected or zoning into a new area (used to default to generating Solar energy).
has been completely redesigned to reduce complexity and increase usability, but maintain the spirit of the effects. Benefits now varies by specialization.
Balance: Increases the amount healed by
by 20%. Casting
increases the damage bonus of the Druid's next
by 25%.
Feral: Increases the amount healed by
by 20%. Casting
increases the damage for the Druid's next two melee abilities by 30%.
Guardian: Increases the amount healed by
by 20%. Increases the critical strike chance of Mangle (Bear) by 10% and critical strikes of Mangle (Bear) have a 40% chance
or
instant, free, and castable in all forms. Instant cast version of
now benefits from Attack Power instead of Spell Power.
Restoration: Causes
to deal 20% more damage and heals a nearby friendly target for 100% of the damage done.
Feral: Treant summoned by the Feral version of this talent now deals less melee damage, but will cast Rake and Entangling Roots instead of Bash.
Guardian: Guardian Druids now gain
when their Treant takes damage.
when activated, now also provides a 25% bonus to healing for Restoration Druids.
no longer has a limit on the number of targets that could be affected, up from 5.
is no longer a talent, and is now an ability learned by Balance and Restoration Druids at level 30.
New talent:
.
replaces Nature's Swiftness, and heals the Druid for 5% of their maximum health every 5 seconds. If the Druid is at full health, it will heal the most injured friendly target nearby instead.
when activated, now increases all damage and healing done by 12% (up from 10%), and causes single-target healing spells to trigger an additional heal on a nearby ally for 25% of the amount healed. This is in addition to the existing effect where it damages a nearby enemy target for 25% of the healing done.
has been partially redesigned to make it more attractive to Balance, Guardian, and Restoration Druids.
Balance:
,
, and
casts have a 8% chance to cause the next
to grant 100 Lunar Power or Solar Power instead of activating the next Eclipse.
Guardian: Increases Rage generation from Mangle (Bear) by 30% instead of an additional 3 Rage, and this talent now also applies to the Rage generated by Mangle (Bear) when it triggers Primal Fury.
Restoration: Now causes the Druid to gain 100% haste (up from 75%) on their next spell after casting
.
Glyphs
Major Glyphs
will now cause
to interrupt when used on targets that are immune to silence effects.
now causes
to heal the Druid for 2% of their maximum health for each 10 Energy used (up from 1%).
now increases
's cost to 50 Rage (down from increasing Rage cost to 60).
now causes Innervate to give both the Druid and the target 60% of the normal effect of the spell if it's cast on a target other than the Druid.
Glyph of Lifebloom's effect is now baseline and has been replaced with
.
increases the healing done by
by 20%, causes the
healing effect to be triggered by Wild Mushroom instead of
, and lasts as long as the Wild Mushroom is active.
now reduces the mana cost of all shapeshifts by 100% (up from 90%).
now reduces the cooldown of
by 45 seconds (up from 30 seconds).
now increases the range of
by 8 yards (up from 3 yards).
now increases the duration of
's interrupt by 2 seconds, and increasing the cooldown by 5 seconds (down from a 4 second interrupt and 10 second increase to cooldown).
Glyph of the Moonbeast's effect is now baseline and has been replaced with
.
causes
to only hit targets affected by the Druid's
or
.
New Minor Glyphs
: Grants the Druid the ability to teleport to a random natural location.
: Allows the Wild Mushroom spell to be placed on the ground instead of underneath a target.
General
The following Hunter pet abilities no longer cost Focus to use:
, Dive, and
now deals 125% ranged weapon damage (up from 100%) and had its damage and focus cost increased by 50%.
is now a baseline interrupt ability learned by all Hunters at level 22.
now has a 3-minute cooldown (up from 2 minutes) but has 2 charges.
now has a cooldown of 20 seconds (down from 25 seconds).
had its overall damage decreased by 30%. Proportionately, more damage has been removed from the initial damage than the periodic effect.
now has a duration of 20 seconds while in PvP combat (down from 30 seconds).
Readiness has been removed.
no longer requires the Hunter to have line-of-sight to their pet.
damage dealt by pets when the ability is used outside of an Arena or Battleground is no longer reduced by 75%
Beast Mastery
's range has been increased to 10 yards (up from 8 yards).
damage has been increased by 34%.
Marksman
now deals 450% ranged weapon damage (up from 350%).
is no longer a Marksman Hunter ability and is once again a talent.
Survival
damage has been increased by 27%.
no longer shares a cooldown with
but can no longer activate
.
Talents
now deals 40% more damage.
now reduces all damage taken by 10%, down from 15%.
no longer initiates auto-attack.
Lynx Rush's damage has been increased by 30%.
's root effect is now a nature spell (was a physical spell).
is no longer a talent and is now an ability that replaces Counter Shot for Marksman Hunters.
now regenerates 3% of total health every 2 seconds while the Hunter's pet is active (up from 2%).
now has a range of 40 yards (up from 35 yards).
Glyphs
New Major Glyphs
: Reduces the range of
to 7 yards.
:
also reduces spell damage taken by 10%
Major Glyphs
now has a 100% chance of cleansing 1 Curse, Disease, Magic or Poison effect from the Hunter's pet on each tick (up from 50% chance).
now speeds up the periodic effect of
to restore health to the pet every 1 second doubling the total amount healed over 10 seconds.
now increases the ranged critical strike chance against targets affected by the Hunter's
by 100% (up from 20% chance).
General
damage has been increased by 43%.
Fire
on targets affected by the Mage's Ignite now deals additional damage equal to 20% of Ignite's damage per tick (down from 50%).
Frost
Mastery: Frostburn has been replaced by
. When the Mage damages an enemy with their
and
(16% + 2% per Mastery) of the damage done is stored as an Icicle for 15 seconds.
also increases the Water Elemental’s Water Bolt damage by (16% + 2% per Mastery). Up to 5 Icicles can be stored at once. Casting
launches all stored Icicles at the target.
now deals 10% less damage and no longer increases the damage of any spells. The damage for those spells have been increased instead.
Water Elemental
damage has been increased by 25%.
Talents
now deals 70% damage to players (up from 60%).
now has 3 charges (up from 2 charges), and has a 20-second cooldown (down from 45 seconds).
now deals 85% damage to players (up from 70%).
now deals 85% damage to players (up from 70%).
now has an increased effective range. The Mage can remain up to 8 yards away from their
and still receive benefits to mana regeneration and spell damage (up from 3 yards).
now also reduces damage taken by 15% while active in addition to existing effects.
Glyphs
Major Glyphs
now increases distance travelled with the
spell by 8 yards (up from 5 yards).
Glyph of Ice Lance has been renamed to Glyph of Splitting Ice.
Glyph of Splitting Ice causes Ice Lance and Icicles to hit 1 additional target for 50% damage.
Glyph of Invisibility has been replaced with
.
gives
two charges, gaining a charge every 15 seconds, but no longer frees the Mage from stuns and bonds.
now increases the damage dealt by 15% after successfully removing a curse (up from 10%).
now heals the Mage for 5% of their maximum health after successfully stealing a spell (up from 3%).
New Minor Glyphs
: Increases the size of the Mage's Water Elemental.
: Reduces the size of the Mage's Water Elemental.
: The Mage's Water Elemental is replaced by an Unbound Water Elemental.
General
now functions like a smart heal, healing the 6 most injured friendly targets within range, and minor guardians are no longer targeted (Wild Imps, Bloodworms, Snakes from Snake Traps, etc.). There has been no change to the total amount of healing granted by the ability.
Brewmaster
now deals 18% less damage.
Mistweaver
is now consumed at an increased rate of 1 stack per 0.5 seconds (up from 1 stack per 1 second).
's healing has been reduced by 30%.
Windwalker
has been redesigned. Bottled Fury now gives a chance to generate an additional charge of
when the Monk gains one normally.
now deals 70% damage (up from 60%) with one Spirit summoned and 55% (up from 45%) with two Spirits summoned.
received an adjustment.
It now increases amage by 6% per stack, (up from 1% per stack) but is no longer increased by Mastery.
A charge of
is gained for each 4 Chi consumed through use of abilities and attacks (up from a charge for each 3 Chi consumed).
Talents
now restores 2 Chi, has a 45-second cooldown (down from 1.5 minutes), and generate stacks of Brew/Teas based on the Monk's specialization.
Brewmaster: 5 stacks of
Mistweaver: 2 stacks of
Windwalker: 2 stacks of
no longer requires a target. It now travels as a 40-yard line in front of the Monk.
will no longer activate if the Monk is already at full health, and activate automatically when the Monk has less than 35% of their maximum health.
now has a pet control bar for Xuen, and the talent is no longer on global cooldown for all Monk specializations.
Brewmaster Monks now gain
when Xuen takes damage.
will now activate from the following Chi generating abilities; Jab,
,
(when it hits at least 3 targets),
, and
.
has a new visual effect that properly depicts its area-of-effect, and now disarms both enemies and those attacking allies within the
's area-of-effect for 4 seconds (up from 3 seconds); the silence effect for casting spells remains unchanged at 3 seconds.
has been redesigned and replaces
.
: The Monk summons a whirling tornado around them, dealing damage to nearby enemies (heals nearby allies for Mistweavers).
has the same costs, Chi generation, and periodic rate as
, but, deals 80% of the periodic damage or healing, lasts 6 seconds, is instant, and not channeled.
now deals 15% more healing and damage.
Glyphs
Major Glyph
now increases the chance to summon a
by 100% (up from 25% chance).
Glyph of Crackling Jade Lightning has been replaced with
.
causes
to heal the Monk when it clears a root, stun, fear, or horror effect.
Glyph of
has been replaced with
.
makes the next Roll or
go farther after using a Roll or
.
Glyph of Retreat has been replaced with
.
causes a healing sphere to be summoned near the Monk at no cost when their health falls below 25%. This effect cannot occur more than once every 30 seconds.
Glyph of Stoneskin has been replaced with
.
causes
to heal the target when it successfully removes a harmful effect.
now causes
to heal for 50% as much when used on other targets.
now reduces the cooldown of
by 5 seconds (used to increase the range by 10 yards).
Glyph of Uplift has been replaced by
.
allows
to be used on other players.
Bug Fix
Fixed a bug that caused the damage of some abilities for Brewmasters with
to scale incorrectly.
General
now also affects the cooldown of
.
no longer has a chance to restore mana on attacks.
now has a 15-second cooldown.
Holy
no longer activates from periodic healing effects.
no longer reduces the amount of healing done, and now restores mana based on the Paladin’s Spirit.
(Holy) now has a cooldown of 3 minutes (down from 5 minutes), and summons a guardian that heals the ally that the Paladin healed for 100% (up from 10%) of the amount healed, but no longer heals nearby friendly targets.
now increases the effectiveness of
,
, and
by 50%. Effectiveness of other heals are still increased by 25%.
now functions like a smart heal, healing the 6 most injured friendly targets within range, and minor guardians are no longer targeted (Wild Imps, Bloodworms, Snakes from Snake Traps, etc.). There has been no change to the total amount of healing granted by the ability.
's mana cost has been reduced by 50%.
Judgment for Holy Paladins now costs 12% of base mana to cast (up from 5% of base mana).
Protection
now applies a Weakened Blows effect to the target for Protection Paladins.
no longer has a chance to activate from
and
, but now has a 30% chance to activate when dodging or parrying a melee attack (up from 12%).
now restores 15% of the Paladin's maximum mana every 2 seconds (up from 6%).
Retribution
Guardian of the Ancient Kings (Retribution version) now has a reduced cooldown of 3 minutes, down from 5 minutes, and the maximum number of stacks has been reduced to 12.
Inquisition now lasts 20 seconds per charge of Holy Power consumed, up from 10 seconds.
Talents
Burden of Guilt has been replaced with a new talent called
.
New Talent:
.
allows the Paladin to use
on players and beasts.
's periodic heal-over-time effect now heals for 40% more.
will now immediately damage the target for 5 times the amount of damage that had been dealt by
most recent periodic effect when dispelled.
will now immediately heal the target for 5 times the amount of healing that had been dealt by
's most recent periodic effect when dispelled.
now reduces damage taken from harmful periodic effects by 80% (up from 70%) and reduces damage taken from harmful periodic effects that cannot be prevented by immunities by 40% (up from 0%).
now functions like a smart heal, healing the 6 most injured friendly targets within range, and minor guardians are no longer targeted (Wild Imps, Bloodworms, Snakes from Snake Traps, etc.). There has been no change to the total amount of healing granted by the ability.
:
Holy:
now applies its damage absorption shield immediately, can be active on more than one target at a time, but the talent now costs mana and has 3 charges with a 10-second recharge.
Protection: Sacred Shield is 30% less effective.
Holy: Sanctified Wrath now also increases the critical strike chance of
by 20%.
Protection: Sanctified Wrath now causes
to generate 2 Holy Power instead of 1 while
is active.
in addition to its current effects, now also causes
to generate a charge of Holy Power for Holy Paladins. Stacks of
now reduce the cast time, mana cost, and improve the effectiveness of
,
, and
.
will now apply
's bonus to healing to the casting Paladin as well as other targets and consume all stacks of
in the process.
has been simplified. It now reduces the cooldown on
,
, and
by 50%.
Glyphs
New Major Glyphs
: Removing harmful effects with
heals the Paladin for each effect removed. This heal cannot exceed a percentage of the Paladin's maximum health.
:
no longer transfers damage taken by the target to the Paladin.
Major Glyphs
now causes
to reduce the cast time of the next
by 0.5 seconds, and the effect can stack up to 3 times.
now reduces the amount of mana restored and cooldown of
by 50%.
now also allows
to stun Aberrations.
now increases the instant damage done by
40% (up from 30%).
has been redesigned. The glyph now increases the duration of Inquisition by 30 seconds (up to a maximum of 2 minutes) each time the Paladin lands a killing blow on targets that yield experience or honor.
Glyph of Rebuke has been replaced with
.
causes
to no longer affect party or raid members, but the cooldown is reduced.
now increases damage for the next
by 10% per stack (down from 20% per stack).
has been redesigned. The glyph now causes
to no longer heal the Paladin. Instead, a nearby raid or party member will receive healing for 30% of the amount the Paladin would have received from Seal of Insight.
has been replaced with Glyph of Burden of Guilt:
causes
to reduce the target's movement speed by 50% for 2 seconds.
New Minor Glyphs
:
will now appear to remove the evil from its target.
: Critical heals on other players display a small pillar of light at their location briefly.
General
now prefers to target healers when it grants mana. Healers will always be picked before non-healers, regardless of how much mana they have.
no longer has a facing requirement.
now deals 15% more damage.
now deals 25% more damage.
Discipline
can no longer be dispelled.
now energizes the Priest for 100% of the mana cost of
/ When the shield is fully consumed or is dispelled (used to energize the Priest with mana equal to 150% of their spirit). This is the modified mana cost for
, after being reduced by Rapture’s passive effect.
duration has been reduced to 10 seconds (down from 15 seconds), and the damage absorption shield's effectiveness can now be reduced through Battle Fatigue.
Holy
mana cost reduced to 3.8% (down from 6.3%), and now functions like a smart heal, healing the 6 most injured friendly targets within range, and minor guardians are no longer targeted (Wild Imps, Bloodworms, Snakes from Snake Traps, etc.). There has been no change to the total amount of healing granted by the ability.
Lightspring is now baseline for all Holy Priests and the ability has been renamed to
.
's mana cost reduction has been increased to 20% per stack (up from 10% per stack), and no longer displays a spell effect when in the UI when it's active.
Shadow
now increases the Priest's armor by 60%, but no longer reduces all damage taken by 15%.
now creates a shadowy version of the Priest that floats towards the target and deals damage. The apparitions are now treated as a missile, and is no longer an attackable creature.
now deals 20% more damage.
Talents
now increases allies' movement speed by 80%, up from 60%, and feathers placed in the world have a duration of 10 minutes (up from 5 minutes).
's effect can now bounce up to 4 times (up from 3), and its effect should no longer bounce between minor guardians (Wild Imps, Bloodworms, Snakes from Snake Traps, etc.).
for Discipline Priests now has a 100% chance to activate its effect after using
, up from 40% and now displays an effect in the UI when it's active.
’s healing is no longer affecting by diminishing returns when used on multiple targets.
Discipline, Holy: Now also has a chance to activate its effect on cast for these following spells;
,
,
, and
.
Shadow: Now has a 20% chance to activate its effect for Shadow Priests (up from a 15% chance).
’s healing is no longer affecting by diminishing returns when used on multiple targets.
now deals 10% more damage, and mana return has been increased by 20%.
no longer benefits from Haste and its health has been reduced by 75%, but fixed a bug where
wasn't being affected by base Resilience.
's damage and healing threshold to activate has been increased to 35% (up from 20%).
Glyphs
Major Glyphs
Glyph of Dark Binding's effect is now baseline and has been replaced with
.
causes
to only bounce between the target and the caster.
now reduces the cooldown on
without reducing its duration.
Glyph of Lightspring has been renamed to
.
causes
to heal for 50% more, but no longer automatically heal targets. Allies can click on the
to heal.
Glyph of Lightwell has been renamed to
.
increases the number of charges on
by 2.
now causes
to heal the target for 5% of their maximum health after successfully dispelling a magical effect or disease (up from 3%).
now causes
to reflect 70% of the damage absorbed (up from 45%).
New Minor Glyphs
causes the Priest's healing spells to momentarily grant angelic wings.
: A spirit appears above the Priest while channeling Hymns.
:
causes the Priest and their target to exchange appearances for several seconds.
Transforms the Priest's
and
into a Sha Beast.
Class Armor
Discipline/Holy PvP 2-piece set bonus' (4-piece set bonus pre-Season 12)
effect can no longer be dispeled.
Shadow PvP 4-piece set bonus is no longer an area-of-effect and only affects the character that dispels
.
Bug Fix
Fixed an issue where
was not increasing the critical effect chance of
,
, and
.
General
Ambush damage has been increased by 12%.
now increases dodge chance by 100% (was 50%), cooldown has been reduced to 2 minutes (down from 3 minutes), and duration has been reduced to 10 seconds (down from 15 seconds).
now deals 10% less damage.
damage has been increased by 25%.
now restores 4% of maximum health every 3 seconds, up from 3%.
deals an increased 240% of weapon damage (up from 145%), but now costs 50 Energy (up from 40 Energy).
Assassination
Assassination Rogues should no longer be eligible for any other weapon types except daggers in situations where loot is automatically awarded(Raid Finder, Bonus Rolls, Heroic/Normal Scenarios, and the upcoming Flexible Raid difficulty.)
now deals 645% weapon damage (up from 460%).
now deals 280% weapon damage (up from 200%).
Combat
New passive ability,
: This passive ability is learned by Combat Rogues at Level 32. The Rogue gains a 20% chance per combo point (100% chance at 5 combo points) to immediately regain 1 combo point while performing a finishing move.
targeting has been changed. If
is not active,
will now hit the Rogue's target 7 times or pick the closest eligible target if none had been selected.
will continue to work as it has while
is active.
now deals 160% weapons damage (up from 125%).
now increases Attack Power by 40% (up from 30%).
Subtlety
now deals 380% weapon damage (up from 275%).
now deals 160% weapons damage (up from 140%); 232% weapons damage if a dagger is equipped (up from 203% for daggers).
now increases damage against targets with bleed effects by 25% (up from 20%).
Talents
's cost has been reduced to 15 Energy (down from 30 Energy).
now reduces damage taken by 85% after activating (up from 80%).
now allows the Rogue to use
,
, and
from 40 yards away (up from 30 yards).
now increases damage dealt by abilities while stealthed by 50%, up from 25%.
now stuns the target at 4 applications of the poison (down from 5 applications).
now has a reduced cooldown of 20 seconds (down from 24 seconds).
Glyphs
Major Glyphs
Glyph of Adrenaline Rush's effect is now baseline and has been replaced with
.
now reduces the cooldown of Redirect by 50 seconds (down from Redirect no longer has a cooldown).
now only removes damage-over-time effects that would cause
to break. For Rogues that also have the
talent, this means
will no longer remove the Rogue’s poison or bleed effects.
Glyph of Crippling Poison has been replaced with
.
now causes
to also damage the armor of its victims, applying 1 application of the Weakened Armor effect to each target.
Glyph of Debilitation has been replaced with
.
increases the healing received by the Rogue while
is active.
now increases the healing of
by an additional 1% (up from 0.5%).
Glyph of Sap has been replaced with
.
causes
ability to also increase damage done to targets affected by
.
now reduces the cooldown of Shiv by 3 seconds (was 2 seconds).
New Minor Glyphs
:
now summons a decoy at the target location.
:
and
abilities will now throw axes regardless of the Rogue's currently equipped weapon.
Class Armor
Rogue Tier-15 4-piece set bonus (
) now causes
to reduce the cost of all abilities by 15% (down from 40%).
Bug Fix
Fixed an issue where certain conditions can cause
to not deal damage to additional nearby opponents.
General
's effectiveness will no longer decrease with each jump (up from a 30% reduction to healing with each jump).
's summoned Greater Earth Elemental will no longer taunt off players that are in a tanking specialization.
Fire Elemental Totem's summoned Greater Fire Elemental now deals 10% less damage.
's healing has been reduced by 30%, and the area-of-effect has been increased to 12 yards (up from 10 yards). In addition,
now functions like a smart heal, healing the 6 most injured friendly targets within range, and minor guardians are no longer targeted (Wild Imps, Bloodworms, Snakes from Snake Traps, etc.). There has been no change to the total amount of healing granted by the ability.
Enhancement
damage has been increased by 83%.
's debuff now also affects
, but now deals 380% weapon damage (down from 450% weapon damage).
Restoration
now increases the healing done by
by 100% in addition to the ability's current effects.
now has a duration of 30 seconds (up from 15 seconds).
's mana cost has been reduced by 25%.
Talents
now has a cooldown of 90 seconds, down from 120 seconds.
has been redesigned.
Healing an ally with
,
,
, or
, increases the duration of
by 4 seconds.
Damaging an enemy with
,
,
, or
increases the duration of
by 4 seconds.
can increase the duration of
up to a maximum of 40 seconds.
' spell duplication effect can no longer occur more than once every 4 seconds when used on friendly or hostile players and player pets or guardians.
is no longer a talent and is a baseline ability for all Shamans. Additionally, this totem will now heal 12 raid members (up from 5) when used in a 25-player instance.
New Talent:
.
replaces Healing Tide Totem talent, increases healing done by
by 100%, and causes the totem to heal 2 targets at once.
's initial damage absorption shield now absorbs an additional 33% in damage.
Totemic Restoration has been replaced with a new talent,
.
New talent:
. Summoning a second totem of the same element no longer causes the first totem to be destroyed. Only one non-Fire totem can benefit from this effect at a time.
effect now applies to the Shaman, not the target.
effect now increases
damage by 30%, up from 20%.
Glyphs
New Major Glyphs
:
now has a chance to add a charge to the Shaman's active
. This cannot cause
to exceed 9 charges.
: Successfully Purging a target now grants a stack of
.
Major Glyphs
now increases the cooldown on
by 2 seconds, down from a 4 second increase.
now heals the target for 5% of the Shaman's maximum health (up from 4%).
now reduces the cooldown and duration for
by 50%, up from 40%.
now reduces the cooldown of
by 2 seconds.
now increases the cooldown of
after reflecting a harmful spell by 20 seconds (down from a 35-second cooldown increase).
no longer increases the healing of
.
reduces the initial direct healing of
by 75%, down from a 90% reduction to healing.
New Minor Glyphs
:
now takes the Shaman to their capital's Earthshrine.
:
now transforms enemies into a Compy.
: Summons a random Fire, Water, or Nature familiar. Familiars of different types have a tendency to fight each other.
: The Shaman's
now resembles Vol'jin's Serpent Ward.
: Resurrecting someone with
causes a ghostly ancestor to follow them around for a short time.
: Allows the Shaman to summon a rain storm of frogs at a targeted location.
: Spirit Wolves are replaced with Spirit Raptors.
:
can be now be used while the Shaman is a ghost.
Class Armor
Elemental Shaman 2-piece PvP set bonus (
) has been changed. It now allows
to be triggered once every 1.5 seconds instead of once every 3 seconds.
Enhancement Shaman 4-piece PvP set bonus (
) now causes the Shaman's
to also reduce the target's movement speed for 3 seconds.
General
damage has been increased by 10%.
s are no longer attackable once more and no longer temporarily removes threat from the user. The debuff from using a
has been increased to 60 seconds (up from 15 seconds).
no longer reduces all damage taken by 10%.
now deals 13% more damage, costs 2% less mana, and no longer increases the duration of damage-over-time spells.
damage has been increased by 10%.
now has a reduced chance to generate Burning Embers.
now infuses additional spells with fel magic (green fire effect).
Summon
, Summon
,
,
,
, and
.
Affliction
damage has been increased by 16%.
no longer energizes Soul Shards from the pets and guardians of players and now deals 34% less damage. If other periodic Affliction damage effects are triggered by
, they now deal 60% of their normal damage (down from 100%).
now deals 50% more damage, and increases damage done by all of the Warlock's damage-over-time spells against the target by 40%.
now deals 34% less damage, and causes all of of the Warlock's other periodic Affliction damage effects to instantly deal 30% of their normal periodic damage (down from 50%).
now gives
a 10% increased chance to generate a Soul Shard (up from a 5% chance), but the increased chance only works on the most recently applied
.
no longer does any damage, and now copies damage-over-time effects instead of just moving them without needing a glyph. Copied effects now once again preserve their power and duration. Duration has been reduced to 3 seconds (down from 20 seconds).
damage has been increased by 21%.
Demonology
now increases the effects of
by an additional 30%.
's damage has been reduced by 20%.
's damage has been reduced by 20%.
Destruction
's damage has been increased by 15%.
's damage has been increased by 10%.
Talents
Archimonde's
has been redesigned and renamed into
.
gives the Warlock's Dark Soul spell two charges.
no longer affects Drain Life.
For Affliction Warlocks,
now increases the power of various single target spells by 20% (down from 30%).
no longer replaces
.
is now a passive talent that increases
's damage by 50%, and healing by 150%. The talent no longer turns the ability into an area-of-effect spell.
is no longer a talent and is now a baseline skill for all Warlocks.
is a new talent replacing
. The Warlock sends out a cone of Shadow damage, snaring targets, has a 20-second cooldown.
no longer reduces movement speed, and will now allow the Warlock to cast
,
, and
while moving.
is no longer a passive ability.
now has a duration of 10 seconds with a 60 second cooldown, and increases the area of area-of-effect by 500% and increases damage by 100% for
,
,
, and
.
can now also activate from
, and caps out at 15% of the Warlock and their pet's maximum health (down from 100%).
now transfers 20% of damage taken by the Warlock to their pet, and 3% of all damage dealt by the Warlock will be returned as healing for the Warlock and their pet. This ability is always active while the Warlock's pet is active.
Glyphs
Major Glyphs
Glyph of Dark Soul has been replaced by
.
causes
to hit 2 additional nearby targets.
Glyph of Everlasting Affliction has been replaced by
.
: Changes
into a passive ability that provides a constant 10% reduction to damage taken.
no longer causes
to have a cooldown.
now summons 4 Wild Imps (down from 5 Wild Imps).
Glyph of Shadowflame has been replaced with
.
reduces the damage reduction of
by 20%, and the cooldown is reduced by 60 seconds.
Glyph of Soul Swap has been replaced with Glyph of Havoc.
:
gains 3 additional charges, but the cooldown is increased by 35 seconds.
Class Armor
Warlock Tier-14 4-piece set bonus (
) now reduces the cooldown of
by 20 seconds.
Warlock PvP 4-piece set bonus (
) now reduces duration of the debuff from using a Demonic Gateway by 15 seconds.
Bug Fix
Fixed an issue where
was not working properly while Metamorphosis was active.
General
Battle, Berserker and Defensive Stance now have a 1.5-second cooldown (down from 3 seconds).
now also increases the damage of
by 50%.
damage has been increased by 65%.
now also triggers on critical hits from
and
.
is no longer on a global cooldown.
now also breaks roots and snares when used.
no longer costs rage.
no longer requires a shield. If the Warrior does not have a shield equipped, it will show a visual of an equipped shield.
no longer requires a shield. If the Warrior does not have a shield equipped, it will show a visual of an equipped shield.
Arms
Mortal Strike now deals 215% of weapon damage (up from 175%).
now also reduces the cost of
by 10 Rage.
now deals 25% more damage, but the Rage cost has been increased by 25% as well. While
is active, Slam will deal 35% of damage dealt against the primary target to all other enemies within 2 yards, and targets affected by
receives 10% more damage.
Fury
now works with polearms.
Protection
now generates 20 Rage (up from 15 Rage).
is a new passive ability learned by Protection Warriors at level 76. When the Warrior dodges or parries any attack, they gain 75% of their Parry and Dodge as an additional bonus to Critical Strike for 20 seconds.
now activates from critical hits with
instead of a flat 20% chance, and the ability will make the next
or
be a critical hit in addition to costing no Rage.
Talents
's cooldown has decreased to 60 seconds (down from 1.5 minutes).
Arms: Bladestorm now deals 180% of weapon damage (up from 120%).
Protection: Bladestorm now deals 160% of weapon damage (down from 240%).
's snare and bleed effects are now two separate debuffs. Clearing one of the effects will no longer remove the other.
now instantly heals the warrior for 10% of their total health (up from 5%), and an additional 10% over 5 seconds (up from 5%).
now heals the Warrior for 20% of their maximum health at all times (up from 15% on attack and 20% on kills that yield experience or honor).
now has a duration of 4 seconds (up from 3 seconds), and has an off-hand attack for Fury Warriors.
no longer transfers damage to the Warrior. The talent now reduces amount of damage the target takes by 30% for 12 seconds.
now roots the target for 4 seconds instead of stunning them for 3 seconds. The 50% reduction to movement speed snare effect for 8 seconds remains unchanged.
will now cause
to root an additional 2 nearby targets.
Glyphs
New Major Glyphs
: Killing an enemy with
grants Rage.
:
now leaves an axe in the target, which can be retrieved by moving within 5 yards of the target to finish the cooldown of
. This effect will only occur when
is cast from more than 10 yards away from the target.
New Minor Glyphs
:
gives additional Rage over time, but for that time the Warrior no longer generates Rage from auto-attacks.
: Removes the threat generation bonus from
.
: Shout abilities cause the appearance of the Warrior's weapon to change to that of a random weapon from their primary bag for a short time.
Bug Fix
Intervene should no longer incorrectly trigger a cooldown when there isn't an allied target for the Warrior to intervene to.
Quests
Wrathion's Legendary Questline
All bosses in
now have a chance to drop a
or
in addition to their normal loot for players on the appropriate step in the legendary questline. Players should no longer be receiving excess
or
.
The first eight bosses in
have a chance to drop a
,
,
, or
in addition to their normal loot for players on the appropriate step in the legendary questline.
: Fixed an issue where players may sometimes not receive credit for defeating Hei Feng.
Creatures
Bonus Roll change: Players that don’t have a coin or elect to not use a Bonus Roll when defeating one of the world bosses (
,
,
, and
) can come back later that same week to use the Bonus Roll. The limit has not changed and remains one attempt and one bonus roll per boss, per week.
H.A.R.V.E.Y. and D.E.N.T. have returned to their posts. The mechanical auctioneers will once again allow Engineers to access the auction house from the Shrine of Seven Stars and Shrine of Two Moons respectively.
now drops trivial items and can no longer be pickpocketed.
now drops trivial items and can no longer be pickpocketed.
Brawler's Guild
Fixed an issue where Mingus Diggs was not resetting properly between fights.
Pet Battles
Pet Battle General
A new pet battle tournament is available on the Timeless Isle, more details coming soon!
Round timers in PvP Pet Battles will now get progressively shorter for a player who takes more than 15 seconds to issue a command during their turn.
Players are now able to trade in any 3 of the same family specific Flawless Battle-Stones for a single
.
Viewable pet battles will now display working health bars.
Battle Pet levels are now only shown on the map if you are tracking Battle Pets.
Aquatic type's passive effect now reduces damage from damage-over-time effects by 50%, up from 25%.
Critter type's passive effect now makes critters immune to roots, stuns, and sleep effects.
Dragonkin type's passive effect now activates after an attack brings a target's to below 50% health, up from 25%.
Elemental type's passive effect now only affects negative direct effects of weather. (E.g. Sandstorm's accuracy reduction won't be applied, but the damage reduction will.)
Magic type's passive effect now caps damage taken at 35% of maximum health, up from 40%.
Battle Pet Training cost and the price of pets sold by Battle Pet Trainers have been greatly reduced.
Battle Pets
Any Battle Pet that could be awarded from a
boss on Raid Finder difficulty can now be won from a bonus roll, in addition to the standard bonus roll reward.
: Several abilities have swapped positions.
: Several abilities have swapped positions.
: The
ability has been replaced with
.
Battle Pet Abilities
Battle Pet abilities with a component that increases in damage every time it hits will no longer reset when an opponent's pet gets swapped. (
,
, etc.)
Accuracy now affects the entire team.
's duration has been reduced to 5 rounds (down from 9 rounds), and cooldown has been increased to 5 rounds (up from 3 rounds).
Dark Simulacrum has been replaced with a new ability,
.
deals Undead damage and temporarily turns the enemy pet's type into Undead.
cooldown increased to 4 rounds (up from 3 rounds), damage has been reduced by 50%, and hit chance has been reduced to match similar abilities.
damage has been reduced by 33%.
's duration has been reduced to 5 rounds (down from 9 rounds), and cooldown has been increased to 5 rounds (up from 3 rounds).
damage has been reduced by 33%.
damage has been reduced by 11.5% and now has a 1-round cooldown.
now displays the correct amount of damage reduction.
Raids, Dungeons, and Scenarios
Raids
The chance for awarding loot from kills or bonus rolls has been increased for
,
,
, and
on Raid Finder difficulty.
The chance for awarding loot from using a bonus roll has been increased for
on Normal difficulty.
All enemies in
now have a debuff called Shado-Pan Onslaught, which reduces their health and damage by 20%.
Fixed an issue where credit for the achievement
was not being awarded to players who are dead or in Spirit of Redemption form.
Dungeons
Players who obtain a realm-best time in a Challenge Mode dungeon (group must contain at least 3 people from the same realm to qualify) will receive a temporary title specific to each dungeon (e.g.
Siegebreaker
for
,
Darkmaster
for
, etc.). This title will persist for as long as a player retains the top time on the realm. Holding a realm-best time at any point will also confer a permanent Feat of Strength to record the accomplishment.
Scenarios
Heroic Scenarios no longer have a minimum item level requirement to enter.
PvP
Base Resilience now reduces damage players deal to others players by 72% (up from 65%).
Battle Fatigue now reduces healing for players that are engaged in PvP combat by 55% (up from 45%).
Season 14 Grievous gear
is now available.
Elite versions of Season 14 Grievous are now available as a mark of prestige for players that are able to attain a personal rating of 2000 and earn 27,000 Conquest Points in the current season. Pricing per piece remains the same but the previous piece requirement has been removed.
Season 13 Tyrannical gear
can now be purchased with Honor Points.
Season 12 Malevolent gear
can now be crafted.
Equipping any pair of PvP trinkets from Season 12 or later will now grant a 10% reduction in damage taken from other players.
Battlegrounds and Arenas
All non-gladiator gear in Battlegrounds, Rated Battlegrounds, and Arenas will be scaled down to an item level ceiling of 496.
Grievous Gladiator gear is exempt from this item level ceiling.
The item level ceiling will increase at a rate of 1 item level point per week until it reaches a maximum of 512.
Battlegrounds
rewards for winning a random or call-to-arms Battleground match has been increased.
First win of the day now awards 150
(up from 100).
Subsequent wins now awards 75
(up from 50).
Bombs are no longer an item held in the player's inventory and will now do considerably more damage, 4500 (up from 1250).
Players carrying a bomb now have a button that allows them to place it with a spell effect over their heads.
Placing a bomb takes 2 seconds, and can be interrupted like a Battleground capture point.
Disarming a bomb takes 2 seconds, and can be interrupted like a Battleground capture point.
Demolishers will no longer have the Ram ability and only one will spawn at each stage.
Arena
For Arena matches lasting longer than 15 minutes, one of the teams will receive a buff called
that increases damage, critical strike chance, stealth detection, and reduces damage taken. The buff is awarded based on the following criteria.
Team with the largest number of players alive.
Team that brought an enemy player closest to death (lowest health).
Arena Rating scaling in the 2v2 bracket has been tuned to be consistent with the 3v3 bracket.
Professions
no longer randomizes digsites when acquired, and is more difficult to obtain. They can now only be purchased as part of a
, which includes a
.
New
Raid and PvP blacksmithing plans
have been added. These new plans can be researched by crafting
s, allowing the blacksmith to learn a random new plan.
Plans for
could be found as a drop from creatures in Pandaria.
A number of
new cooking recipes
have been added, including new foods that give +300 to a primary stat and
noodle carts
. Some of these new recipes can be learned from drops in the
, others from quests.
Players who have learned the first recipe in each of “the ways” can discover a questline that starts on the Timeless Isle:
. Heroes will search for a long-lost pandaren recipe allowing them to build and run their own noodle cart. The all-new questline will revisit some old zones and dungeons, culminating in a solo scenario with a unique time-management mini-game.
The noodle cart allows a player to set themselves up as a vendor and distribute powerful noodle soups to their faction.
Items formerly obtained with
that now cost
will now disenchant into
s.
Multiple
s can be combined into a
.
Engineers that are able to acquire
can learn to craft
; a new material used in a number of new engineering schematics. The journal can be obtained as a drop from creatures in Pandaria.
now has a chance to contain
, a companion pet.
With the lakes and rivers in the
drained of water, the Cloud Serpents carried little buckets of
and relocated them to the
so they can thrive once more.
Many
new glyph techniques
have been added, and some existing glyphs have been changed. Some of the new techniques can be obtained from creatures anywhere in Pandaria, while others can only be found on powerful creatures that reside on the Timeless Isle.
A new technique to create
can be found as a world drop.
New
Raid and PvP leatherworking patterns
have been added. These new patterns can be researched by crafting
, allowing the leatherworker to learn a random new pattern.
Patterns for
could be found as a drop from creatures in Pandaria.
Leatherworkers can find a pattern to craft
as a drop from creatures in Pandaria. The drums can be used by anyone to give their raid a minor bloodlust-like effect.
New
Raid and PvP tailoring patterns
have been added. These new patterns can be researched by crafting
, allowing the tailor to learn a random new pattern.
Patterns for
could be found as a drop from creatures in Pandaria.
Items
All permanent item enhancements provided by
,
,
,
, and various vendors and quests are now able to be applied to items of any level. This means all enchantments can now be applied to heirloom items.
High level enhancements applied to items equipped by low level players have their power scaled down to be similar to enhancements intended for that level range.
Low level enhancements applied to items equipped by high level players do not grow further in power beyond their intended level range.
Adjustments have been made to Mists of Pandaria faction quartermasters.
Epic quality (purple)
items sold by the
now have their reputation requirements reduced to Friendly or below, and have their
cost reduced by 34%.
Epic quality (purple)
items sold by all other Mists of Pandaria faction quartermasters no longer have reputation requirements, and will now cost
instead of Valor.
Rare quality (blue) items have their
cost reduced by 75%.
No changes for items that require an Exalted reputation.
Drinking a duplicate flask with less than 15 minutes remaining will now extend the duration of the new flask by that amount.
The conversion rate for
to
have changed. The conversion rate is now 500
per 250
(up from 375 Justice per 250 Honor).
Trinket, enchant, set bonus, and legendary meta-gem effects whose triggered effect benefits from haste no longer also have their chance to trigger the benefit from haste. Activation chances for those effects have been adjusted to compensate will now be displayed on their tooltip.
, and Legendary melee cloaks (
and
) now have a 40% reduced chance to activate its effects for characters that are in a tanking specialization.
's effect now grants a 20% damage reduction to all damage taken (up from only physical damage), and its activation rate has been doubled.
UI
The vestigial Use Hardware sound option has been removed.
New Raid: Siege of Orgrimmar and Flex Mode
is the final raid of Mists of Pandaria. In it, players work to free Orgrimmar from the clutches of Garrosh and his Kor'kron regime.
Gear item levels: ilvl 528 from LFR, 540 Flex, 553 Normal, 559 Warforged, 566 Heroic, and 572 Heroic Warforged. Warforged items work just the same as
's Thunderforged ones--they have a small chance to drop and are 6 item levels better than the expected loot.
All database pages currently show loot drops for Tier 16 bosses, organized by LFR, Flexible, Normal, and Heroic. We also show loot specialization details for LFR, Flex, and bonus rolls. To see an overview of the Dungeon Journal and each boss' drops, check out our
Siege of Orgrimmar Loot Preview
. We will be updating our loot tables with changes as the week progresses.
Tier gear drops from the following bosses: Legs from Klaxxi Paragons, Shoulders from
, Helm from
, Gloves from
, Chest from
.
Players need ilvl 496 gear to queue up for LFR, and the first LFR wing unlocks on September 17th. Flex mode has no item level requirement and the first wing opens on September 10th.
Check out the complete 5.4 raid schedule.
To see what all the gear looks like, check out our
Tier 16 Armor Preview
, and
3D Weapon Models
. We also have a detailed look at the new trinkets and their scaling details in our
Patch 5.4 Trinket Preview
.
There are also several vanity items tied to this zone. Several bosses have vanity pets, like
, Shaman can collect
Kor'kron Dark Shaman
transmog gear, and killing Garrosh rewards titles on Normal and Heroic, special heirlooms, and mounts (
,
).
Players can raid
in Flex Mode, a new type of raid difficulty that has a different lockout from Normal/Heroic and LFR. This is intended for social players that enjoy raiding together and dislike the anonymity of LFR. The rewards are better than LFR, and players can complete achievements in this difficulty as well.
Loot in Flex mode is personal, and is affected by Loot Specialization. Players can also win additional loot via Bonus Rolls.
Flex Mode requires anywhere from 10-25 players and the mobs' health and damage will scale based on the number of players zoned in. To learn more about Flex Raiding, check out Blizzard's preview
A Raid For All Seasons
Vale of Eternal Sorrows
Gates of Retribution
The Underhold
Downfall
The Fallen Protectors
Spoils of Pandaria
Paragons of the Klaxxi
Norushen
Kor'kron Dark Shaman
New PvP Season and Changes
Season 14 is the latest PvP system, with tons of new PvP gear and rewards.
There are many ways to get PvP gear in 5.4.
Crafted Gear:
There are two tiers of Crafted gear available now. The first, added in Patch 5.2, is for
ilvl 458 armor sets
and look like the initial Season 12 honor sets. The new set of crafted gear,
ilvl 476 Crafted Malevolent gear
, is learned from the set of new daily transmutes and resembles Season 12 conquest gear.
Honor Gear:
Players can purchase
ilvl 496 Tyrannical Gladiator's gear
for honor. These new items look exactly the same as Season 13's Alliance and Horde Conquest gear.
Conquest Gear:
Season 14 Grievous Gear is ilvl 522 and comes in different colors for Alliance and Horde players. Players that have earned
and a high personal rating can buy these items for
instead.
Elite Gear:
Season 14 Grievous Elite Gear is purely cosmetic and has no stats. Purchasing these items requires players to complete
and achieve a high personal rating.
Check out our visual previews of the
Season 14 Armor Sets
and
Season 14 Weapons
, including 3D models of the faction-specific gear.
A new mount reward has been added for players of all ranks who consistently enjoy PvPing. Winning 100 3v3 matches or 40 RBGs in Season 14 awards
/
and a
.
For Alliance players,
can be redeemed at
for either
or
.
For Horde players,
can be redeemed at
for either
or
.
Some general changes are also coming to PvP in 5.4:
The item level ceiling is still in place for Arenas, Rated Battlegrounds, and Battlegrounds at ilvl 496, but Grievous Gladiator gear is exempt from this scaling. The item level ceiling will increase by one level each week until it hits ilvl 512.
You don't need to create or join an Arena team to compete anymore. Only personal rating remains, which increases or decreases based on rated matches. Personal rating now affects the conquest gear, gear requirements, and PvP enchantments.
Similar to Rated Battlegrounds, arenas will now be region-wide instead of being sorted by Battlegroup.
For a complete look at PvP changes and Season 14 gear, check out
Wowhead's Season 14 PvP Preview
.
Timeless Isle
The
is a unique zone filled with exploration rewards and rare spawns--a far cry from the daily hubs of MoP's launch. In the style of the Isle of Thunder and Battlefield Barrens, players can group up with friends to kill mobs and hunt rare spawns for vanity items without having to worry about grinding out epics for progression raiding.
We'll have a complete guide up when 5.4 goes live, but for now here's the highlights:
There are literally dozens of
vanity loot items
, from stones that change the weather to character disguises, many of which drop from
rare spawns
.
Players working on their
legendary questline
are required to farm up
and kill world bosses on the
.
There are numerous ways to get
new BoA armor tokens
on the
, which become epic gear with sockets and in some cases,
unique transmog looks
.
The
is home to the
Celestial Pet Tournament
, as well as several wild pets and rare spawns that drop pets.
The
has its own currency--
. There are many creative ways to acquire these coins, and a variety of
vanity items to spend them on
.
Check back for a complete
guide when patch 5.4 goes live!
New BoA and Heirloom Gear
Players can get two new types of BoA gear in Patch 5.4.
gear: On the
, there are
Timeless armor tokens
, which are BoA and can be turned into a
spec-appropriate ilvl 496 item
based on your character. These armor tokens can be acquired several ways: killing mobs, looting chests, and purchasing caches for 0
each. You can upgrade armor tokens to
ilvl 535 epics
with
.
Siege of Orgrimmar Heirlooms
: These heirlooms drop from
on Flex, Normal, and Heroic difficulty--another incentive to run raids besides LFR. These items have interesting models as well--they are based on Horde PvP weapons from classic WoW. If you check them out in the Dungeon Journal (and Wowhead tooltip mouseover), they display their heirloom data, instead of epic information. The first heirloom you get will be spec-appropriate.
For more details on both Siege of Orgrimmar and Timeless Isle BoA gear, check out our
5.4 BoA Gear Guide
.
Proving Grounds
Proving Grounds are solo challenges that both allow new players to learn a new role in a comfortable setting, or seasoned players to try something difficult and competitive.
Proving Grounds allow users to select Tank, Healer, or DPS challenges. You can queue up from class trainers, or
by the Temple of the White Tiger.
Proving Grounds come in Bronze, Silver, Gold, and Endless difficulties. In Endless mode, you simply go on until you fail the challenge.
In addition, gear plays much less of a role in Proving Grounds success--all gear is scaled down to ilvl 463, like it is in Challenge Modes.
There are three types of Challenges--Tank, Healer, and DPS.
As a tank, you must protect
from enemy waves, who will heal and dps.
As a dps, you will be killing mobs on your own--no help. You will get a ticking bomb icon over your head and have a limited amount of time to kill each wave, noted by
.
As a healer, you get a full party of NPCs to heal:
,
,
, and
.
The mobs you fight, which all have "Illusionary" names like
and
, come out in set waves.
Rewards include achievements for completing various difficulties and spec challenges, as well as titles (
The Proven Assailant
,
The Proven Healer
,
The Proven Defender
) for beating Wave 30 on Endless.
We will have a series of walkthroughs for every role and difficulty up later on patch week!
New Faction: Shaohao
is a new faction on the
. There are no daily quests or "mandatory" epics to grind out for this reputation--it's all about killing Ordon on the
for vanity loot.
Vanity loot costs
to purchase and ranges from
to the teleporting trinket
.
For more details, check out
Wowhead's Shaohao Reputation Preview
.
Battle Pets and Celestial Tournament
Patch 5.4 introduces many new battle pets, as well as a pet tournament for players that have been dedicated to pet battling.
The
is open to players that have 15+ max level pets. Players fight three teams (randomly selected from nine preset ones), and then move onto fighting the four elite Celestials. Players also cannot heal their pets, or else they will be disqualified. For winning the weekly tournament, players get a
which can be used to purchase special battle pets and supplies.
Many new battle pets are coming in Patch 5.4--check out our preview for their unique abilities and models! Many are from
, but others are from
.
Battle pets from
can now be one via bonus rolls in LFR.
Several battle pet families have had their passive effects buffed.
For more information, check out our
battle
pet
tools
, or check out the great collection resources at
WarcraftPets
!
We've also recently added a new battle pet tool, the
Battle Pet Team Calculator
for players to import their in-game pet teams, create their ideal teams, and compare their teams against other player and trainer teams! The Celestial Tournament teams will be added when 5.4 goes live.
For more details on new battle pets and the Celestial Tournament, check out
Wowhead's 5.4 Battle Pet Guide
.
Legendary Chain
The 5.4 reward for
is a
legendary cape
with a powerful proc and unique visual effect. Offspec capes can be purchased for .
,
,
: The Endurance of Niuzao fully absorbs the damage of one attack that would normally kill you. This effect has a 2 min cooldown. Does not function for non-Tank-specialized characters.
,
: Your damaging spell casts have a chance to empower you with the Essence of Yu'lon, causing you to hurl jade dragonflame at the target, dealing 1 (+ 200% of Spell power) damage over 4 sec. This damage also affects up to 4 other enemies near the burning target. (Approximately procs per minute)
,
: Your helpful spells have a chance to grant you Spirit of Chi-Ji, increasing all healing done by 5% and causing all overhealing on players to be redistributed to up to 5 nearby injured friends, for 10 sec. (Approximately 0.58 procs per minute)
,
,
: Your damaging attacks have a chance to trigger a Flurry of Xuen, causing you to deal 1 (+ 20% of Attack power) damage to up to 5 enemies in front of you (hunter: current target and up to 4 enemies around them), every 0.3 sec for 3 sec. (Approximately procs per minute).
If you have the previous quest cape upgraded to 2/2, your legendary cape will automatically be ilvl 608. In addition, the cape's RPPM details change per spec, which we display as radio buttons underneath the tooltip on item pages.
As for older parts of the legendary chain,
will not be usable on
weapons, but the legendary meta gem will work on Siege of Orgrimmar helms.
Patch 5.4 also introduces a catch-up mechanism for players behind on the legendary questline. The first eight bosses in
have a chance to drop a
,
,
, or
. In addition, all bosses in
can drop
and
.
For more details, check out
Wowhead's Mists of Pandaria Legendary Quest Guide
.
Class and Glyph Changes
Each class has ability changes coming in Patch 5.4, as well as some new glyphs.
For a look at the most interesting cosmetic glyphs coming in 5.4, check out our
5.4 Cosmetic Glyph Preview
.
Shamans also have a neat perk in the form of
Kor'kron Dark Shaman
cosmetic armor they can loot from
mobs in Flex, Normal, and Heroic difficulty.
In the tabs below, we have also linked to
noxxic
and other fansite resources.
Patch Notes
All fear and horrify effects can no longer cause targets under the effects of a movement speed buff to move faster than normal run speed.
All taunt type abilities now increase all threat generated against the target while the taunt is active by 200%.
Vengeance has received several changes.
Characters in a tanking specialization now generates 40% more threat.
Vengeance now grants Attack Power equal to 1.5% of the damage taken, down from 1.8% (The tooltip said 2% but it was actually 1.8%).
Tanks no longer receive Vengeance from many persistent area damage effects (standing in the fire) or from missed attacks (dodging and parrying an attack will continue to work as it has before).
Vengeance gains from being critically hit have been reduced by 50%.
There are now diminishing returns on Vengeance gains while tanking multiple targets. Each additional target grants progressively less Vengeance.
So as not to affect Challenge Mode leader boards, the above Vengeance changes will not apply there. For Challenge Modes, Vengeance will continue to work as it did in patch 5.3.
Area knockback effects now all share a diminishing return category. After a player has been moved by one of these spells, the player will be immune for 10 seconds. This new category applies to:
,
,
,
,
,
, and
.
Ghostcrawler on Class Changes
Ghostcrawler
Most of our core changes were to Blood DKs. We added the
passive to DKs (and Warriors) to allow them to increase their damage using the avoidance stats that naturally occur on their tanking gear. We also removed the Runic Power cost of
to allow it to be used more as a cooldown when needed. Finally, we changed
to also be proc’d by avoidance, to make sure avoidance stats can help provide more active mitigation.
In terms of DK talents, as with all the classes, our primary goal was to open up some more talent choices and address some underpowered talents. While
was capable of mitigating a lot of damage when used at precisely the right time, it was also easy to not gain the full benefit of the cooldown. We changed it to just be damage reduction similar to
. We also buffed
and
, which were underutilized.
New Abilities
, Blood, 76: When you dodge or parry any attack, you gain 75% of your Parry and Dodge as additional Critical Strike for 20 sec.
Resources
Noxxic Class Guides
:
Blood
Frost
Unholy
Elitist Jerks Forums
Son of a Lich
Patch Notes
General
now returns the Death Knight to a location near their original departure point when the spell is cast while in Ebon Hold.
no longer costs Runic Power.
now deals 100% weapon damage (down from 150% weapon damage).
now causes 3% extra weapon damage as Frost damage (up from 2%), and each stack of Frost Vulnerability now causes the target to take an additional 3% damage from the Death Knight's Frost attacks (up from 2%).
Soul Reaper
's initial damage component has been increased by 30%. If the target is below 35% health after 5 seconds the amount of Shadow Damage dealt has been increased by 20%.
now grants a flat 10% Haste to all things, up from Haste for melee (attack speed and Rune regeneration) only. The movement speed buff remains unchanged.
Blood
is a new passive ability learned by Blood Death Knights at level 76. When the Death Knight dodges or parries any attack, they gain 75% of their Parry and Dodge as additional bonus to Critical Strike for 20 seconds.
Glyph of Dancing Rune Weapon no longer costs Runic Power.
no longer reduces the cost of
.
now also has a chance to activate when the Death Knight dodges or parries a melee attack.
Frost
now deals 115% weapons damage (up from 105% weapon damage).
now deals 15% more damage.
now increases all melee attack damage by 30% (up from 20%).
now deals 250% weapon damage (up from 230% weapon damage).
Unholy
now reduces the cooldown of
by 60 seconds.
Ghoul's Leap and Gnaw abilities are no longer on a global cooldown, and no longer cost Energy.
now increases the Death Knight's Strength by 25% (up from 10%).
Talents
has been redesigned. The talent now reduces magic damage taken in the area-of-effect by 40% for 3 seconds, and the ability no longer scales with strength.
had its damage increased by 10%.
now tries to convert 2 fully-depleted runes (up from 1) into a Death Rune based on specialization.
Blood: Restores 1 Frost Rune, 1 Unholy Rune
Frost: 1 Frost Rune, 1 Unholy Rune
Unholy: 1 Blood Rune, 1 Frost Rune
Glyphs
New Major Glyphs
: Makes
treat all targets as if they have been infected with
or
.
: If
expires after its full duration, cooldown for the ability is reduced based on the amount of damage absorbed.
: Haste effect granted by
Soul Reaper
now also increases the Death Knight's movement speed for the duration.
:
now generates additional Runic Power, but the cooldown is increased.
Major Glyphs
now reduces damage dealt by diseases by 15% (down from a 30% reduction).
now reduces the cooldown of
by 1 second, and raises its cost by 10 Runic Power (down from 2 seconds and 20 Runic Power).
now causes
to cost 30 Runic Power (down from 40).
now reduces movement speed by 70% instead of freezing the Death Knight in place.
New Minor Glyphs
: The
ability now lasts for 1 hour.
: The Death Knight's
spell now summons a Skeleton instead of a Ghoul.
Bug Fix
Fixed a bug that caused
and
to incorrectly increase activation rates of some trinkets and effects.
Ghostcrawler on Class Changes
Ghostcrawler
We buffed Guardian spec Stamina outright because we felt the spec needed it. Druids have less reliable damage reduction, which isn’t a problem itself, so long as they have the health pool to compensate for it. For Feral Druids, we reverted an earlier nerf to
’s cooldown but removed
from
. We felt like this ability had become a PvP problem that was too unpredictable to counter. We also lowered the PvP duration of
to make it less of a hard counter to stealthed players. We changed
to scale with Spirit so it would scale with gear better. We also made a few changes to the Restoration healing toolkit. Our change to
is an attempt to get
back to its original design of being a potent single-target heal. We’re making that change slowly by having the 5.4 Efflorescence glyph move the ground heal from
to
s. We further tweaked
s for Restoration by limiting it to a single mushroom.
We had several specs whose passive damage reduction we felt was starting to cause balance problems, and Balance’s
was among these. Originally we converted the physical damage reduction to spell damage reduction at a time when the spec needed a PvP buff, but we felt like the fact that Balance required less healing in PvE was causing raids to favor them over other casters.
Most of the changes to Druid talents were because of the situation where certain specs leaned heavily on certain talents in a row and tended to ignore the others—
,
,
, and
fall into this category. We changed
to be a core Restoration ability because we felt the healers were dependent upon it. We replaced it with a new passive talent,
.
New Abilities
, Resto, 88: Targets all party or raid members within 60 yards and accelerates the caster's Rejuvenation effects, causing them to heal and expire at 400% of the normal rate.
, level 90 talent, has significant changes:
Balance: Increases the amount healed by
by 20%. Casting
increases the damage bonus of the Druid's next
by 25%.
Feral: Increases the amount healed by
by 20%. Casting
increases the damage for the Druid's next two melee abilities by 30%.
Guardian: Increases the amount healed by
by 20%. Increases the critical strike chance of Mangle (Bear) by 10% and critical strikes of Mangle (Bear) have a 40% chance
or
instant, free, and castable in all forms. Instant cast version of
now benefits from Attack Power instead of Spell Power.
Restoration: Causes
to deal 20% more damage and heals a nearby friendly target for 100% of the damage done.
is now a level 30 baseline ability instead of a talent.
, level 90 talent: Increases all damage and healing done by 12% 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 healing and damage spells and abilities also heal a nearby friendly target for 25% of the amount done.
Resources
Noxxic Class Guides
:
Balance
Guardian
Feral
Restoration
Elitist Jerks Forums
The Inconspicuous Bear
Patch Notes
General
now increases Stamina contribution from cloth and leather items by 40% (up from 20%).
no longer has a 20-second cooldown for Feral Druids.
now has a duration of 20 seconds while in PvP combat (down from 40 seconds).
now restores mana based on the Druid’s Spirit.
Teleport: Moonglade now returns the Druid to a location near their original departure point when the spell is cast while in the Moonglade area.
Wild Mushroom for Restoration Druids now summons a single mushroom at the friendly target’s location. If the mushroom is recast, the mushroom moves to the new location and retains its accumulated bonus healing.
A single mushroom now heals for as much as what 3 mushrooms combined healed for previously.
The amount of healing stored on a Wild Mushroom is now reduced by Battle Fatigue.
and
now have a shared 3-second cooldown.
now deals 10% more damage, but has its mana cost increased by 50%.
Balance
now energizes the Druid for 50% of their maximum mana when triggered, up from 35%.
now increases the Druid's armor by 60%, but no longer reduces all damage taken by 15%.
now has a reduced chance to activate for each additional target affected by the same spell (
and
are tracked separately).
now deals 10% more damage.
now deals 10% more damage, but has its mana cost increased by 50%.
has its mana cost increased by 50%.
Feral
no longer has a chance to make
instant, free, and castable in all forms.
Restoration
is a new Restoration spell learned at level 88.
targets all party or raid members within 60 yards and accelerates the casting Druid's
effects, causing them to heal and expire at 400% of the normal rate. Costs the same amount of mana to cast as
.
effects can now stack, up to 50% of the casting Druid's maximum health and will no longer be consumed if the target is already at full health.
's area-of-effect healing effect is now called
.
is no longer capable of critical strikes, and accumulates overhealing done by
by 100%, down from 150%. Overhealing bonus no longer benefits from
or
.
Talents
now defaults to generating Lunar energy towards a Lunar Eclipse when used after being resurrected or zoning into a new area (used to default to generating Solar energy).
has been completely redesigned to reduce complexity and increase usability, but maintain the spirit of the effects. Benefits now varies by specialization.
Balance: Increases the amount healed by
by 20%. Casting
increases the damage bonus of the Druid's next
by 25%.
Feral: Increases the amount healed by
by 20%. Casting
increases the damage for the Druid's next two melee abilities by 30%.
Guardian: Increases the amount healed by
by 20%. Increases the critical strike chance of Mangle (Bear) by 10% and critical strikes of Mangle (Bear) have a 40% chance
or
instant, free, and castable in all forms. Instant cast version of
now benefits from Attack Power instead of Spell Power.
Restoration: Causes
to deal 20% more damage and heals a nearby friendly target for 100% of the damage done.
Feral: Treant summoned by the Feral version of this talent now deals less melee damage, but will cast Rake and Entangling Roots instead of Bash.
Guardian: Guardian Druids now gain
when their Treant takes damage.
when activated, now also provides a 25% bonus to healing for Restoration Druids.
no longer has a limit on the number of targets that could be affected, up from 5.
is no longer a talent, and is now an ability learned by Balance and Restoration Druids at level 30.
New talent:
.
replaces Nature's Swiftness, and heals the Druid for 5% of their maximum health every 5 seconds. If the Druid is at full health, it will heal the most injured friendly target nearby instead.
when activated, now increases all damage and healing done by 12% (up from 10%), and causes single-target healing spells to trigger an additional heal on a nearby ally for 25% of the amount healed. This is in addition to the existing effect where it damages a nearby enemy target for 25% of the healing done.
has been partially redesigned to make it more attractive to Balance, Guardian, and Restoration Druids.
Balance:
,
, and
casts have a 8% chance to cause the next
to grant 100 Lunar Power or Solar Power instead of activating the next Eclipse.
Guardian: Increases Rage generation from Mangle (Bear) by 30% instead of an additional 3 Rage, and this talent now also applies to the Rage generated by Mangle (Bear) when it triggers Primal Fury.
Restoration: Now causes the Druid to gain 100% haste (up from 75%) on their next spell after casting
.
Glyphs
Major Glyphs
will now cause
to interrupt when used on targets that are immune to silence effects.
now causes
to heal the Druid for 2% of their maximum health for each 10 Energy used (up from 1%).
now increases
's cost to 50 Rage (down from increasing Rage cost to 60).
now causes Innervate to give both the Druid and the target 60% of the normal effect of the spell if it's cast on a target other than the Druid.
Glyph of Lifebloom's effect is now baseline and has been replaced with
.
increases the healing done by
by 20%, causes the
healing effect to be triggered by Wild Mushroom instead of
, and lasts as long as the Wild Mushroom is active.
now reduces the mana cost of all shapeshifts by 100% (up from 90%).
now reduces the cooldown of
by 45 seconds (up from 30 seconds).
now increases the range of
by 8 yards (up from 3 yards).
now increases the duration of
's interrupt by 2 seconds, and increasing the cooldown by 5 seconds (down from a 4 second interrupt and 10 second increase to cooldown).
Glyph of the Moonbeast's effect is now baseline and has been replaced with
.
causes
to only hit targets affected by the Druid's
or
.
New Minor Glyphs
: Grants the Druid the ability to teleport to a random natural location.
: Allows the Wild Mushroom spell to be placed on the ground instead of underneath a target.
Ghostcrawler on Class Changes
Ghostcrawler
We had three main issues we wanted to resolve for Hunters this patch:
, Readiness, and
.
The problem with
is it’s just too powerful as a talent. No self-respecting Hunter is going to choose any talent but
, especially in PvP, but in PvE as well. At the same time, we think Hunters, especially Beast Mastery, have proven really powerful in PvP this expansion—and frankly the game has too many blanket silences already, so we didn’t want to just give
to all Hunters. Our decision was to give
to Marksman, who needed a PvP buff anyway. We did give all Hunters a base interrupt with the new
, which can interrupt a spell being cast, but can’t pre-silence a caster.
Readiness has been another problematic ability for us to solve. It started as a talent, but was too good compared to the other choices. We ended up giving Readiness to all Hunters, but we were never happy with this implementation. For PvP, it made Hunters really difficult to balance with the ability to reset so many offensive and defensive abilities. For PvE, we felt like Readiness wasn’t doing anything interesting besides making the opening attack sequence twice as complicated as it needed to be. If Readiness was an ability that a clever Hunter would bust out at a clutch moment, then you could argue it would be an interesting ability, but of course it was never actually used that way. Given that Hunters already have a lot of cooldowns, situational abilities, and just buttons in general, we didn’t think Readiness was worth saving. We did make small buffs to
and
and we will make sure DPS is where it needs to be (which, if I had to guess, will be relatively higher than it was in Patch 5.3).
We felt like
had been nerfed too much in PvE for PvP reasons. It’s the intent that
is a potent cooldown for Hunters, so we increased its damage back to an exciting level and just had it do less damage in PvP. Finally, we made a change that some (though to be fair not all) Survival Hunters had asked for a long time, to remove
from
(and therefore from the shared cooldown with
) so that they could use
(typically with the knockback glyph) without interfering with
/
.
Hunter talents were in a pretty good spot overall after a bit of iteration throughout MoP. We did nerf
, because as with Shadow Priests and Balance Druids, we felt like the damage reduction was just too potent. We changed
to be dispellable as a PvP nerf. We buffed
, which has felt particularly weak, and we buffed
.
Resources
Noxxic Class Guides
:
Beast Mastery
Marksmanship
Survival
Elitist Jerks Forums
Patch Notes
General
The following Hunter pet abilities no longer cost Focus to use:
, Dive, and
now deals 125% ranged weapon damage (up from 100%) and had its damage and focus cost increased by 50%.
is now a baseline interrupt ability learned by all Hunters at level 22.
now has a 3-minute cooldown (up from 2 minutes) but has 2 charges.
now has a cooldown of 20 seconds (down from 25 seconds).
had its overall damage decreased by 30%. Proportionately, more damage has been removed from the initial damage than the periodic effect.
now has a duration of 20 seconds while in PvP combat (down from 30 seconds).
Readiness has been removed.
no longer requires the Hunter to have line-of-sight to their pet.
damage dealt by pets when the ability is used outside of an Arena or Battleground is no longer reduced by 75%
Beast Mastery
's range has been increased to 10 yards (up from 8 yards).
damage has been increased by 34%.
Marksman
now deals 450% ranged weapon damage (up from 350%).
is no longer a Marksman Hunter ability and is once again a talent.
Survival
damage has been increased by 27%.
no longer shares a cooldown with
but can no longer activate
.
Talents
now deals 40% more damage.
now reduces all damage taken by 10%, down from 15%.
no longer initiates auto-attack.
Lynx Rush's damage has been increased by 30%.
's root effect is now a nature spell (was a physical spell).
is no longer a talent and is now an ability that replaces Counter Shot for Marksman Hunters.
now regenerates 3% of total health every 2 seconds while the Hunter's pet is active (up from 2%).
now has a range of 40 yards (up from 35 yards).
Glyphs
New Major Glyphs
: Reduces the range of
to 7 yards.
:
also reduces spell damage taken by 10%
Major Glyphs
now has a 100% chance of cleansing 1 Curse, Disease, Magic or Poison effect from the Hunter's pet on each tick (up from 50% chance).
now speeds up the periodic effect of
to restore health to the pet every 1 second doubling the total amount healed over 10 seconds.
now increases the ranged critical strike chance against targets affected by the Hunter's
by 100% (up from 20% chance).
Ghostcrawler on Class Changes
Ghostcrawler
We didn’t think Mages needed many changes overall. One goal of ours was to fix Frost Mastery, which we felt was increasingly making them difficult to tune in PvP. When you take a spec with high burst and good control and then give them Mastery that links the two together, you’re bound to have trouble. The new Mastery, called
, spreads the burst out over a few seconds but in a novel way that doesn’t feel too similar to, say,
. As a consequence, we removed the mechanic where
buffs other spells and just let those spells do higher damage to begin with. As of this writing, we haven’t made any mechanical changes to Fire, though if you saw any earlier patch notes, we experimented with a few. Long term, we still have concerns about the interplay between
and
, and we still have concerns about Fire scaling with Critical Strike, but we’re not convinced either of these problems is so egregious that it needs to be fixed in Patch 5.4.
In terms of talents, we increased the damage of the bomb tier, and buffed
and
, which were underutilized. Long term, we still think the level-90 tier needs some work, but we were concerned that attempting to replace two or three of these talents for Patch 5.4 would lead to a lot more iteration before they felt good again.
But we did ease the restrictions on
. Since it didn’t feel like a crisis, we think more dramatic change is better saved for an expansion, when we have more time to consider new visuals, test, and get feedback.
New Abilities
, Frost Mastery: When the Mage damages an enemy with their
and
(16% + 2% per Mastery) of the damage done is stored as an Icicle for 15 seconds.
also increases the Water Elemental’s Water Bolt damage by (16% + 2% per Mastery). Up to 5 Icicles can be stored at once. Casting
launches all stored Icicles at the target.
Resources
Noxxic Class Guides
:
Arcane
Fire
Frost
Elitist Jerks Forums
Lhivera's Library
Patch Notes
General
damage has been increased by 43%.
Fire
on targets affected by the Mage's Ignite now deals additional damage equal to 20% of Ignite's damage per tick (down from 50%).
Frost
Mastery: Frostburn has been replaced by
. When the Mage damages an enemy with their
and
(16% + 2% per Mastery) of the damage done is stored as an Icicle for 15 seconds.
also increases the Water Elemental’s Water Bolt damage by (16% + 2% per Mastery). Up to 5 Icicles can be stored at once. Casting
launches all stored Icicles at the target.
now deals 10% less damage and no longer increases the damage of any spells. The damage for those spells have been increased instead.
Water Elemental
damage has been increased by 25%.
Talents
now deals 70% damage to players (up from 60%).
now has 3 charges (up from 2 charges), and has a 20-second cooldown (down from 45 seconds).
now deals 85% damage to players (up from 70%).
now deals 85% damage to players (up from 70%).
now has an increased effective range. The Mage can remain up to 8 yards away from their
and still receive benefits to mana regeneration and spell damage (up from 3 yards).
now also reduces damage taken by 15% while active in addition to existing effects.
Glyphs
Major Glyphs
now increases distance travelled with the
spell by 8 yards (up from 5 yards).
Glyph of Ice Lance has been renamed to Glyph of Splitting Ice.
Glyph of Splitting Ice causes Ice Lance and Icicles to hit 1 additional target for 50% damage.
Glyph of Invisibility has been replaced with
.
gives
two charges, gaining a charge every 15 seconds, but no longer frees the Mage from stuns and bonds.
now increases the damage dealt by 15% after successfully removing a curse (up from 10%).
now heals the Mage for 5% of their maximum health after successfully stealing a spell (up from 3%).
New Minor Glyphs
: Increases the size of the Mage's Water Elemental.
: Reduces the size of the Mage's Water Elemental.
: The Mage's Water Elemental is replaced by an Unbound Water Elemental.
Ghostcrawler on Class Changes
Ghostcrawler
Earlier in the PTR cycle, we attempted to solve Mistweaver mana problems, by which I mean Mistweavers didn’t have to stack Spirit to the extent other healers did. We became concerned that it would take quite a number of changes to solve this problem, resulting in a lot of relearning for players, so we agreed to accept the current status quo and balance Mistweavers around the fact that they have less Spirit (and therefore more of other secondary stats) compared to other healers. For Windwalkers, we redesigned their Mastery (yet again) and buffed the
ability so that the cleave aspect of the cooldown would feel really potent.
Brewmasters were in pretty good shape, but we did feel like
made their damage too high compared to other tanks.
Several Monk talents were underpowered or difficult to use. We buffed
,
,
, and
. We made Xuen easier to control by providing him with a true pet bar. We changed
to require no target.
has a better visual that’s more representative of the affected area, and we tweaked its numbers. We didn’t think we could solve
’s problems, namely that it was too similar to
, so we redesigned it as a replacement for
.
Resources
Noxxic Class Guides
:
Brewmaster
Mistweaver
Windwalker
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Patch Notes
General
now functions like a smart heal, healing the 6 most injured friendly targets within range, and minor guardians are no longer targeted (Wild Imps, Bloodworms, Snakes from Snake Traps, etc.). There has been no change to the total amount of healing granted by the ability.
Brewmaster
now deals 18% less damage.
Mistweaver
is now consumed at an increased rate of 1 stack per 0.5 seconds (up from 1 stack per 1 second).
's healing has been reduced by 30%.
Windwalker
has been redesigned. Bottled Fury now gives a chance to generate an additional charge of
when the Monk gains one normally.
now deals 70% damage (up from 60%) with one Spirit summoned and 55% (up from 45%) with two Spirits summoned.
received an adjustment.
It now increases amage by 6% per stack, (up from 1% per stack) but is no longer increased by Mastery.
A charge of
is gained for each 4 Chi consumed through use of abilities and attacks (up from a charge for each 3 Chi consumed).
Talents
now restores 2 Chi, has a 45-second cooldown (down from 1.5 minutes), and generate stacks of Brew/Teas based on the Monk's specialization.
Brewmaster: 5 stacks of
Mistweaver: 2 stacks of
Windwalker: 2 stacks of
no longer requires a target. It now travels as a 40-yard line in front of the Monk.
will no longer activate if the Monk is already at full health, and activate automatically when the Monk has less than 35% of their maximum health.
now has a pet control bar for Xuen, and the talent is no longer on global cooldown for all Monk specializations.
Brewmaster Monks now gain
when Xuen takes damage.
will now activate from the following Chi generating abilities; Jab,
,
(when it hits at least 3 targets),
, and
.
has a new visual effect that properly depicts its area-of-effect, and now disarms both enemies and those attacking allies within the
's area-of-effect for 4 seconds (up from 3 seconds); the silence effect for casting spells remains unchanged at 3 seconds.
has been redesigned and replaces
.
: The Monk summons a whirling tornado around them, dealing damage to nearby enemies (heals nearby allies for Mistweavers).
has the same costs, Chi generation, and periodic rate as
, but, deals 80% of the periodic damage or healing, lasts 6 seconds, is instant, and not channeled.
now deals 15% more healing and damage.
Glyphs
Major Glyph
now increases the chance to summon a
by 100% (up from 25% chance).
Glyph of Crackling Jade Lightning has been replaced with
.
causes
to heal the Monk when it clears a root, stun, fear, or horror effect.
Glyph of
has been replaced with
.
makes the next Roll or
go farther after using a Roll or
.
Glyph of Retreat has been replaced with
.
causes a healing sphere to be summoned near the Monk at no cost when their health falls below 25%. This effect cannot occur more than once every 30 seconds.
Glyph of Stoneskin has been replaced with
.
causes
to heal the target when it successfully removes a harmful effect.
now causes
to heal for 50% as much when used on other targets.
now reduces the cooldown of
by 5 seconds (used to increase the range by 10 yards).
Glyph of Uplift has been replaced by
.
allows
to be used on other players.
Bug Fix
Fixed a bug that caused the damage of some abilities for Brewmasters with
to scale incorrectly.
Ghostcrawler on Class Changes
Ghostcrawler
Most of our core changes were to Holy Paladins. Specifically, we felt like the healing style of blanketing a group with
to proc absorbs from
had become too widespread, and didn’t fit the healing style we wanted for Paladins. When some Paladins choose to use a heal-over-time spell, that’s the kind of diversity we want the talent tree to deliver. However, when every Paladin uses heal over time spells, then it’s just the way Paladins work.
In this case, we didn’t want to make
a core ability. Unlike Restoration Druids, Mistweaver Monks, and to a lesser extent Holy Priests, we don’t think every Paladin should be extensively using heal-over-time spells. The only change we made was to have
’s periodic heal not proc the
absorb. It can still be used the way any HoT is used, to provide a buffer that can be layered with other heals, but it will no longer be an efficient way to blanket many targets with long-lasting absorbs. We made significant changes to
and
as well to help offset this nerf, which I’ll discuss below.
We also felt like
had a design problem. When Holy Paladins could melee targets, they had no mana problems at all, but when they had to heal at range (which we wanted to at least be an option, if not the default healing style), they suffered for mana. We thought it best to unshackle Holy Paladins from the pressure of having to stand in melee, so we removed the mana return from
and buffed
. We had to provide more mana to Protection Paladins as well, since they typically tank using
. We also buffed
for Holy, because we felt like it was too focused on single-target healing at a time when most healers are required to do a lot of area healing. Finally, we allowed the
passive to also affect
, with the intent of making Haste slightly better for Holy.
Aside from the mana buff mentioned above, we changed
to also provide Weakened Blows as a quality of life improvement. We also changed
to proc from avoidance instead of attacks. We aren’t trying to make Dodge or Parry a Paladin’s best tanking stats, but those stats are going to appear on tanking gear, so we want to make sure they can tie into active mitigation. We’re happy with how active mitigation is working out overall and we want to put even more emphasis on it, for all tanks, in the future.
Retribution didn’t need much attention overall in our minds, but we did make
require less maintenance overall, and we reduced the cooldown and strength of Guardian of Ancient Kings, so that Retribution could use the cooldown more frequently. Retribution players had concerns that their damage was too tied to long cooldowns.
For Paladin talents, we tried to improve
for Holy by allowing Judgment to provide Holy Power, and we tried to improve
by removing the target cap and having a cooldown and charges instead. We’ve come to the conclusion that the same talent choices for healers and other specs just won’t always work, which is why you increasingly see talents work slightly different for healers in the case of Paladins, Priests, and Druids in particular. We replaced Burden of Guilt as a talent (and made it a slightly weaker glyph) with the ability to use Turn Evil on players. We hope that this will open up some PvP comp choices for Paladins, since fears are not always easy to get. We buffed
so that it will still have some benefit on boss abilities that can’t be prevented from immunities. We buffed
for Holy and Protection. We also simplified
by just having it apply the cooldown all the time rather than having to be “driven down.”
New Abilities
, level 30 talent: Your Turn Evil now also affects Humanoids and Beasts.
Resources
Noxxic Class Guides
:
Holy
Protection
Retribution
Elitist Jerks Forums
Patch Notes
General
now also affects the cooldown of
.
no longer has a chance to restore mana on attacks.
now has a 15-second cooldown.
Holy
no longer activates from periodic healing effects.
no longer reduces the amount of healing done, and now restores mana based on the Paladin’s Spirit.
(Holy) now has a cooldown of 3 minutes (down from 5 minutes), and summons a guardian that heals the ally that the Paladin healed for 100% (up from 10%) of the amount healed, but no longer heals nearby friendly targets.
now increases the effectiveness of
,
, and
by 50%. Effectiveness of other heals are still increased by 25%.
now functions like a smart heal, healing the 6 most injured friendly targets within range, and minor guardians are no longer targeted (Wild Imps, Bloodworms, Snakes from Snake Traps, etc.). There has been no change to the total amount of healing granted by the ability.
's mana cost has been reduced by 50%.
Judgment for Holy Paladins now costs 12% of base mana to cast (up from 5% of base mana).
Protection
now applies a Weakened Blows effect to the target for Protection Paladins.
no longer has a chance to activate from
and
, but now has a 30% chance to activate when dodging or parrying a melee attack (up from 12%).
now restores 15% of the Paladin's maximum mana every 2 seconds (up from 6%).
Retribution
Guardian of the Ancient Kings (Retribution version) now has a reduced cooldown of 3 minutes, down from 5 minutes, and the maximum number of stacks has been reduced to 12.
Inquisition now lasts 20 seconds per charge of Holy Power consumed, up from 10 seconds.
Talents
Burden of Guilt has been replaced with a new talent called
.
New Talent:
.
allows the Paladin to use
on players and beasts.
's periodic heal-over-time effect now heals for 40% more.
will now immediately damage the target for 5 times the amount of damage that had been dealt by
most recent periodic effect when dispelled.
will now immediately heal the target for 5 times the amount of healing that had been dealt by
's most recent periodic effect when dispelled.
now reduces damage taken from harmful periodic effects by 80% (up from 70%) and reduces damage taken from harmful periodic effects that cannot be prevented by immunities by 40% (up from 0%).
now functions like a smart heal, healing the 6 most injured friendly targets within range, and minor guardians are no longer targeted (Wild Imps, Bloodworms, Snakes from Snake Traps, etc.). There has been no change to the total amount of healing granted by the ability.
:
Holy:
now applies its damage absorption shield immediately, can be active on more than one target at a time, but the talent now costs mana and has 3 charges with a 10-second recharge.
Protection: Sacred Shield is 30% less effective.
Holy: Sanctified Wrath now also increases the critical strike chance of
by 20%.
Protection: Sanctified Wrath now causes
to generate 2 Holy Power instead of 1 while
is active.
in addition to its current effects, now also causes
to generate a charge of Holy Power for Holy Paladins. Stacks of
now reduce the cast time, mana cost, and improve the effectiveness of
,
, and
.
will now apply
's bonus to healing to the casting Paladin as well as other targets and consume all stacks of
in the process.
has been simplified. It now reduces the cooldown on
,
, and
by 50%.
Glyphs
New Major Glyphs
: Removing harmful effects with
heals the Paladin for each effect removed. This heal cannot exceed a percentage of the Paladin's maximum health.
:
no longer transfers damage taken by the target to the Paladin.
Major Glyphs
now causes
to reduce the cast time of the next
by 0.5 seconds, and the effect can stack up to 3 times.
now reduces the amount of mana restored and cooldown of
by 50%.
now also allows
to stun Aberrations.
now increases the instant damage done by
40% (up from 30%).
has been redesigned. The glyph now increases the duration of Inquisition by 30 seconds (up to a maximum of 2 minutes) each time the Paladin lands a killing blow on targets that yield experience or honor.
Glyph of Rebuke has been replaced with
.
causes
to no longer affect party or raid members, but the cooldown is reduced.
now increases damage for the next
by 10% per stack (down from 20% per stack).
has been redesigned. The glyph now causes
to no longer heal the Paladin. Instead, a nearby raid or party member will receive healing for 30% of the amount the Paladin would have received from Seal of Insight.
has been replaced with Glyph of Burden of Guilt:
causes
to reduce the target's movement speed by 50% for 2 seconds.
New Minor Glyphs
:
will now appear to remove the evil from its target.
: Critical heals on other players display a small pillar of light at their location briefly.
Ghostcrawler on Class Changes
Ghostcrawler
We made a few changes to each Priest specialization. For Discipline, while we don’t think the shields,
, or potent cooldowns are overpowered individually, we felt that having all three in one spec gave them too much versatility compared to the other healers. We know
is fun, and while it’s useful, it doesn’t truly compete with a dedicated healer or DPS, so we think it’s in a good spot. We like Discipline to have a strong shield kit, and we’re happy to see more
use in 5.2 than in 5.0. That left the cooldowns as targets, and we felt like
was the right one to nerf. We also felt like
scaling so well with Spirit turned what was originally supposed to be a mechanic offering a discount on
to reward smart use had instead become a bona fide mana regeneration mechanic. For Holy, we buffed
and
to help keep Holy in mana a little longer. We also finally gave in and reversed
and Lightspring, so that the more passive (and popular) totem-like use of the spell became the default. We reduced the damage reduction of Shadowform as we did for Hunters and Balance Druids, because we felt like it offered too much of a passive benefit. We also completely rebuilt
so that it keeps the kit of a delayed source of damage, but won’t get stuck on terrain or objects or struggle with bosses that move or fly.
For Priest talents, we are trying one more time to make
compete with the other movement talents, and let
and
compete better with Solace and Insanity. We also buffed
for Discipline and
for all three specs.
Resources
Noxxic Class Guides
:
Discipline
Holy
Shadow
Elitist Jerks Forums
HowToPriest
Patch Notes
General
now prefers to target healers when it grants mana. Healers will always be picked before non-healers, regardless of how much mana they have.
no longer has a facing requirement.
now deals 15% more damage.
now deals 25% more damage.
Discipline
can no longer be dispelled.
now energizes the Priest for 100% of the mana cost of
/ When the shield is fully consumed or is dispelled (used to energize the Priest with mana equal to 150% of their spirit). This is the modified mana cost for
, after being reduced by Rapture’s passive effect.
duration has been reduced to 10 seconds (down from 15 seconds), and the damage absorption shield's effectiveness can now be reduced through Battle Fatigue.
Holy
mana cost reduced to 3.8% (down from 6.3%), and now functions like a smart heal, healing the 6 most injured friendly targets within range, and minor guardians are no longer targeted (Wild Imps, Bloodworms, Snakes from Snake Traps, etc.). There has been no change to the total amount of healing granted by the ability.
Lightspring is now baseline for all Holy Priests and the ability has been renamed to
.
's mana cost reduction has been increased to 20% per stack (up from 10% per stack), and no longer displays a spell effect when in the UI when it's active.
Shadow
now increases the Priest's armor by 60%, but no longer reduces all damage taken by 15%.
now creates a shadowy version of the Priest that floats towards the target and deals damage. The apparitions are now treated as a missile, and is no longer an attackable creature.
now deals 20% more damage.
Talents
now increases allies' movement speed by 80%, up from 60%, and feathers placed in the world have a duration of 10 minutes (up from 5 minutes).
's effect can now bounce up to 4 times (up from 3), and its effect should no longer bounce between minor guardians (Wild Imps, Bloodworms, Snakes from Snake Traps, etc.).
for Discipline Priests now has a 100% chance to activate its effect after using
, up from 40% and now displays an effect in the UI when it's active.
’s healing is no longer affecting by diminishing returns when used on multiple targets.
Discipline, Holy: Now also has a chance to activate its effect on cast for these following spells;
,
,
, and
.
Shadow: Now has a 20% chance to activate its effect for Shadow Priests (up from a 15% chance).
’s healing is no longer affecting by diminishing returns when used on multiple targets.
now deals 10% more damage, and mana return has been increased by 20%.
no longer benefits from Haste and its health has been reduced by 75%, but fixed a bug where
wasn't being affected by base Resilience.
's damage and healing threshold to activate has been increased to 35% (up from 20%).
Glyphs
Major Glyphs
Glyph of Dark Binding's effect is now baseline and has been replaced with
.
causes
to only bounce between the target and the caster.
now reduces the cooldown on
without reducing its duration.
Glyph of Lightspring has been renamed to
.
causes
to heal for 50% more, but no longer automatically heal targets. Allies can click on the
to heal.
Glyph of Lightwell has been renamed to
.
increases the number of charges on
by 2.
now causes
to heal the target for 5% of their maximum health after successfully dispelling a magical effect or disease (up from 3%).
now causes
to reflect 70% of the damage absorbed (up from 45%).
New Minor Glyphs
causes the Priest's healing spells to momentarily grant angelic wings.
: A spirit appears above the Priest while channeling Hymns.
:
causes the Priest and their target to exchange appearances for several seconds.
Transforms the Priest's
and
into a Sha Beast.
Class Armor
Discipline/Holy PvP 2-piece set bonus' (4-piece set bonus pre-Season 12)
effect can no longer be dispeled.
Shadow PvP 4-piece set bonus is no longer an area-of-effect and only affects the character that dispels
.
Bug Fix
Fixed an issue where
was not increasing the critical effect chance of
,
, and
.
Ghostcrawler on Class Changes
Ghostcrawler
We buffed
for Rogues outright to increase their survivability against melee. We also buffed
because we agree that it went from being a potent heal in Cataclysm to a more middling one in MoP. The other core changes were really focused on Combat. We increased the cost and damage of
in order to help address Rogues having too much energy with high Haste values, which led to a spammy, RSI-inducing style. (It’s fine for Combat to feel fast-paced, but it had gotten out of control.) To offset the loss of combo points from less frequent
s, we added (or returned, depending on your point of view) the
passive. The other Combat change was to redesign the targeting system of
.
now hits a single target if used without
. During
, it continues to work as it does on live.
For talents, we were worried in previous patches that we had overbuffed
, but clearly that is not yet the case, so we lowered its cost. We buffed the numbers on
,
,
,
, and
, since they were seeing less use than other talents.
New Abilities
, Combat, 32: Gives your finishing moves a 20% chance per combo point to add a combo point to your target.
Resources
Noxxic Class Guides
:
Assassination
Combat
Subtlety
Elitist Jerks Forums
Patch Notes
General
Ambush damage has been increased by 12%.
now increases dodge chance by 100% (was 50%), cooldown has been reduced to 2 minutes (down from 3 minutes), and duration has been reduced to 10 seconds (down from 15 seconds).
now deals 10% less damage.
damage has been increased by 25%.
now restores 4% of maximum health every 3 seconds, up from 3%.
deals an increased 240% of weapon damage (up from 145%), but now costs 50 Energy (up from 40 Energy).
Assassination
Assassination Rogues should no longer be eligible for any other weapon types except daggers in situations where loot is automatically awarded(Raid Finder, Bonus Rolls, Heroic/Normal Scenarios, and the upcoming Flexible Raid difficulty.)
now deals 645% weapon damage (up from 460%).
now deals 280% weapon damage (up from 200%).
Combat
New passive ability,
: This passive ability is learned by Combat Rogues at Level 32. The Rogue gains a 20% chance per combo point (100% chance at 5 combo points) to immediately regain 1 combo point while performing a finishing move.
targeting has been changed. If
is not active,
will now hit the Rogue's target 7 times or pick the closest eligible target if none had been selected.
will continue to work as it has while
is active.
now deals 160% weapons damage (up from 125%).
now increases Attack Power by 40% (up from 30%).
Subtlety
now deals 380% weapon damage (up from 275%).
now deals 160% weapons damage (up from 140%); 232% weapons damage if a dagger is equipped (up from 203% for daggers).
now increases damage against targets with bleed effects by 25% (up from 20%).
Talents
's cost has been reduced to 15 Energy (down from 30 Energy).
now reduces damage taken by 85% after activating (up from 80%).
now allows the Rogue to use
,
, and
from 40 yards away (up from 30 yards).
now increases damage dealt by abilities while stealthed by 50%, up from 25%.
now stuns the target at 4 applications of the poison (down from 5 applications).
now has a reduced cooldown of 20 seconds (down from 24 seconds).
Glyphs
Major Glyphs
Glyph of Adrenaline Rush's effect is now baseline and has been replaced with
.
now reduces the cooldown of Redirect by 50 seconds (down from Redirect no longer has a cooldown).
now only removes damage-over-time effects that would cause
to break. For Rogues that also have the
talent, this means
will no longer remove the Rogue’s poison or bleed effects.
Glyph of Crippling Poison has been replaced with
.
now causes
to also damage the armor of its victims, applying 1 application of the Weakened Armor effect to each target.
Glyph of Debilitation has been replaced with
.
increases the healing received by the Rogue while
is active.
now increases the healing of
by an additional 1% (up from 0.5%).
Glyph of Sap has been replaced with
.
causes
ability to also increase damage done to targets affected by
.
now reduces the cooldown of Shiv by 3 seconds (was 2 seconds).
New Minor Glyphs
:
now summons a decoy at the target location.
:
and
abilities will now throw axes regardless of the Rogue's currently equipped weapon.
Class Armor
Rogue Tier-15 4-piece set bonus (
) now causes
to reduce the cost of all abilities by 15% (down from 40%).
Bug Fix
Fixed an issue where certain conditions can cause
to not deal damage to additional nearby opponents.
Ghostcrawler on Class Changes
Ghostcrawler
We’re happy with Enhancement and Elemental performance overall, but we are keeping an eye on their burst in PvP. We did feel that Restoration wasn’t really delivering on healing when grouped and stationary, which should be a Shaman’s strength. To remedy that, we changed
to no longer decrease effectiveness per jump and buffed
’s radius and healing. We also gave
to all Shaman, because we felt like Restoration was never going to choose another talent so long as they had the option to choose a group healing cooldown.
With Shaman talents, we still had the problem that some talents were only attractive to some specializations. We buffed
,
, and
for this reason. We had to replace Healing Tide Totem, so we introduced
, which allows Healing Stream Totem to heal two targets at once. We redesigned Conductivity to make it more useful for all Shaman by having it increase the duration of
, saving GCDs (global cooldowns). We were convinced that Totemic Restoration was just a problematic talent. It saw little use in PvE, but was really annoying to deal with in PvP, since a Shaman could just drop totems for a split second and benefit from their effects. The replacement talent,
, allows Shaman to summon a second Water, Earth, or Air totem without destroying the first one. (Including Fire Totems would have been a non-trivial DPS increase, making this the only talent attractive to Elemental or Enhancement.)
New Abilities
, level 45 talent: Summoning a second totem of the same element no longer causes the first totem to be destroyed. Only one totem may benefit from this effect at a time. Does not affect Fire totems.
, level 75 talent: Your
now heals two targets at once for 15% additional healing.
has significant changes: When you cast
,
,
, or
, your
duration is increased by 4 sec. When you cast
,
,
, or
, your
's duration is increased by 4 sec. This cannot cause
to last longer than 40 seconds.
Resources
Noxxic Class Guides
:
Elemental
Enhancement
Restoration
Elitist Jerks Forums
TotemSpot
Patch Notes
General
's effectiveness will no longer decrease with each jump (up from a 30% reduction to healing with each jump).
's summoned Greater Earth Elemental will no longer taunt off players that are in a tanking specialization.
Fire Elemental Totem's summoned Greater Fire Elemental now deals 10% less damage.
's healing has been reduced by 30%, and the area-of-effect has been increased to 12 yards (up from 10 yards). In addition,
now functions like a smart heal, healing the 6 most injured friendly targets within range, and minor guardians are no longer targeted (Wild Imps, Bloodworms, Snakes from Snake Traps, etc.). There has been no change to the total amount of healing granted by the ability.
Enhancement
damage has been increased by 83%.
's debuff now also affects
, but now deals 380% weapon damage (down from 450% weapon damage).
Restoration
now increases the healing done by
by 100% in addition to the ability's current effects.
now has a duration of 30 seconds (up from 15 seconds).
's mana cost has been reduced by 25%.
Talents
now has a cooldown of 90 seconds, down from 120 seconds.
has been redesigned.
Healing an ally with
,
,
, or
, increases the duration of
by 4 seconds.
Damaging an enemy with
,
,
, or
increases the duration of
by 4 seconds.
can increase the duration of
up to a maximum of 40 seconds.
' spell duplication effect can no longer occur more than once every 4 seconds when used on friendly or hostile players and player pets or guardians.
is no longer a talent and is a baseline ability for all Shamans. Additionally, this totem will now heal 12 raid members (up from 5) when used in a 25-player instance.
New Talent:
.
replaces Healing Tide Totem talent, increases healing done by
by 100%, and causes the totem to heal 2 targets at once.
's initial damage absorption shield now absorbs an additional 33% in damage.
Totemic Restoration has been replaced with a new talent,
.
New talent:
. Summoning a second totem of the same element no longer causes the first totem to be destroyed. Only one non-Fire totem can benefit from this effect at a time.
effect now applies to the Shaman, not the target.
effect now increases
damage by 30%, up from 20%.
Glyphs
New Major Glyphs
:
now has a chance to add a charge to the Shaman's active
. This cannot cause
to exceed 9 charges.
: Successfully Purging a target now grants a stack of
.
Major Glyphs
now increases the cooldown on
by 2 seconds, down from a 4 second increase.
now heals the target for 5% of the Shaman's maximum health (up from 4%).
now reduces the cooldown and duration for
by 50%, up from 40%.
now reduces the cooldown of
by 2 seconds.
now increases the cooldown of
after reflecting a harmful spell by 20 seconds (down from a 35-second cooldown increase).
no longer increases the healing of
.
reduces the initial direct healing of
by 75%, down from a 90% reduction to healing.
New Minor Glyphs
:
now takes the Shaman to their capital's Earthshrine.
:
now transforms enemies into a Compy.
: Summons a random Fire, Water, or Nature familiar. Familiars of different types have a tendency to fight each other.
: The Shaman's
now resembles Vol'jin's Serpent Ward.
: Resurrecting someone with
causes a ghostly ancestor to follow them around for a short time.
: Allows the Shaman to summon a rain storm of frogs at a targeted location.
: Spirit Wolves are replaced with Spirit Raptors.
:
can be now be used while the Shaman is a ghost.
Class Armor
Elemental Shaman 2-piece PvP set bonus (
) has been changed. It now allows
to be triggered once every 1.5 seconds instead of once every 3 seconds.
Enhancement Shaman 4-piece PvP set bonus (
) now causes the Shaman's
to also reduce the target's movement speed for 3 seconds.
Ghostcrawler on Class Changes
Ghostcrawler
Because Warlocks had so many changes coming into Mists of Pandaria, we had to iterate on a lot of these new mechanics throughout the expansion and tried to not change things too much for Patch 5.4. We did nerf
for the same reasons we lowered the passive damage reduction of Balance Druids, Shadow Priests, and Hunters. We increased
’s damage but removed its DoT extension, which had become a liability for
in PvE rather than letting it provide damage on the move as it was intended. For Affliction, we shifted more damage to DoTs and away from
.
is a cool spell, and we like channeling it to increase DoT damage, but we felt like too much damage had been shifted away from DoTs, which hurt Affliction in PvP and made all Affliction locks have difficulty moving. We also simplified the
mechanic slightly by removing the glyph and the initial damage component. For Destruction, we changed
to not be so essential to the single-target rotation by reducing its Ember generation. We made
baseline for all Warlocks because we thought they had lost too much of their fear-based control package.
Our biggest challenge with Warlock talents was the level-90 tier, where most Warlocks chose
(often to the frustration of raid leaders forced to deal with slow-moving Warlocks). We removed the snare from
but reduced the number of spells it affected. The talent should help with movement but not guarantee characters never need to stop moving. We buffed
by allowing it to increase the damage as well as radius of area-effect spells, but on a cooldown so the Warlock has more control over the effect and so it’ll feel more potent when active. We decided we could not safely balance Archimonde’s Vengeance in its “damage reflection” kit, so we redesigned and renamed the talent to emphasize the Dark Soul cooldowns (with the intent that one talent needed to be attractive in fights with no movement or area damage).
In addition to these substantial changes to the level-90 row, we wanted to buff several unattractive talents.
never had a strong niche, so we made it improve
rather than act as an area-effect
. We replaced
(now baseline) with a talent inspired by the Cataclysm version of Shadowflame that many players asked for.
is a cone-based snare.
was also returned to an older design which is easier to use and more powerful.
New Abilities
, level 30 talent: Sends a cone of dark energy before you, reducing the movement speed by 50% of all enemy targets within 10 yards for 6 sec.
, level 30 talent: Your
spells have two charges.
Resources
Noxxic Class Guides
:
Affliction
Demonology
Destruction
Elitist Jerks Forums
Patch Changes
General
damage has been increased by 10%.
s are no longer attackable once more and no longer temporarily removes threat from the user. The debuff from using a
has been increased to 60 seconds (up from 15 seconds).
no longer reduces all damage taken by 10%.
now deals 13% more damage, costs 2% less mana, and no longer increases the duration of damage-over-time spells.
damage has been increased by 10%.
now has a reduced chance to generate Burning Embers.
now infuses additional spells with fel magic (green fire effect).
Summon
, Summon
,
,
,
, and
.
Affliction
damage has been increased by 16%.
no longer energizes Soul Shards from the pets and guardians of players and now deals 34% less damage. If other periodic Affliction damage effects are triggered by
, they now deal 60% of their normal damage (down from 100%).
now deals 50% more damage, and increases damage done by all of the Warlock's damage-over-time spells against the target by 40%.
now deals 34% less damage, and causes all of of the Warlock's other periodic Affliction damage effects to instantly deal 30% of their normal periodic damage (down from 50%).
now gives
a 10% increased chance to generate a Soul Shard (up from a 5% chance), but the increased chance only works on the most recently applied
.
no longer does any damage, and now copies damage-over-time effects instead of just moving them without needing a glyph. Copied effects now once again preserve their power and duration. Duration has been reduced to 3 seconds (down from 20 seconds).
damage has been increased by 21%.
Demonology
now increases the effects of
by an additional 30%.
's damage has been reduced by 20%.
's damage has been reduced by 20%.
Destruction
's damage has been increased by 15%.
's damage has been increased by 10%.
Talents
Archimonde's
has been redesigned and renamed into
.
gives the Warlock's Dark Soul spell two charges.
no longer affects Drain Life.
For Affliction Warlocks,
now increases the power of various single target spells by 20% (down from 30%).
no longer replaces
.
is now a passive talent that increases
's damage by 50%, and healing by 150%. The talent no longer turns the ability into an area-of-effect spell.
is no longer a talent and is now a baseline skill for all Warlocks.
is a new talent replacing
. The Warlock sends out a cone of Shadow damage, snaring targets, has a 20-second cooldown.
no longer reduces movement speed, and will now allow the Warlock to cast
,
, and
while moving.
is no longer a passive ability.
now has a duration of 10 seconds with a 60 second cooldown, and increases the area of area-of-effect by 500% and increases damage by 100% for
,
,
, and
.
can now also activate from
, and caps out at 15% of the Warlock and their pet's maximum health (down from 100%).
now transfers 20% of damage taken by the Warlock to their pet, and 3% of all damage dealt by the Warlock will be returned as healing for the Warlock and their pet. This ability is always active while the Warlock's pet is active.
Glyphs
Major Glyphs
Glyph of Dark Soul has been replaced by
.
causes
to hit 2 additional nearby targets.
Glyph of Everlasting Affliction has been replaced by
.
: Changes
into a passive ability that provides a constant 10% reduction to damage taken.
no longer causes
to have a cooldown.
now summons 4 Wild Imps (down from 5 Wild Imps).
Glyph of Shadowflame has been replaced with
.
reduces the damage reduction of
by 20%, and the cooldown is reduced by 60 seconds.
Glyph of Soul Swap has been replaced with Glyph of Havoc.
:
gains 3 additional charges, but the cooldown is increased by 35 seconds.
Class Armor
Warlock Tier-14 4-piece set bonus (
) now reduces the cooldown of
by 20 seconds.
Warlock PvP 4-piece set bonus (
) now reduces duration of the debuff from using a Demonic Gateway by 15 seconds.
Bug Fix
Fixed an issue where
was not working properly while Metamorphosis was active.
Ghostcrawler on Class Changes
Ghostcrawler
Most of our Warrior changes were to increase Protection Warrior damage, try to improve the area-effect and cleave damage of Arms, or to address PvP quality-of-life issues. Buffing
helped both Arms and Protection. Changing
and
for Protection Warriors provided both more damage and active mitigation by making Critical Strike a more valuable stat. We don’t expect Prot to heavily stack crit, but they’re going to have some anyway just from core stats and group buffs, and it does open up the possibility of using crit gear.
We also gave Protection the same
ability we gave to Death Knights, to make sure the avoidance stats that do show up on tank gear provide some active mitigation.
For Arms, we reduced the cost of
, buffed
, and gave Slam a cleave ability. We didn’t think Fury needed much attention overall, though we did change the animation system to allow them to dual-wield polearms. For the PvP changes, we reduced the cost of
, gave the Safeguard root break to
baseline, took Hamstring off the global cooldown, and reduced the cooldown of swapping stances. We also made a change to allow
and
to not require a shield to be equipped, but to still provide the visual cue that a Warrior was using these abilities by having a shield visually appear even if one was not technically equipped.
For Warrior talent changes, we buffed
,
,
,
,
, and
in addition to the
change mentioned above to open some more choices for Warriors, especially in PvP. We understand that
is hard to live without in PvP, but we didn’t think that was easily fixable without nerfing
—and probably speaks more for to the relative strength of stuns compared to other forms of crowd control, which is something we’d like to address long term. (Perhaps stuns need to be shorter, dispellable, or break on damage so they aren’t quite so game-changing.)
New Abilities
: When you dodge or parry any attack, you gain 75% of your Parry and Dodge as additional Critical Strike for 20 sec.
Resources
Noxxic Class Guides
:
Arms
Fury
Protection
Elitist Jerks Forums
Patch Notes
General
Battle, Berserker and Defensive Stance now have a 1.5-second cooldown (down from 3 seconds).
now also increases the damage of
by 50%.
damage has been increased by 65%.
now also triggers on critical hits from
and
.
is no longer on a global cooldown.
now also breaks roots and snares when used.
no longer costs rage.
no longer requires a shield. If the Warrior does not have a shield equipped, it will show a visual of an equipped shield.
no longer requires a shield. If the Warrior does not have a shield equipped, it will show a visual of an equipped shield.
Arms
Mortal Strike now deals 215% of weapon damage (up from 175%).
now also reduces the cost of
by 10 Rage.
now deals 25% more damage, but the Rage cost has been increased by 25% as well. While
is active, Slam will deal 35% of damage dealt against the primary target to all other enemies within 2 yards, and targets affected by
receives 10% more damage.
Fury
now works with polearms.
Protection
now generates 20 Rage (up from 15 Rage).
is a new passive ability learned by Protection Warriors at level 76. When the Warrior dodges or parries any attack, they gain 75% of their Parry and Dodge as an additional bonus to Critical Strike for 20 seconds.
now activates from critical hits with
instead of a flat 20% chance, and the ability will make the next
or
be a critical hit in addition to costing no Rage.
Talents
's cooldown has decreased to 60 seconds (down from 1.5 minutes).
Arms: Bladestorm now deals 180% of weapon damage (up from 120%).
Protection: Bladestorm now deals 160% of weapon damage (down from 240%).
's snare and bleed effects are now two separate debuffs. Clearing one of the effects will no longer remove the other.
now instantly heals the warrior for 10% of their total health (up from 5%), and an additional 10% over 5 seconds (up from 5%).
now heals the Warrior for 20% of their maximum health at all times (up from 15% on attack and 20% on kills that yield experience or honor).
now has a duration of 4 seconds (up from 3 seconds), and has an off-hand attack for Fury Warriors.
no longer transfers damage to the Warrior. The talent now reduces amount of damage the target takes by 30% for 12 seconds.
now roots the target for 4 seconds instead of stunning them for 3 seconds. The 50% reduction to movement speed snare effect for 8 seconds remains unchanged.
will now cause
to root an additional 2 nearby targets.
Glyphs
New Major Glyphs
: Killing an enemy with
grants Rage.
:
now leaves an axe in the target, which can be retrieved by moving within 5 yards of the target to finish the cooldown of
. This effect will only occur when
is cast from more than 10 yards away from the target.
New Minor Glyphs
:
gives additional Rage over time, but for that time the Warrior no longer generates Rage from auto-attacks.
: Removes the threat generation bonus from
.
: Shout abilities cause the appearance of the Warrior's weapon to change to that of a random weapon from their primary bag for a short time.
Bug Fix
Intervene should no longer incorrectly trigger a cooldown when there isn't an allied target for the Warrior to intervene to.
Currency Changes
is the currency you will need in
for bonus rolls.
The quests for
are going away, but you can purchase them with 0
. In addition, their bonus rolls have a chance to reward
pets.
will not be converted to
. Players can keep their
and use them on item upgrades.
will be converted to
due to the new Arena Season.
Converting
to
is harder. The rate is now 500 > 250 instead of 375 > 250.
Shado-Pan Assault
items will cost 34% less
in the patch.
All other epics requiring Mists of Pandaria reputation
have had their reputation requirement listed and cost
instead of
.
Items that cost
prior to 5.3 (
full list here--ilvl 458 gear and some vanity items
) have their costs reduced by 75%
For more details, check out
Wowhead's Currency Changes Guide
.
Transmogrification
There are dozens of new transmog sets players can acquire from PvE and PvP.
Tier 16 gear
: each style of
gear comes in three colors--LFR, Normal and Flex, and Heroic. In addition to class-specific tier, all sets have non-tier options so players of all classes can collect these looks.
Season 14 gear
: There are new PvP looks for Grievous Gladiator items, with different colors for Alliance, Horde, and Elite sets. These sets are particularly interesting because they all have striking shoulder animations.
Timeless Isle
: The BoA gear collected on the
resembles
Mogu'shan Vaults and reputation gear
. Some specs can create gear with new colors, which we've noted in the linked article.
Shamans get a special cosmetic set, the
Kor'kron Dark Shaman Set
, which resembles NPCs in the
and can be looted in Flex, Normal, or Heroic difficulty.
As for weapons, we've previewed all
Tier 16 and Season 14 weapon models
, with a highlight being
. The heirlooms that drop from
are also eye-catching and
replicate High Warlord models
.
Our
transmog set database
is updated with all new 5.4 sets, including recolors and lookalike sets without class restrictions.
Professions
Some professions are getting significant additions in Patch 5.4.
:
is lessy buggy, no longer randomizes digsites, and is now found inside
along with a
.
: There are new recipes, learned via discovery from
, for
ilvl 476 PvP gear
or ilvl 553 crafted epics. Players can also craft additional
, used in new epics, with
.
: Noodle cart recipes like
are added. Players can learn the noodle bowl recipes from a questline starting on the
. They must also have the initial recipes learnt for the various MoP cooking specializations, which requires 530 cooking. In addition, there are a few new 300 stat food recipes that drop in
.
:
is a new enchanting material that is created when DEing the new
reputation gear. The item level requirement on enchantments is also going away, so high-level enchants can be put on low-level items, where their stats will scale down.
: Engineers are finally getting some new toys in MoP.
, a world drop, contains recipes for
,
,
,
,
.
:
has relocated to
.
: Many Major glyphs received changes, and numerous cosmetic glyphs were added. These techniques are mostly drops from
mobs.
: There are new recipes, learned via discovery from
, for
ilvl 476 PvP gear
or ilvl 553 crafted epics. Players can also craft additional
, used in new epics, with
. There is also
, which provides an alternative to Heroism.
: There are new recipes, learned via discovery from
, for
ilvl 476 PvP gear
or ilvl 553 crafted epics. Players can also craft additional
, used in new epics, with
.
For a complete list of new recipes, vanity items, and new reagents, check out our
5.4 Profession Preview
. You can also see how much these items are selling for on the AH by checking out the "Buyout" information in Quick Facts, which updates AH data from
The Undermine Journal
.
Achievements and Rewards
Many new achievements
are coming in Patch 5.4. Of particular note:
: This raid has the usual achievements for killing each boss on heroic difficulty, clearing each raid wing, and quirky achievements for
. Unlike past meta achievements, this one does not require you to kill bosses on heroic difficulty to get your
.
Ahead of the Curve achievements for
are split up between 10 and 25 player difficulty now, and reward the mount
.
PvP:
for winning 100 Areans or 40 RBGs rewards
that can be redeemed for new mounts. There are also World PvP achievements tied to farmimg
.
Proving Grounds: There are achievements for beating every difficulty and role in the Proving Grounds, a new single-player challenge where players can either test out learning a new role in a safe environment, or challenge themselves with a familiar role on high difficulty.
: Numerous quirky exploration achievements, which user
Voxxel
has provided detailed comments for.
Getting the fastest Challenge Mode time on the realm in a guild run rewards a Feat of Strength and unique title.
To learn more, check out
Wowhead's 5.4 Achievement Preview
.
Media
Click the image to get Blizzard's official 5.4 wallpaper in multiple sizes!
Wowhead has an exclusive interview with
Lead Game Designer Tom Chilton
in which we discussed:
What
has to offer and how the
is so unique and a departure from previous content hubs filled with daily quests.
The goals of Proving Grounds and the appeal for players both highly skilled and new to a role.
The decision to make MoP's legendary a cape instead of a weapon.
Target audiences for Flex Raiding.
The increased incentives and rewards for participating in the
.
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评论
评论来自
Noboru
Battle pets from Throne of Thunder can now be
one
via bonus rolls in LFR.
Oh my.
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