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Category: The War Within

The War Within Alpha Interview Roundup Part 2

More interviews have come out for The War Within and datamining has continued as well!

Below is a roundup of new information, of course you can expect some spoilers:

Quests/World content

  • The experience required to getting to level 70 is being massively reduced. A 75-80% reduction from 60 to 70 has been datamined (Wowhead)
  • Delves will also be part of the campaign (PCGamer)
  • At the end game Delves will have different variants of each Delve (IGN)
  • Keys for end of Delve chests will be earned through outdoor content (IGN)
  • There are likely to be a few Delves per week that are highlighted with bonus loot (IGN)
  • While they originally planned for one difficulty during leveling up, delves will have multiple difficulties during leveling up as well (MrGM)
  • The emphasis with Delve difficulty is on what’s more fun for the player, rather than the right choice (MrGM)

Gear/Itemization

  • Flightstones are being replaced with the evergreen Valorstones (MrGM)

Classes

  • Oracle Priest is no longer support oriented but instead focused on priest healing (Towelliee)
  • Some class talent trees are being updated to make room for new Hero Talent buttons on your action bars. They are paying attention at preventing button bloat with the addition of Hero Talents. (Towelliee)
  • In Alpha week 1 we’ll already see class talent changes for Evoker, Druid, Monk and Paladin (Towelliee)
  • They consider Augmentation Evoker to be a success. With The War Within they will add better combat log tracking as well  (Towelliee)
  • It’s likely in Midnight when the level cap goes up again they’ll add new talent points to the existing talent trees (IGN)
  • There are no plans for hero-class heritage sets (MrGM)
  • Non-evoker dracthyr classes will have an emphasis on playing in visage form (MrGM)

Dungeons/Mythic+/Raiding

  • There will always be some tension with affixes. It is discussed within the team and they don’t have anything to share right now. They’ll continue experimenting with them (Towelliee)
  • The Rookery dungeon will have Follower Dungeon support as it’s part of the campaign. No confirmation on all 8 dungeons being Follower Dungeons. (Towelliee)
  • They’ve discussed having a PvP Brawl-like feature to experiment with things for Mythic+ (Towelliee)
  • No seasonal affixes planned for The War Within (Towelliee)
  • They’re going to try making any dungeon part of the Mythic+ rotation possible as a Mythic+0 dungeon so that players in that bracket have seasonally changing content too (Towelliee)
  • Like previous old expansion dungeons, Grim Batol will get a rework that keeps the spirit of the dungeon. There will still be a bombing run (Towelliee)
  • They currently have nothing to say on tuning intentions for end of raid Mythic bosses (Towelliee)
  • In season 4 Dawn of the Infinite is tuned much higher so it feels and rewards like a mini raid (Towelliee)
  • Heroic dungeon queues will also be for the dungeons in the current seasonal rotation (IGN)
  • They don’t have a specific number of raids they’re committing to yet for TWW (IGN)
  • They’re happy with season lengths and raid tiers that last around 5 months (IGN)
  • They might only do the “heroic” week in the first tier of the expansion but have the Mythic raids be open on week 1 in the later tiers (MrGM)
  • They’re unlikely to test the final boss on the Beta on lower difficulties if their confidence internally in tuning and quality is high (MrGM)
  • Plans for season 4 TWW are not finalized (MrGM)
  • There are no plans to change from the 20man mythic raiding format (MrGM)
  • They would like to explore the ability to specate while dead (MrGM)

Dragonriding

  • Characters will learn Dynamic Flying at level 15 (Warcraft)
  • As you level up you’ll get the flying talents, no need to find Glyphs in the Dragon Isles (Warcraft)
  • Lightning Rush, the Whirling Surge replacement, of the War Within Heroic Edition mount, will be usable by other mounts as well (Warcraft)
  • There will be new Glyphs to collect across Khaz Algar for exploration achievements and cosmetic perks (MrGM)

Lore

  • The story will not be a darker story like Shadowlands. However the will be a lot more at stake. (PCGamesN)
  • In a way The War Within is a bit of a reset. In Dragonflight we took a step back to take a moment to breathe and this is the beginning of a new arc (PCGamesN)

Warbands

  • Raid skips will become account wide (MrGM)
  • They hope to provide options to customise the character login screen during TWW (MrGM)

UI

  • As spiders are predominant in The War Within, there will be a new Arachnophobia filter to change them into crabs (PCGamer)
  • While they won’t be doing it with The War Within, it is on their list to update the quest UI to better communicate lore and NPC interactions (MrGM)
  • They want to update Tabard customization in the future, but it won’t be for TWW (MrGM)
  • They would like to clarify and improve the visibility of respawn points in Raids (MrGM)

Professions

  • They are moving towards more cross realm features for the cross-realm auction house and want to remove barriers (MrGM)

Misc

  • They are expecting to announce a 2025 roadmap at the end of the year (MrGM)
  • The goal is to allow cross faction queueing (LFG/LFR) when you have a full group sometime during TWW (MrGM)
  • They have no intention to return to big borrowed power systems (MrGM)

Full Interviews/Sources:
Dev Interview Towelliee
Leveling Datamining Wowhead
World of Warcraft Flying Video
PCGamer Arachnophobia Filter
Story Interview PCGamesN
PCGamer Storytelling in Dungeons
IGN Dev Interview
London Group Interview Ion Hazzikostas, MrGM writeup

Previous Roundups:
The War Within Alpha Interview Roundup Part 1

The War Within Alpha Interview Roundup

The War Within Alpha is going live and that means there’s new developer interviews and other videos! Below is a roundup of new information:

Quests/World content

  • Dungeons will be part of the main Campaign but you can do follower dungeons to complete them if you prefer playing solo (WoWCast)
  • To start a Delve you click on the misty portal/door and it opens your own Delve instance (WoWCast)
  • Delves will have 11 difficulty levels (MMO-Champion)
  • Around Delve difficulty level 8 it will just be about bragging rights (MMO-Champion)
  • Delve progress will be account wide (MrGM)
  • In pre-season you can do delves and progress your companion to level 10, once a season starts it goes up to 50 (MMO-Champion)
  • They have talked about adding delves in older zones outside of TWW zones (MMO-Champion)
  • There are changes coming to World Quests but they’re not quite ready to talk about it yet (MMO-Champion)
  • The Live Team works on live content for the game. They don’t work on dungeons/raids/etc instead they work on things like more more holiday updates and fun content coming in the future (MMO-Champion)

Gear/Itemization

  • Tier sets are not going away. Delves will be included in the ways to obtain them (Raids/M+/PvP) (WoWCast)
  • Delves might grant gear up to Mythic+5 (MMO-Champion)
  • Outside of the highest item levels, Warbound equipment will be fairly common (MMO-Champion)

Classes

  • There are plans to expand the classes that Dracthyr can be but it won’t be at launch (MrGM)
  • Many of the Hero Talents have changed after the community gave feedback on the Hero talent blog posts (WoWCast)

Dungeons/Mythic+/Raiding

  • The season 1 dungeon rotation is Ara-kara City of Echoes, City of Threads, The Stonevault, The Dawnbreaker, Mists of Tirna Scithe (SL), The Necrotic Wake (SL), Siege of Boralus (BfA) and Grim Batol (Cata) (wowhead)
  • The team is still talking about making BfA raids more accessible for transmog farming…… (MMO-Champion)
  • Dawn of the Infinite was a progression experience and the team would like to do more of that (MMO-Champion)
  • The team is talking about how they can make Mythic+ affixes more interesting (MMO-Champion)
  • The team is still talking and looking at new affixes as well as positive affixes with a harder base difficulty (MMO-Champion)
  • In the first week of a season the Mythic raid will again not be available (Wowhead)

Dragonriding

  • They’ve made it possible for almost all old flying mounts to fly with dynamic flying/dragonriding (WoWCast)

Lore

  • Anduin and Alleria will be central characters running away from the wounds of their past and will in the end find redemption (WoWCast)
  • Magni Bronzebeard, Moira Thaurrisan and her son Dagran Thaurrisan will also play a part. Dagran has a very scholarly nature (WoWCast)
  • The raid is a city like Suramar. The nerubians are not super villains in a lair but a powerful race that we’re facing off against. (WoWCast)
  • The intro scenario will not be tested, however players will start on Khaz Algar in the wreckage of a crashed Dalaran (T&E)
  • They want to start with Dalaran crashing to let the players see the high stakes from the get-go. Anything can happen going forward, actions and events will have consequences (T&E)

Warbands

  • Warbands are a foundation. It allows them to structure data a lot more to be account based (WoWCast)
  • Any characters from any realm will show up on the favorites list (MrGM)
  • The account bound bank can get 5 tabs. Unlocking tabs costs an increasing amount of gold, ranging from 1000 gold to 2.5 mil gold (MrGM)
  • You can deposit gold into the bank to transfer gold between characters on different realms (MrGM)
  • A new toy you can earn with new leveling achievements allows you to open the bank from anywhere (MrGM)
  • The War Within and Dragonflight reputations will be account-wide upon launch (MrGM)
  • You can only get reputation from quests once. So doing quests on alts will not reward you with more rep (MrGM)
  • Achievement progress will be account wide but class specific achievements will not be (MrGM)
  • Leveling characters up to 80 gives you an account wide 5% bonus experience, up to +25% (MrGM)
  • Selling an item you can’t wear at all will add the transmog to your collections tab (MrGM)
  • New kinds of achievements are being added that might require you to use multiple characters to complete (Wowhead)

UI

  • Quest markers are getting an overhaul to make it much more clear what type of quest they are (WoWCast)
  • The collections UI now has a dropdown for different classes (MrGM)
  • Ocean graphics at the beach have been updated (MMO-Champion)

PvP

  • Rated battlegrounds are being replaced by the Battleground Blitz (WoWCast)

Professions

  • They will fundamentally be like they were in Dragonflight (WoWCast)
  • Work orders will see the addition of NPC work orders (WoWCast)
  • The team is experimenting with Archaeology but nothing is confirmed for launch (MMO-Champion)
  • Herbalism will have a mini-game in Hallowfall (MMO-Champion)

Dragonflight Retrospective

  • When they started on DF they set the goal of 8 weeks per patch. Now they’re looking at how can they make this content cadence sustaintable for both the dev team and players (MrGM)
  • They set goals for the more different patches such as Plunderstorm and Remix. Plunderstorm met those goals and they’ll see on Remix. (MrGM)
  • There are a lot of different versions of WoW now (Retail, Classic, Season of Discovery, Hardcore) and they can do that because they have the player base to do so. A lot of what they’ve done in game modes for classic is a direct reaction to what the community wants. And with TWW they’ll be adding things based on community feedback too. Delves and warbands are two of those things that are a direct reaction to player feedback. (MrGM)
  • The teasing of patch 10.2.6 did not go the way it was intended. It was unplanned and they overplayed it. (MrGM)

Misc

  • They are strategic about the releases of different WoW modes not conflicting with each other. However they are fortunate that the Retail and Classic (Cata) player bases don’t overlap much. So they are not too concerned about releasing content for those 2 WoW game modes closely together. (MrGM)
  • The experimental gameplay team is now just part of the live content team and they have a giant list of crazy things they want to do (MrGM)
  • We can expect more of the experimental gameplay in The War Within. What works will return. (MrGM)
  • Holly is excited for the content planned for the more casual player. Delves and follower dungeons in particular. (MrGM)
  • There is a new toy to reveal the maps for any full maps your characters have explored (MrGM)
  • The team does not want you to feel forever behind if you miss a few days. The team has no plans to bring back such grinds (MMO-Champion)

Full Interviews/Sources:
The War Within WoWCast
Interview with Holly Longdale MrGM
Season 1 Dungeon Rotation Wowhead
Warbands First Look MrGM
Taliesin & Evitel & Dalaran
MMO-Champion Developer Q&A
New account wide achievements Wowhead
Non-Mythic First Week of a Season Wowhead

The War Within: Warbands Preview

Quote from: Blizzard

Get a closer look at the new Warbands System with the World of Warcraft development team.

With public access to The War Within test phase just around the corner, we want to share more details about what’s in development for Warbands.


What are Warbands?

The new Warbands system being introduced in The War Within will encompass all of the characters on a player’s Battle.net account as well as the items, collections, and progression they share.

It’s important to note that your Warband is limited to characters within a single region (i.e., Americas, Europe, Korea, Taiwan) but spans every realm, faction, and even subscription you may have within that region

Many aspects of World of Warcraft have been shared across your account for a long time—essentially a Warband. This includes your collection of pets, mounts, transmogs, heirlooms, and more. With the release of Warbands, we are significantly expanding what additional aspects of the game have Warband integration. To name just a few changes:

  • New reputations and Renown tracks will be Warband-wide.
  • A new Warband bank will allow you to easily store and share items between your characters.
  • The ability to collect most item appearances with any character in your Warband, regardless of their ability to equip the gear.

Goals of the Warband System

Before getting into the details of each change that players will experience with Warbands, we want to share the main goals we are aiming to accomplish with the system’s introduction:

  • Make playing alternate (alt) characters easier and more enjoyable – Data shows that many players already have an alt or two (or ten) and enjoy playing them,  so we want to make playing them even better.
  • Switch between characters without falling behind – There will always be a lot of character-specific progression in World of Warcraft, such as high-end gearing, but wherever it’s appropriate, moving progression onto your Warband should allow you to freely play multiple characters without losing efficiency or long-term progress.
  • Acknowledge the player behind the screen – In other words, wherever possible, we want to celebrate your accomplishments within your Warband, not only on your character, so you can carry those accomplishments with you to whichever character you choose to play.
  • Clarify which aspects of the game are account-wide versus character-specific – It hasn’t always been clear which parts of the game apply to your characters versus your account. We’ve taken this opportunity to clarify these differences in the UI, as well as replacing the term “account” with “Warband” throughout the game.

Let’s get into more details of what Warbands will entail.


Warband Conversions

One of the major undertakings of Warbands is to convert aspects of the game which are currently character-specific to become Warband (Account) wide. This conversion process is being developed to run automatically upon your first login after The War Within pre-expansion patch goes live. This means players won’t need to log into each character for the conversionThere may be some wait time for the system to process your Warband upon first login, however. Please be patient while this occurs, as it involves processing a lot of data!

Warband-Wide Reputation

Once The War Within launches, most new and many Dragonflight reputations will become Warband reputations.

When you have a Warband reputation, any progress you make on one character will be shared with all your characters. Rewards will also be unlocked for all characters, although the form this takes will vary per reward. Warband-wide rewards will be granted only once, while some rewards will remain character-specific and need to be collected on each character.

Once a reputation is converted to Warband-wide, reputation progress will display as the furthest that any character in your account has achieved. If you were at Renown 5 for Valdrakken Accord on one character and Renown 10 on another, your new Warband Valdrakken Accord Renown will be 10.

We opted for the furthest progress earned because, for many reputations, progress is not earned evenly. You can earn a lot of front-loaded reputation from doing campaigns and other one-shot quests. The thought behind this was that if we added all the reputations earned across all characters together, this would create an unfair advantage for players who play many alts over those who spend their time on one or just a few characters.

Here is the full list of converted reputations from Dragonflight:

  • Renown
    • Dragonscale Expedition
    • Maruuk Centaur
    • Iskaara Tuskarr
    • Valdrakken Accord
    • Loamm Niffen
    • Dream Wardens
  • Standard
    • Wrathion & Sabellian
    • Cobalt Assembly
    • Artisan’s Consortium
    • Azerothian Archives
    • Soridormi

The few reputations we opted not to convert, including Winterpelt Furbolg and Glimmerogg Racer, were due to not fitting within the fantasy for those reputations. Winterpelt Furbolg has a language learning component that doesn’t make much sense to be shared across characters, and the Glimmerrogg Racer reputation feels more like a personal standing in the snail races than an actual reputation that should be shared. These are also minor reputations that wouldn’t be as impactful Warband-wide.

When it comes to future conversion of reputations, the current plan is to work backward into older expansions, converting many old reputations over time. As it’s a time-consuming effort, it will take a while to implement. Similar to reuptations within Dragonflight, there will also be a limited number that won’t be converted, usually this will be because it doesn’t make sense from a fantasy perspective or because it involves a character-specific choice. For example, Aldor and Scryer in the Burning Crusade and the Covenants in Shadowlands won’t be converted because they represent per-character choices.

First-Time Quest Rewards

Part of Warband reputation implementation is in satisfying the goal that players with many alts don’t have an intrinsic advantage over those who focus their playtime on a single character. To accomplish this, we are introducing a new concept with quest rewards. Players can earn a bonus quest reward for any quest completed for the first time on their Warband. An additional, different, bonus will can be granted for completing a quest additional times.

The most common way we anticipate granting this bonus inThe War Within quests is when rewarding Warband reputation. Specifically, we plan for quests to only give reputation as a first-time completion bonus. On additional completions of the same quest on alts, players will earn a bonus reward currency similar to Dragon Isles Supplies instead of reputation. This currency will be freely transferable across the Warband and can be used to purchase various Warband-level rewards such as cosmetics, mounts, and pets.

With this setup, you can complete quests for any character you want without impacting your reputation or progress. Whichever character completes them first will earn the reputation for your Warband. This also avoids the situation in which a player who plays many characters can rapidly advance in reputation over someone who only plays one character.

What About Diplomacy?

The human racial Diplomacy is currently designed to grant a bonus 10% to reputation for players who choose that race. Unfortunately, with Warband reputations, this racial causes problems due its character-specific nature.

We don’t want players to feel compelled to play a specific character or race to earn Warband-level rewards more efficiently, so we will convert this race-specific bonus into something new. We’ll share more information on it at a later date.

Earning Achievements for Your Warband

Achievements have always had an account-wide component to them. Some achievements (those with a blue shade) are fullyaccount-wide. Progress on these is shared across characters and completion is for the entire World of Warcraft account.

There have also always been character-specific achievements in which progress and completion of these achievements is per character. These achievements show as complete if any character on the the account has completed them. Often, the rewards earned are also character-specific.

In the past, we have displayed your account-wide achievement point total in some places (like at the top of your achievement pane) but only your character total in others (like in guilds).

With the introduction of Warbands, we want all achievements to be considered “Warband” achievements. You, the player, accomplished them, so you should not feel like you need to complete them on more than one character or feel like you do not want to play another character because they are missing achievements.

Given this, we are eliminating the concept of a character-based achievement score. From now on, a total Warband achievement score will be tracked and displayed instead. This score will be the sum of all account-wide achievement points plus the points from any character-specific achievements completed on any character.

We are also converting many achievements to be account-wide. In fact, we will be converting approximately 2000 achievements from across all expansions. The philosophy we are following for this conversion is that if an achievement has the possibility of sharing progress across characters (e.g., do x things), we want to convert it so all characters can share progress on it. It shouldn’t matter whether you returned 50 flags as a defender in Warsong Gulch on a single character or whether you like PvPing on 10 characters and did it 5 times on each.

There are a few rare exceptions to this, however. Specifically for achievements where doing the activity on one character is part of what makes it hard or interesting. One such example is Insane in the Membrane.

The hard part of this achievement is maxing out diametrically opposed reputations. We don’t want to undermine the accomplishments of those players who have completed these particularly difficult achievements in the past, so we won’t be converting achievements like this.

In addition, any achievements that would not benefit from shared progression across characters, such as Memories of Teldrassil, will be left character-specific so you can see what cool things you have done on specificcharacters for posterity. But again, this will have no impact on your achievement score, rewards, or ability to complete achievements.

We have also taken a look at the rewards granted by achievements. For these, we mostly want them to be Warband-wide. Therefore, in many cases we are making the reward go to the entire Warband, such as for most titles. In other cases we are simply converting the entire achievement and its reward to be account wide. For example, dungeon teleports earned by Keystone Hero achievements, will become account-wide, both in the achievement and the reward.

The primary exception to rewards being Warband-wide is those that are intrinsically per character, such as Dreaming of Wyrms.

Another exception is achievements that celebrate highly prestigious accomplishments on a specific character, like the Gladiator: Dragonflight Season 3 achievement, whose title and progress will remain character-specific.

To address how we  progress for achievements across characters—for most achievements, we are adding your progress across all your characters. For example, if you have done 200 personal crafting orders on each of 3 different characters, the Personal Crafter achievement will immediately be completed upon login.

There are a few achievements where it only makes sense to take the highest value across your characters, such as the Reach Level 70 achievement. In most cases, these are not being converted as there is no benefit. For the exceptions where there are, we will use the highest value you have reached on any character.

Shared Flight Points for Your Warband

We are converting flight points to be account-wide. For standard flight points you have yet to learn, you will only have to collect these on one character, and they will be unlocked across your Warband. Flight points that have already been collected on any character across your account will be unlocked for your Warband.

Preserving Map Exploration

Map exploration is an interesting subject to consider as we worked through how we wanted the Warbands system to work. Initially, a plan was in place to convert map exploration to something available account-wide. After further reflection, we decided it was better to preserve map exploration as it is. Not only can it be fun to reveal new parts of a map, but it also provides experience and can help you keep track of the areas you’ve already explored.

For those who may not be as interested in re-exploring every map on all your characters, we are adding The Warband Map to Everywhere All At Once toy.

No Currency Confusion

Like map exploration, it was decided to handle currency a little differently. Rather than making it fully Warband-wide, which could create potential confusion,  we opted to make it easier to transfer currency between characters in your Warband instead. This will help avoid confusion over spending the wrong currency on the wrong character.

With this new flow, instead of relying on buying a special item and mailing it to an alt, you can directly transfer any shareable currency from other characters to the one you are currently playing within the currency User Interface (UI).

Currencies intended for purchasing Warband-wide items such as cosmetics, pets and mounts will usually be completely free to transfer between members of your Warband.

There may be some cases in which a currency is earned on a character with the intent that the character will be the primary user of the currency, but where we want to allow players to shift any excess currency to an alternate character. In those cases, there will be a slight loss in the transfer of that currency. This is akin to older currencies in which this value loss was accomplished via an item purchase, such as Cosmic Flux from Shadowlands.

Note that there will still be many currencies that will remain non-transferable because they represent important character-based progression. Two examples of these are the Crest and Flightstone equivalents in The War Within.

Lastly, we will be taking a pass on all older currencies and enabling Warband transfer on many where appropriate.


Items and Gear in your Warband

While gear is one of the primary forms of character-specific progression in World of Warcraft, we are adding a variety of improvements to items and gear to make managing and collecting them more convenient and alternate character-friendly.


Warband Bank

The Warband Bank can be accessed at bankers throughout the game. It will provide up to five tabs with ninety-eight available inventory slots each. Each tab can be purchased for an increasing amount of gold. These tabs can be customized with an icon and organized like a Guild Vault. This bank is in addition to your individual character bank vault.

Any non-soulbound item can go into the Warband Bank. All characters in your Warband can access the bank to freely deposit and withdraw items. The bank will also behave like the reagent bank, allowing you to craft using reagents from it without having to withdraw them.

In addition, the bank will allow you to deposit and manually withdraw gold across characters in your Warband.

There is one limitation that is worth noting. Like pet battles, players who play multiple characters simultaneously on multiple World of Warcraft accounts will find that only the character that logs into the realm first will have access to the Warband Bank.

Finally, it’s worth mentioning that we would like to update the UI and functionality of the character-level bank to also use tabs like the Warband bank. While this won’t be done at the launch of The War Within, we are planning for it to come soon after. When this change occurs, bags will no longer be needed in the character bank. It’s intended that this change won’t alter the number of slots currently available in your bank. It will just shift those slots from bags to tabs.


Warbound until Equipped Gear

Warbound until Equipped is a new type of gear binding that we are introducing in The War Within. Gear that is Warbound until Equipped can be freely traded across your Warband but becomes Soulbound once it’s equipped by a character.

In the past high item-level account-bound gear hasn’t been available because it could be used and freely traded across characters. For example, it would be too easy to transfer a high item-level account-bound ring between characters if it did not bind to a character when equipped. Players would be tempted to trade between all their alternate characters depending on who they were playing. This isn’t the type of gameplay we want to encourage or support.

With the introduction of Warbound until Equipped (WuE) gear, we are excited to start providing this much higher item-level gear more often in a manageable and beneficial way.

We are still working out more of the design details, but the current plan is to have WuE gear available within raids, dungeons, and the new Delves feature. Whenever you earn loot, you will have a small bonus chance to gain an additional piece of WuE gear as personal loot. This gear will be at least one lower tier than other loot from that source (currently a full upgrade track lower (e.g., Hero-> Champion), and it could be gear usable by any class.

Simply by playing, you will occasionally collect gear a single tier lower than your current gear, which could be sent to help an alternate character or even to use for a new class you’ve been meaning to try.

You will also occasionally stumble on Warbound until Equipped gear elsewhere while playing, so keep a look out.


Enhancing Your Transmog Collection

Collecting transmog appearances has long been something that has required players to plan gear runs on a per armor type basis, even though item appearances are shared across the account. With the introduction of Warbands, we want to make collecting appearances much more Warband-centric. To help players continue to expand their collections and style their alternate characters how they want, in  The War Within any character can collect any item appearance, regardless of if they can equip the item or not.

Class-specific appearances are an exception and will still be collectible only by that specific class. Most class-specific items can only be collected by those classes through a set piece token, and others are often only aquireable by that specific class anyway. Overall, it’s intended that this restriction has little influence on your ability to collect the majority of the transmogs that you want for your Warband.

It’s important to note that these changes only affect your ability to collect appearances. Existing rules on which characters can use any given appearance are not changing (e.g., a Priest getting a plate helm drop will unlock the appearance for your plate-wearing characters, even though they cannot use plate appearances themselves).

With this change, we also wanted to allow you to view appearances on any character of any class or race within the appearances UI.

We are also making it easier to collect appearances from unbound items. You will no longer need to equip the item to add it to your collection. Any time you destroy an item via disenchanting, deleting, selling, etc., you will automatically collect the appearance. There is also a new flow to directly collect the appearance from Bind on Equip (BoE) gear that you cannot equip by converting it to “Warbound until Equipped” instead.

Existing gear in your character-level bank or bag inventory will be automatically added to your transmog collection when you first log into that character.

To account for these changes, we are making a slight adjustment to how rolling for gear in raids with Group Loot works. Any gear that drops with transmog appearance you haven’t collected yet will have the Transmog option to roll for it rather than the Greed option (Transmog has higher priority).

When rolling Transmog, any gear that drops that can be equipped by your current character will get a higher rolling priority than those rolling with characters who cannot equip the item (e.g., a priest will always beat a warrior when both roll transmog on a piece of cloth gear).


Everyone All Together—Updated Character Select Screen

We have updated the Character Select screen so you can see your entire Warband in one list of characters. You will no longer need to swap between realms to see characters on those other realms. The one exception to this is if you have multiple World of Warcraft subscriptions within one Battle.net account. In this case, you will only see the characters on the account you’re logged in on even though all your characters across subscriptions are included as a part of your Warband.

We also thought it would be fun to see some of the characters in your Warband hanging out together.

For the launch of The War Within, you will only be able to assign four characters to this one scene. We are working on building more of these scenes for you to collect in the future though. We’re excited about earning more of these scenes as we play through the expansion and hope you will be, too!

As a final point on the updates to the character screen, to make it easier for you to decide which character to play at any given moment, we have also added a bit more information about each character during character selection.

 

 


The Warbands system is an evergreen feature that we plan to continue expanding into the future. We look forward to hearing your thoughts and feedback as we continue development on The War Within. Happy alting, and we’ll see you in Azeroth!

WoWCast Developer Chat: Go Into the War Within

Quote from: Blizzard

Join Game Director Ion Hazzikostas and Associate Art Director Tina Wang as they sit down with Community Manager and host Bethany Stout to take you into The War Within™.

The alpha test is right around the corner and we look forward to moving into the next phase of development of The War Within with you.

Here’s a recap of some of the main features arriving with the expansion.


Defend Azeroth from the Shadows Below

Journey through never-before-seen subterranean worlds filled with wonders and lurking perils, down to the dark depths of the nerubian empire, where the malicious Harbinger of the Void, Xal’atath, is gathering arachnid forces to bring Azeroth to its knees.

Freed long ago of the black blade that once bound her, she is now the Harbinger of a new era of the Void’s dark machinations. Her message is clear. The Black Empire has fallen. The Old Gods are dead and their ancient blood runs deep within the cracks of the world. We, the heroes of Azeroth destroyed them and the Harbinger watched all along. While the Black Empire has failed, Xal’atath seeks to set in motion the rise of a new dark legacy —one that knows our strengths and will seek to test them against a terrible power, the nerubians of Azj-Kahet.

Xal’atath has conscripted the nerubian queen, Ansurek, and offered her people a new future in which they would rise from their isolation and become a mighty kingdom once again. We will not find the nerubian soldiers of the Lich King here, but a mighty stronghold of nerubians as they once were—deadly survivors of the mythic wars that have played out repeatedly over thousands of years.

In return for their loyalty, Xal’atath has granted the nerubians the means of a dark evolution that will turn the nerubians into a new kind of ferocious and terrifying soldiers.


Our Heroes

Several of Azeroth’s greatest heroes will rise to the call of the Radiant Song, and many will face their own unique challenges along the way.

  • Anduin Wrynn: Having survived his ordeal with Domination, he will grapple with his relationship with the Holy Light that he no longer feels worthy of.
  • Thrall: He is seeking a connection to the visions spreading across the world and working to find his new place within the Horde.
  • Magni Bronzebeard: Long the Speaker of Azeroth, he will confront the heavy weight of that responsibility once and for all.
  • Alleria Windrunner: Her journey will be central to the events and themes of the War Within. She, as a void hunter, must use all of her capabilities to hunt down Xal’atath while being torn between her own nature and the maddening call of the Void to which she is attuned. Along this adventure she will have a unique rivalry with Xal’atath whose twists and turns will come to define the nature of this new conflict.

This chapter is only the beginning of the saga.


Khaz Algar- Designated Sector AR-934

Beneath the surface of Azeroth, an expansive world exists, fraught with danger and waiting to be explored.


The Zones of Khaz Algar

The Isle of Dorn: Discover the land of Khaz Algar, off the western shores of Pandaria and home to the Earthen. Their capital city, Dornogal, will become the new meeting ground for the Horde and Alliance.

The Ringing Deeps: This gigantic cavern serves as the home of the Machine Speakers, Earthen who maintain the gigantic Titan machines of old.

Hallowfall: Lit by a massive crystal at its center, this bright underground zone is home to the Arathi who are engaged in a continuing battle against the nerubians.

Azj-Kahet: The pinnacle of nerubian society where Xal’atath, Harbinger of the Void, has been gathering and mutating nerubian forces to create an unstoppable army.

For players who are concerned about entering into a space filled with spiders, there will be an arachnophobia filter that can be turned on which will convert spider creatures into crabs.


Meet the Earthen

We’ve met Titan-forged Earthen before in Ulduar and other places, but this society of Earthen has been isolated within Khaz Algar for a long while and have developed their own manners and customs. Visually, they are a bit larger, and gem encrusted.

It is up to the heroes of Azeroth to aid the Earthen and find a way to unite them once more and replenish their numbers.

Earthen as a New Allied Race

Earthen will also unlock as a playable race. Replenishing the culture’s dwindling numbers by either joining the Horde or the Alliance. Players will be able to choose either faction to begin their journey.

There are many customizations that will be coming for these Earthen including different gem encrustations, beards for all body types, skin colorizations, and more.


Dungeons

Similar to the launch of previous expansions, there will be 4 level-up dungeons and 4 maximum-level dungeons that are available in each of the four new zones.

Level-Up Dungeons

  • The Rookery
  • The Stonevault
  • Priory of the Sacred Flame
  • City of Threads

Maximum Level

  • Cinderbrew Meadery
  • Darkflame Cleft
  • The Dawnbreaker
  • Old City

If you don’t want to use the Dungeon Finder to take part in dungeons with other players, you can continue the campaign story with Follower Dungeons which will be available to play through in all level-up dungeons.


Nerub’ar Palace Raid Dungeon

The Nerub’ar Palace raid dungeon will offer eight boss encounters. Located in Azj-Kahet, it will result in the culmination of the story we see play out involving the machinations of the nerubian empire and Queen Ansurek’s collaboration with Xal’atath.

Players can also expect new tier rewards for their valiant efforts.


New Features

  • Delves: Deep beneath the surface lies treasure vaults waiting to be discovered. Explore these world instances solo or with up to four friends, along with an NPC companion, to defeat bosses and gain epic end-game loot.

Delves New Mechanical Mount Reward

Mix and match customizations to make your new mount your own.

  • Warbands: Expand the potential of your alternate characters with account-wide progression across your family of characters on your Battle.net account. Share your Warband Bank access, War Within Renown, achievements, collections, and more. Visit our latest article to learn more about Warbands.
  • Hero Talents: Rise to new heights of power with new Hero Talent trees. Each class specialization has access to two choices of self-contained Hero Talent trees inspired by iconic Warcraft universe archetypes. Revisit our previous Hero Talent previews to get a glimpse at what is in development.

 *Please note many of these trees have been updated since the original previews.


We look forward to hearing your ongoing thoughts and feedback as we continue development.

Sign up for The War Within test to be a part of the future of World of Warcraft.

Pre-Purchase the World of Warcraft®: The War Within™ 20th Anniversary Collector’s Edition

Quote from: Blizzard

The Worldsoul Saga Begins Here!

World of Warcraft®: The War Within™ arrives this year1, and the wings of a grand new adventure will spread widely across the next three expansions.2 Be a part of the epic story that commemorates the first 20 years of World of Warcraft and sets new foundations for Azeroth’s future!2

The World of Warcraft: The War Within 20th Anniversary Collector’s Edition is now available for pre-purchase and comes with an array of rare and commemorative items to aid in your journey into the depths of Azeroth.

  • The Art of The War Within—Leaf through the visual evolution of The War Within expansion with this beautifully bound lexicon filled with exclusive art.
  • Collectible Pin—Featuring Thrall, Anduin, and Alleria primed for battle.
  • World of Warcraft 20th Anniversary Gryphon Rider Statue—Perched and ready to defend from above.

Pre-Purchase today!

The collector’s edition is available for pre-purchase exclusively on the Blizzard Gear Store. It includes everything in The War Within Epic Edition—an Enhanced Level 70 Character Boost, 1,000 Trader’s Tender4, 30 Days of Game Time, plus more!

Already pre-purchased an edition of The War Within? No problem! These three new commemorative collectibles can still be added to your trove. When you purchase the World of Warcraft: The War Within 20th Anniversary Collector’s Edition, you’ll receive a Battle.net® balance reimbursement for your previous purchase to use in-game or on Battle.net.


1Available on or before December 31, 2024. Requires World of Warcraft Subscription or Game Time.
2Future expansions not included in WoW®: The War Within™ purchase.
3Requires World of Warcraft Subscription or Game Time. If you already have Dragonflight on your account, it will not be re-granted.
4An active World of Warcraft Subscription or Game Time is required to acquire and use Trader’s Tender. Trader’s Tender does not expire regardless of Subscription or Game Time status.

Sign Up To Test The War Within

Quote from: Blizzard

Make an early descent into World of Warcraft®: The War Within™. You’ll journey through never-before-seen subterranean worlds filled with hidden wonders, earn the trust of the new Earthen allied race, and face an ancient evil lurking in the darkness when you sign up for the beta!

Sign Up!


Getting Started

Join us in testing The War Within. Players who have opted in can be selected to be testers, and invitations will go out regularly throughout the test. If selected to participate in the beta test, your Battle.net account will already be flagged for access.

  • Make sure your graphics drivers are up to date.
  • Run the Battle.net® desktop app—it may need to update itself if you haven’t run it recently. If you don’t have the app installed, get started here.
  • Once Battle.net is installed and updated, select World of Warcraft from the list of games.
  • In the Game Version drop-down menu above the Play button, choose The War Within (listed under In Development) option, then click Install.
  • Allow installation to complete, click Play, and select any available Test Servers.
  • Create a new test character or use the character copy to import your existing Dragonflight character.
  • Enter the game and test the available content.

If you have issues installing and operating The War Within Beta, please check our Common Technical Issues and Solutions to begin troubleshooting.


The Worldsoul Saga™ Begins


Pre-Purchase World of Warcraft: The War Within

The wings of a grand new adventure spread widely across the next three expansions!* Be a part of the epic story that celebrates the first 20 years of World of Warcraft and sets new foundations for Azeroth’s future. Pre-purchase the Epic Edition of The War Within to dive into the expansion early with guaranteed beta and early (3 days) access.

Choose Your Edition

Base Edition Includes the World of Warcraft: The War Within pre-purchase, World of Warcraft: Dragonflight***, an Enhanced Level 70 Character Boost with upgraded gear, reputation progress, and more, to prepare you for your adventures in the depths of the world. Also includes 500 Trader’s Tender to use in the Trading Post ††

Heroic EditionIncludes everything in the Base Edition. Plus, you’ll receive the Algarian Stormrider mount with Dynamic Flying and access to special racecourses, and the Stormrider’s Attire Transmog set. The mount has four color variants, with a slew of additional customization options available. The Transmog set can be upgraded to the Thundering Stormrider’s Attire upon completing the special racecourses available with the Algarian Stormrider. Also includes an additional 250 Trader’s Tender (750 in total) to use in the Trading Post††.

Epic Edition

Includes everything in the Heroic Edition. Plus, you’ll have guaranteed beta access and early access (3 days) to The War Within. You’ll also receive 30 days of game time, Squally, the Storm Hatchling pet, Sandbox Storm Gryphon toy, and Deepdweller’s Earthen Hearthstone effect. Also includes an additional 250 Trader’s Tender (1000 in total) to use in the Trading Post††.

  Base Edition

 

Heroic Edition Epic Edition
World of Warcraft: The War Within available at launch** X X X
World of Warcraft: Dragonflight*** X X X
Enhanced Level 70 Character Boost X X X
Trader’s Tender 500 750 1000
Algarian Stormrider mount with dynamic flying, dozens of customization options, and access to special racecourses   X X
Upgradable Stormrider’s Attire Transmog set   X X
Beta Access to The War Within     X
3 Days Early Access to The War Within     X
30 Days of Game Time     X

 

Squally, the Storm Hatchling pet     X

 

Sandbox Storm Gryphon toy     X
Deepdweller’s Earthen Hearthstone effect     X

Pre-Purchase today!


As with previous development cycles, players will also have the opportunity to sign up to participate in The War Within beta test at a future point in time. Stay tuned to the official World of Warcraft site to learn when beta sign-ups begin.

Become a part of a thrilling new story 20 years in the making.


*Future expansions not included in World of Warcraft: The War Within purchase.
**Available on or before December 31, 2024.
***If you already have Dragonflight on your account, it will not be re-granted.
†Beta Access and Early Access dates subject to change.  Early Access duration is 3 days. Limited time only. Play time subject to possible outages and time zone differences. Certain endgame features, including Mythic dungeons and weekly quests, not available during Early Access. Click for more details.
††In-game items not available in WoW Classic games. Boost only usable on the WoW game account on which it was purchased or redeemed.

  • Upgrading to the Heroic or Epic Edition will not re-grant in-game items previously unlocked on your account.
  • Requires World of Warcraft, Internet connection, and Battle.net® Account and desktop app.
  • Requires World of Warcraft Subscription or Game Time.

Get an Eye on an Even Dozen New Hero Talent Trees

Quote from: Blizzard

The War Within expansion introduces Hero Talents as a new update to World of Warcraft classes. They are an evergreen form of character progression for each class specialization that introduces new powers and class fantasies. Feedback is critical to us as a part of creating an impactful and fun addition to the game, so we are sharing our goals for Hero Talents with the community to get first impressions of them and learn how well we’re meeting those goals.

In this article, we take a closer look at the philosophies around Hero Talents for twelve more trees: Rider of the Apocalypse and Deathbringer Death Knights, Aldrachi Reaver Demon Hunter, Druid of the Claw Druid, Flameshaper Evoker, Pack Leader Hunter, Spellslinger Mage, Shado-Pan and Conduit of the Celestials Monks, Farseer Shaman, Hellcaller Warlock, and Slayer Warrior.

Index


What Are Hero Talents?

Hero Talents are new, self-contained talent trees that players unlock access at level 71. Hero Talents build on the abilities and talents of current classes and specializations. Players can choose a single Hero Talent tree to activate on a character and these talents can be changed in the same way class talents can be currently changed in the game. There are three Hero Talent trees for each class (excepting druid with four and demon hunter with two).  Each specialization has two Hero Talent trees they can choose between, and each of these trees is available as an option for two specializations.

For example, warriors have three Hero Talent tree options: Slayer, Colossus, and Mountain Thane. Fury has access to Mountain Thane and Slayer, Protection has access to Mountain Thane and Colossus, and Arms has access to Colossus and Slayer.

There are 11 nodes in a Hero Talent tree. The first of these unlocks with the system at level 71, and you earn 1 talent point per level from level 71 to 80, so you get every talent in the tree by level 80. Hero Talents will have starter builds available, and your saved builds will save your Hero Talent choices as well.


What to Expect from Hero Talents

Each Hero Talent tree starts with a “keystone” talent that introduces the core mechanic and concept of the tree. This could be a new ability, an enhancement to an existing ability or cooldown, or a new buff you can trigger. The bottom talent of each tree is a “capstone” talent that builds on the core themes of the tree or adds new power to the keystone.

Each tree will offer or modify some class utility and include defensive bonuses that are useful to all specializations. We are aiming for all trees to be about equal in the amount of utility and defensiveness they provide. Trees for characters that can take on a tanking role may have some additional defense bonuses that will be less valuable to healers or damage dealers (DPS), such as bonuses to tank talents or cooldowns. Three or four nodes in each tree will be choice nodes where you can choose between two options.

Hero Talents are meant to add enough damage or healing throughput to be significant without being so important that these new talents overshadow your current class and spec tree talents. Most Hero Talent trees add new visual effects to classes, both to communicate what they’re doing and bring their class fantasies to life. However, these are not complete visual reworks – your class and spec are still the same at their core, and that will continue to come through.


Maintaining Freedom to Choose

We want players to be free to choose the Hero Talent tree that has the gameplay, visuals, or flavor that they prefer. Our goal is for both options to feel similarly effective in raid dungeons, Mythic+, and PvP. We’re working to avoid abilities or bonuses in Hero Talents that could make a certain tree feel “required” for activities where we can.

We know that for some players, prioritizing total throughput is the most important thing to them, even if the difference between choices seems small. That’s okay but keeping Hero Talent balance close is one of our priorities so that players can play what they prefer and still be viable in any content.


How We Chose Hero Talent Concepts

Since we announced Hero Talents at BlizzCon, it’s been great to see all the conversation and speculation surrounding the 39 Hero Talent titles. We’d like to share some of the thinking that went behind choosing those concepts.

Each Hero Talent concept must be appropriate for both of the specs that can use it. Some concepts build on overlaps in abilities or flavors between the two specs that can use it, like Colossus warriors, which are as mighty as Arms warriors and as imposing as Protection warriors. Others create new themes that are appropriate for both specs, like Fatebound rogues.

Hero Talents also retain your combat role and the gear that you use so that you’re not competing for new types of gear. For iconic Warcraft character archetypes, we wanted to be sure that we could deliver on their fantasy with World of Warcraft’s classes. Blademasters just wouldn’t be Blademasters without abilities like Wind Walk and Mirror Image, but those abilities don’t fit in a warrior’s toolkit.

Lastly, there are several iconic character archetypes that are strongly tied to specific races and factions, such as Keeper of the Grove or Mountain Thane. It’s exciting to embody these storied archetypes, but we want to ensure that characters of every race and faction can see themselves as those archetypes. We’re open to feedback on what feels good for your characters versus what is frustrating.


Gameplay and Hero Talents

We have several goals for what it feels like to play World of Warcraft with Hero Talents. Here are some of our guiding principles for how they affect your capabilities, your rotation, what you pay attention to in combat, and your user interface.

We like to say on the team that our goal for Hero Talents gameplay is for them to make you “what you are, but more.” We know that many of you have long histories with your favorite classes, and you play them because you like their gameplay and the spells and abilities that matter in their rotation, whether it’s the spinning plates of Affliction, the cycles of Arcane, or the frenetic reactivity of Fury. Hero Talents don’t override what matters to a class. You should feel like you’re playing your spec with a twist or a boost and not as if the things you care about have become unimportant or been replaced.

A Hero Talent tree might add new behavior or bonuses to an existing ability, like Keeper of the Grove’s bonuses to Force of Nature and Grove Guardian treants. They might occasionally reset the cooldown on abilities or replace spells with more powerful versions. They might make it easier to maintain important buffs or grant additional resources at key moments.

One thing that we’re keeping a close eye on is complexity. Classes in WoW have a lot of abilities and talents, and there’s a lot to learn about each one. We want Hero Talents to add new fun without creating new burdens, either in customizing or playing a character. Most Hero Talent trees do not add new buttons that players will need to add to their action bar or find a new keybind for. There will be additional opportunities for players to express their skill, but we’re trying not to add things like complex maintenance buffs that increase the cognitive load for everyone playing a class. Most of the choices a player will make about how complex they want their rotation to be will continue to be made in their class and spec talent trees.

Some Hero Talents do require you to take certain talents in your class or spec trees to access their powers. This is often because those talents fit the flavor and theme of that specific Hero Talent tree. The Mountain Thane warrior tree enhances Avatar and Thunder Clap, Templar paladin gives extra power to Wake of Ashes, and Elune’s Chosen druids can cast a particularly strong Fury of Elune. However, a Hero Talent tree will only ever require or enhance a small number of class or spec talents. It’s important to us that there still is freedom in customizing your class build.


Show Us the Hero Talent Trees!

Rider of the Apocalypse and Deathbringer Death Knights, Aldrachi Reaver Demon Hunter, Druid of the Claw Druid, Flameshaper Evoker, Pack Leader Hunter, Spellslinger Mage, Shado-Pan and Conduit of the Celestials Monks, Farseer Shaman, Hellcaller Warlock, and Slayer Warrior.

Specializations: Frost and Unholy

As a Rider of the Apocalypse, you are a champion of the Four Horsemen calling upon their aid to assist you in battle. You have a proficiency in mounted combat and your link with the Four Horsemen brings conquest, war, famine, and death to all that oppose you.

RIDER OF THE APOCALYPSE KEYSTONE

Rider’s Champion: Spending Runes has a chance to call forth the aid of a Horseman for 10 seconds.

  • Mograine: Casts Death and Decay at his location that follows his position.
  • Whitemane: Casts Undeath on your target dealing Shadowfrost damage per stack every 3 seconds for 24 seconds. Each time Undeath deals damage it gains a stack. Cannot be Refreshed.
  • Trollbane: Casts Chains of Ice on your target slowing their movement speed by 70% and increasing the damage they take from you by 5% for 8 seconds.
  • Nazgrim: While Nazgrim is active you gain Apocalyptic Conquest, increasing your Strength by 5%.

RIDER OF THE APOCALYPSE ROW 1

Choice Node: On a Paler Horse & Death Charge

  • On a Paler Horse: While outdoors you are able to mount your Acherus Deathcharger in combat.
  • Death Charge: Call upon your Death Charger to break free of movement impairment effects. For 10 seconds. While upon your Death Charger your movement speed is increased by 100%, you cannot be slowed, and you are immune to forced movement effects and knockbacks.

Mograine’s Might: Your damage is increased by 5% and you gain the benefits of your Death and Decay while inside Mograine’s Death and Decay.

Choice Node: Horsemen’s Aid & Pact of the Apocalypse

  • Horsemen’s Aid: While at your aid, the Horsemen will occasionally cast Anti-Magic Shell on you and themselves at 80% effectiveness.
  • Pact of the Apocalypse: When you take damage 5% of the damage is redirected to each active horseman.

RIDER OF THE APOCALYPSE ROW 2

Whitemane’s Famine: When your diseases deal damage to an enemy affected by Undeath it gains another stack. Additionally, when Undeath deals damage, it infects another nearby enemy.

Nazgrim’s Conquest: If an enemy dies while Nazgrim is active, the strength of Apocalyptic Conquest is increased by 3%. Additionally, each Rune you spend increases its value by 1%.

Trollbane’s Icy Fury: When you Obliterate or Scourge Strike a target affected by Trollbane’s Chains of Ice, it shatters dealing  Shadowfrost damage to nearby enemies and slows them by 40% for 4 seconds.

RIDER OF THE APOCALYPSE ROW 3

Hungering Thirst: The damage of your diseases, Frost Strike, and Death Coil are increased by 15%.

Choice Node: Fury of the Horsemen and A Feast of Souls

  • Fury of the Horsemen: Every 50 Runic Power you spend extends the duration of the Horsemen’s aid in combat by 1 second, up to 5 seconds.
  • A Feast of Souls: While you have 2 or more Horsemen aiding you, your Runic Power spending abilities deal 20% increased damage and have 10% chance to refund a Rune.

Mawsworn Menace: The cooldown of your Horn of Winter and Unholy Blight is reduced by 15 seconds and Death and Decay is reduced by 10 seconds.

RIDER OF THE APOCALYPSE CAPSTONE

Apocalypse Now: Army of the Dead and Frostwyrm’s Fury call upon all 4 Horsemen to aid you for 20 seconds.

Specializations: Blood and Frost

Deathbringer’s are the emissaries of death. Empowered by the Shadowlands, their physical strikes and abilities aim for their enemies’ souls and vanquish them without mercy.

DEATHBRINGER KEYSTONE

Reaper’s Mark: Viciously slice into the soul of your enemy, dealing Shadowfrost damage and applying Reaper’s Mark.

Each time you deal Shadow or Frost damage, add a stack of Reaper’s Mark. After 12 seconds or reaching 40 stacks, the mark explodes, dealing damage per stack.

Reaper’s Mark travels to an unmarked enemy nearby if the target dies or explodes below 35% health when there are no enemies to travel to. This explosion cannot occur again on a target for 3 minutes.

DEATHBRINGER ROW 1

Wave of Souls: Reaper’s Mark unleashes a dark wave towards your target and back, dealing Shadowfrost damage both ways to all enemies caught in its path. Wave of Souls critical strikes cause enemies to take 5% increased Shadowfrost damage for 15 seconds, stacking up to 2 times, and the wave back is always a critical strike.

Blood Fever: Your Blood Plague (Blood) or Frost Fever (Frost) has a chance to deal 30% increased damage as Shadowfrost.

Bind in Darkness: Shadowfrost damage applies double stacks to Reaper’s Mark and quadruple stacks when it is a critical strike. Additionally, Rime empowered Howling Blast deals Shadowfrost damage (Frost) or Blood Boil deals Shadowfrost damage (Blood).

DEATHBRINGER ROW 2

Shuddering Soul: Reaper’s Mark explosion causes a piece of the target’s soul to tear out and spiral outwards, dealing 10% of the explosion’s damage to enemies it passes through. Enemies hit by this effect deal 5% reduced physical damage to you for 10 seconds.

Grim Reaper: Reaper’s Mark explosion deals up to 30% increased damage based on your target’s missing health and applies Soul Reaper to targets below 35% health.

Choice Node: Death’s Bargain and Rune Carved Plates

  • Death’s Bargain: When you suffer a damaging effect equal to 25% of your maximum health, you instantly cast Death Pact at 50% effectiveness. May only occur every 2 minutes. When a Reaper’s Mark explodes, the cooldowns of this effect and Death Pact are reduced by 5 seconds.
  • Rune Carved Plates: Each Rune spent reduces the magic damage you take by 2% and each Rune generated reduces the physical damage you take by 2% for 5 seconds, up to 5 times.

DEATHBRINGER ROW 3

Choice Node: Swift End and Painful Death

  • Swift End: Reaper’s Mark’s cost is reduced by 1 Rune and its cooldown is reduced by 50%.
  • Painful Death: Reaper’s Mark now explodes at 50 stacks and the first scythe of Exterminate has a 100% increased chance to apply Reaper’s Mark.

Choice Node: Dark Talons and Wither Away

  • Dark Talons: Marrowrend and Heart Strike (Blood), Consuming Killing Machine or Rime (Frost) has a 20% chance to increase the maximum stacks of an active Icy Talons by 1, up to 2 times.

While Icy Talons is active, your abilities that spend Runic Power deal Shadowfrost damage.

  • Wither Away: Blood Plague (Blood) or Frost Fever (Frost) deals its damage in half the duration and the second scythe of Exterminate applies Blood Plague (Blood) or Frost Fever (Frost).

Choice Node: Death’s Messenger and  Expelling

  • Death’s Messenger: Reduces the cooldowns of Lichborne and Raise Dead by 30 seconds.
  • Expelling Shield: When an enemy deals direct damage to your Anti-Magic Shell, their cast speed is reduced by 10% for 6 seconds.

DEATHBRINGER CAPSTONE

Exterminate: After Reaper’s Mark explodes, your next Marrowrend (Blood) or Obliterate (Frost) costs no Rune and summons 2 scythes to strike your enemies. The first scythe strikes your target for physical damage and has a 15% chance to apply Reaper’s Mark, the second scythe strikes all enemies around your target for Shadowfrost damage.

Specializations: Havoc and Vengeance

The Aldrachi warriors were the ultimate glaivemasters and wielded their blades with deadly grace. Each kill fueled their weapon, imbuing them with greater power. They were so indomitable that Sargeras eventually bathed their world in fel fire himself, but their spirit and teachings live on.

ALDRACHI REAVER KEYSTONE

Art of the Glaive: Consuming 3 (Havoc) or 20 (Vengeance) Soul Fragments allows you to cast Reaver’s Glaive.

Reaver’s Glaive: Throw a glaive enhanced with the essence of consumed souls at your target, dealing physical damage and ricocheting to 2 additional targets for additional damage. Replaces Throw Glaive.

Begins a well-practiced pattern of glaivework, enhancing your next Chaos Strike and Blade Dance (Havoc), Fracture, Shear, and Soul Cleave (Vengeance):

  • Chaos Strike (Havoc), Fracture, and Shear (Vengeance) applies Reaver’s Mark which causes the target to take 15% increased damage for 5 seconds.
  • Blade Dance (Havoc) and Soul Cleave (Vengeance) deal 3 additional glaive slashes to nearby targets for additional damage.

ALDRACHI REAVER ROW 1

Choice Node: Keen Engagement and Preemptive Strike

  • Keen Engagement: Reaver’s Glaive generates 20 Fury.
  • Preemptive Strike: Throw Glaive deals damage to enemies near its initial target.

Choice Node: Evasive Action and Unhindered Assault

  • Evasive Action: Vengeful Retreat can be cast a second time within 3 seconds.
  • Unhindered Assault: Vengeful Retreat resets the cooldown of Felblade.

Incisive Blade: When enhanced, Chaos Strike and Soul Cleave deal 30% increased damage.

ALDRACHI REAVER ROW 2

Aldrachi Tactics: The second enhanced ability in a pattern shatters an additional Soul Fragment.

Choice Node: Army Unto Oneself and Incorruptible Spirit

  • Army Unto Oneself: Felblade surrounds you with a Blade Ward, reducing physical damage taken by 10% for 5 seconds.
  • Incorruptible Spirit: Consuming a Soul Fragment also heals you for an additional 15% over time.

Wounded Quarry: While Reaver’s Mark is on your target, melee attacks have a chance to strike with an additional glaive slash for damage and shatter a soul.

ALDRACHI REAVER ROW 3

Intent Pursuit: Casting an enhanced ability reduces the remaining cooldown of The Hunt by 2 seconds.

Escalation: Each successive enhanced ability deals 10% increased damage. The effect of the second enhancement is increased by 100%.

Warblade’s Hunger: Consuming a Soul Fragment causes your next Chaos Strike, Fracture, or Shear to deal bonus damage.

ALDRACHI REAVER CAPSTONE

Thrill of the Fight: After consuming both empowerments, gain Thrill of the Fight, increasing your attack speed by 15% for 5 seconds and causing your next ability to deal 30% increased damage and healing.

Specializations: Feral and Guardian

Druids of the Claw are masters of their mighty animal forms. When they transform into cats or bears, they become ferocious physical combatants and protectors of the wild.

DRUID OF THE CLAWKEYSTONE

Massive Attack: Your auto-attacks have a chance to make your next Ferocious Bite (Feral) or Maul (Guardian) become Massive Attack.

  • Feral: Finishing move Dreadful Wound is not affected by Circle of Life and Death. (Feral) If a Dreadful Wound benefiting from Tiger’s Fury is re-applied, the new Dreadful Wound deals damage as if Tiger’s Fury was active.
  • Guardian: Slash through your target in a wide arc, dealing physical damage to your target and additional damage to all other enemies in front of you.

Bestial Strength: Ferocious Bite damage increased by 5% and Primal Wrath’s (Feral)  direct damage increased by 100% Maul and Raze (Guardian) damage increased by 10%.

DRUID OF THE CLAW ROW 2

Wildshape Mastery: Ironfur and Frenzied Regeneration persist in Cat Form. When transforming from Bear to Cat Form, you retain 80% of your Bear Form armor and health for 6 seconds. For 6 seconds after entering Bear Form, you heal for 10% of damage taken over 8 seconds.

Choice Node: Ruthless Aggression and Killing Strikes

  • Ruthless Aggression: Massive Attack increases your auto-attack speed by 20% for 6 seconds.
  • Killing Strikes: Massive Attack increases your Agility by 5% and the armor granted by Ironfur by 20% for 6 seconds.
    • Feral:  Your first Tiger’s Fury after entering combat makes your next Ferocious Bite become a Massive Attack.
    • Guardian: Your first Mangle after entering combat makes your next Maul become a Massive Attack.

Pack’s Endurance: Stampeding Roar’s duration is increased by 25%.

DRUID OF THE CLAW ROW 3

Choice Node: Empowered Shapeshifting and Wildpower Surge

  • Empowered Shapeshifting: Frenzied Regeneration can be cast in Cat Form for 40 Energy. Bear Form reduces magic damage you take by 4%. Shred, Swipe, and Mangle damage increased by 5%.
  • Wildpower Surge: Shred and Swipe grant Ursine Potential (Feral) and Mangle grants Feline Potential (Guardian).
    • Ursine Potential: When you have 8 stacks, the next time you transform into Bear Form, your next Mangle or Swipe deals 100% increased damage and generates 15 extra Rage.
    • Feline Potential: When you have 6 stacks, the next time you transform into Cat form, gain 5 Combo Points and your next Ferocious Bite or Rip deals 50% increased damage for its full duration.

Aggravate Wounds: Every Finishing Move, Shred (Feral),  Maul, Raze, Mangle (Guardian), Thrash, or Swipe you cast extends the duration of your Dreadful Wounds by 0.4 seconds, up to 6 additional seconds.

Choice Node: Strike for the Heart and Tear Down the Mighty.

  • Strike for the Heart: Shred, Swipe, and Mangle’s critical strike chance and critical strike damage are increased by 8%.
  • Tear Down the Mighty: The cooldown of Feral Frenzy (Feral)  and Pulverize (Guardian) is reduced by 5 seconds.

DRUID OF THE CLAW CAPSTONE

Claw Rampage: Berserk, Shred, Swipe, and Thrash have a 25% chance to make your next Ferocious Bite become a Massive Attack (Feral). During Berserk, Mangle, Swipe, and Thrash have a 25% chance to make your next Maul become a Massive Attack (Guardian).

Specializations: Devastation and Preservation

Flameshapers specialize in Red Dragonflight spells related to life-energy, flame, and breath magic. They have the ability to engulf enemies or allies in dragonflame, causing Fire Breath or Dream Breath to detonate, dealing massive damage or healing.

FLAMESHAPER KEYSTONE

Engulf: Engulf your target in dragonflame, damaging or healing them. For each of your periodic effects on the target, effectiveness is increased by 50%. Active ability. 20 second cooldown.

FLAMESHAPER ROW 1

Choice Node:Trailblazer and Shape of Flame

  • Trailblazer: Hover and Deep Breath travel 50% faster, and Hover travels 50% further.
  • Shape of Flame: Tail Swipe and Wing Buffet scorch enemies and blind them with ash, causing their next attack within 4 seconds to miss.

Traveling Flame: Engulf causes Fire Breath or Dream Breath (Preservation) to spread to a nearby target. If no valid targets are present, its duration is refreshed.

Enkindle: Essence abilities are enhanced with Flame, dealing 20% of healing or damage done as Fire over 8 seconds.

FLAMESHAPER ROW 2

Conduit of Flame: critical strike chance against targets above 50% health increased by 10%.

Burning Adrenaline: Engulf quickens your pulse, reducing the cast time of your next spell by 30%. Stacks up to 2 charges.

Choice Node: Fan the Flames and Expanded Lungs

  • Fan the Flames: Engulf reignites Enkindle, extending its duration and effectiveness by 25%.
  • Expanded Lungs: Fire Breath’s damage over time is increased by 20%. Dream Breath’s heal over time is increased by 20% (Preservation).

FLAMESHAPER ROW 3

Titanic Precision: Living Flame, Reversion, and Azure Strike critical strikes have a 100% increased chance to trigger Essence Burst.

Red Hot: Engulf gains 1 additional charge and deals 20% increased damage and healing.

Choice Node: Lifecinders and Draconic Instincts

  • Lifecinders: Renewing Blaze also applies to 1 nearby injured ally when cast.
  • Draconic Instincts: Your wounds have a small chance to cauterize, healing you for 30% of damage taken. Occurs more often from attacks that deal high damage.

FLAMESHAPER CAPSTONE

Consume Flame: Engulf consumes 8 seconds of Fire Breath (Devastation) or Dream Breath (Preservation) from the target, detonating it and damaging (Devastation) or healing (Preservation) all nearby targets equal to 300% of the amount consumed, reduced beyond 5 targets.

Specializations: Beast Mastery and Survival

Pack Leaders are Hunters that use the instincts, knowledge, and respect they’ve gained over the years as they formed a deep bond and trust with the animals they adventure with. They bring a new style of ferocity and coordination to their combat, teaching their pet to strike their prey with simultaneous attacks.

PACK LEADER KEYSTONE

Vicious Hunt: Kill Command prepares you to viciously attack in coordination with your pet, dealing additional physical damage with your next Kill Command.

PACK LEADER ROW 1

Pack Coordination: Attacking with Vicious Hunt instructs your pet to strike with their basic attack alongside your next Barbed Shot (Beast Mastery), Raptor Strike, or Mongoose Bite (Survival).

Howl of the Pack: Your pet’s Basic Attack critical strikes increase your critical strike damage by 5% for 6 seconds, stacking up to 3 times.

Wild Attacks: Every third pet Basic Attack is a guaranteed critical strike, with damage further increased by critical strike chance.

PACK LEADER ROW 2

Den Recovery: Aspect of the Turtle, Survival of the Fittest, and Mend Pet heal the target for 20% of maximum health over 4 seconds. Duration increased by 1 second when healing a target under 50% maximum health.

Choice Node: Tireless Hunt and Cornered Prey

  • Tireless Hunt: Aspect of the Cheetah now increases movement speed by 15% for another 8 seconds.
  • Cornered Prey: Disengage increases the range of all your attacks by 5 yards for 5 seconds.

Frenzied Tear: Your pet’s Basic Attack has a 20% chance to reset the cooldown of Kill Command and cause Kill Command to strike a second time for 30% of normal damage.

PACK LEADER ROW 3

Choice Node: Covering Fire and Scattered Prey

  • Covering Fire: Kill Command increases the duration of Beast Cleave by 1 second (Beast Mastery). Wildfire Bomb reduces the cooldown of Carve or Butchery by 2 seconds (Survival).
  • Scattered Prey: Multi-Shot increases the damage of your next Multi-Shot by 25% (Beast Mastery). Carve or Butchery increases the damage of your next Carve or Butchery by 25% (Survival).

Cull the Herd: Kill Shot deals an additional 30% damage over 5 seconds and increases the bleed damage you and your pet deal to the target by 25%.

Choice Node: Furious Assault and Beast of Opportunity

  • Furious Assault: Consuming Frenzied Tear has a 50% chance to reset the cooldown of Barbed Shot and deal 30% additional damage. (Beast Mastery)  Consuming Frenzied Tear has a 50% chance to make your next Raptor Strike or Mongoose Bite free and deal 30% additional damage. (Survival)
  • Beast of Opportunity: Bestial Wrath (Beast Mastery) or Coordinated Assault (Survival) calls on the Pack, summon a pet from your stable for 6 seconds.

PACK LEADER CAPSTONE

Pack Assault: Vicious Hunt and Pack Coordination now stack and apply twice and are always active during Call of the Wild (Beast Mastery) or Coordinated Assaulted (Survival).

Specializations: Arcane and Frost

Spellslinger Mages are prodigies of spellcasting that have learned to splinter their sorceries, creating powerful and volatile new effects.Spellslingers can conjure and manipulate these splinters with prowess, allowing them to devastate the battlefield with rapid barrages of razor-sharp crystals.

Developer notes: Spellslinger Splinters are themed and tuned based on your active Specialization. Arcane’s Splinters are named Arcane Splinters and deal moderate Arcane school damage. Frost’s Splinters are named Frost Splinters and deal light Frost school damage. Those specifics have been omitted from this mockup for the sake of tooltip readability, as both specs’ Splinters serve the same purpose.

SPELLSLINGER KEYSTONE

Splintering Sorcery: When you consume Nether Precision (Arcane) or Winter’s Chill (Frost), conjure a Splinter that fires at your target.

  • Splinter: Conjure raw magic into a sharp projectile that deals damage. Splinters embed themselves into their target, dealing additional damage over 16 seconds. This effect stacks.

SPELLSLINGER ROW 1

Augury Abounds: Casting Arcane Surge (Arcane) or Icy Veins (Frost) conjures 8 Splinters. During Arcane Surge (Arcane) and Icy Veins (Frost), whenever you conjure a Splinter, you have a 100% chance to conjure an additional Splinter.

Controlled Instincts: While a target is under the effects of Nether Tempest (Arcane) or Winter’s Chill (Frost), 20% of the direct damage dealt by a Splinter is also dealt to nearby enemies. Damage reduced beyond 5 targets. (Arcane) Direct damage from Arcane Splinters resets the duration of Nether Tempest.

Splintering Orbs: The first 8 times an enemy is damaged by your Arcane Orb (Arcane) or Frozen Orb [Frost], conjure a Splinter that fires at the damaged target. Arcane Orb (Arcane) and Frozen Orb (Frost) damage is increased by 10%.

SPELLSLINGER ROW 2

Choice Node: Slippery Slinging and Look Again

  • Slippery Slinging: You have 40% increased movement speed during Alter Time.
  • Look Again: Displacement has a 50% longer duration, 25% longer range, and leaves behind a Mirror Image.

Choice Node: Reactive Barrier and Phantasmal Image

  • Reactive Barrier: Your Prismatic Barrier (Arcane) and Ice Barrier (Frost) can absorb up to 50% more damage based on your missing Health. Max effectiveness when under 50% health.
  • Phantasmal Image: Your Mirror Image summons one extra clone. Mirror Image now reduces all damage taken by an additional 5%.

Choice Node: Volatile Magic and Unerring Proficiency

  • Volatile Magic: Whenever a Splinter is removed or recalled, it explodes, dealing damage to nearby enemies. Deals reduced damage beyond 5 targets.
  • Unerring Proficiency: Each time you conjure a Splinter, increase the damage of your next Supernova by 18% (Arcane) or Ice Nova by 6% (Frost). Stacks up to 30 times.

SPELLSLINGER ROW 3

Shifting Shards: Shifting Power fires a barrage of 8 Splinters at random enemies within 40 yards over its duration.

Spellfrost Teachings: Direct damage from a Splinter has a 5% chance to summon an Arcane Echo (Arcane) or Icy Comet (Frost) that deals damage to all nearby enemies and increases the damage enemies take from you for by 6% for 6 seconds.

Force of Will: Gain 2% increased critical strike chance. Gain 5% increased critical strike damage.

SPELLSLINGER CAPSTONE

Splinterstorm: Whenever you have 8 or more active Embedded Splinters, you automatically cast a Splinterstorm at your target.

  • Splinterstorm: Recall all Embedded Splinters to you, dealing their remaining periodic damage instantly. After a brief delay, unleash a devastating barrage of Splinters, dealing damage to your target for each Splinter in the Splinterstorm. Splinterstorm grants you Clearcasting (Arcane) or applies Winter’s Chill to its target (Frost).

Specializations: Brewmaster and Windwalker

As a Shado-Pan, learn from your forebears and stand proud against your foes in defense of your friends and family. Bide your time and charge up your power before unleashing an overwhelming flurry of blows to overwhelm your opponents.

SHADO-PAN KEYSTONE

Overwhelming Flurry: Dealing damage equal to your maximum health generates a Flurry Charge. For each 400 Energy you spend, unleash all Flurry Charges as Flurry Strikes, dealing physical damage per charge.

SHADO-PAN ROW 1

Choice Node: Pride of Pandaria and High Impact

  • Pride of Pandaria: Flurry Strikes have 15% additional chance to Critically Strike.
  • High Impact: Enemies who die within 5 seconds of being damaged by a Flurry Strike explode, dealing damage to uncontrolled enemies within 8 yards.

Veteran’s Eye: Striking the same target 5 times within 2 seconds grants 2% haste. Multiple instances of this effect may overlap, stacking up to 10 times.

Martial Precision: Attacks penetrate 10% of the target’s armor.

SHADO-PAN ROW 2

Choice Node: Protect and Serve and Lead from the Front

  • Protect and Serve: Your Vivify always heals you for an additional 30% of its total value.
  • Lead from the Front: Chi Burst, Chi Wave, and Expel Harm now leech 20% of damage dealt.

One versus Many: Damage dealt by Fists of Fury and Keg Smash counts as double towards Flurry Charge generation. Fists of Fury damage increased by 10%. Keg Smash damage increased by 30%.

Choice Node: Whirling Steel and Predictive Training

  • Whirling Steel: When you become injured, summon Whirling Steel, increasing your Parry chance and Avoidance by 15% for 6 seconds.
  • Predictive Training: When you dodge or parry an attack, reduce damage taken by 10% for the next 6 seconds.

SHADO-PAN ROW 3

Against All Odds: Flurry Strikes increase your Agility by 1% for 6 seconds, stacking up to 20 times.

Efficient Training: Abilities that spend Energy deal an additional 15% damage. Every 50 Energy spent reduces the cooldown of Storm, Earth, Fire, Serenity, and Weapons of Order by 1 second.

Vigilant Watch: Blackout Kick deals an additional 20% critical damage and increases the damage of your next set of Flurry Strikes by 10%.

SHADO-PAN CAPSTONE

Wisdom of the Wall: Every 10 Flurry Strikes, become infused with a Wisdom of the Wall for 20 seconds. Wisdom of the Wall grants the following effects:

  • Your critical strikes deal an additional 30% damage.
  • Your Mastery’s effect is increased by 25%.
  • Versatility now also increases your Dodge and critical strike chance by 25% of its effect.
  • Flurry Strikes now deal additional Shadow damage to all uncontrolled enemies within 6 yards.

Specializations: Mistweaver and Windwalker

Conduits of the Celestials have devoted themselves to the teachings of the four August Celestials so wholeheartedly that they can channel their power outwardly and call upon their assistance regularly in combat. They can become pure conduits of the August Celestial’s power during brief moments, preventing some other actions but empowering them heavily.

CONDUIT OF THE CELESTIALS KEYSTONE

Celestial Conduit: The August Celestials empower you, causing you to radiate Nature damage onto enemies and healing onto up to 5 injured allies within 20 yards over 4 seconds, split evenly among them. Healing and damage increased by 6% per enemy struck, up to 30%. You may move while channeling, but casting other healing or damaging spells cancels this effect. Active ability. 1.5-minute cooldown.

Developer’s Note: Celestial Conduit’s channel will not break when using defensive, utility, or movement spells.

CONDUIT OF THE CELESTIALS ROW 1

Choice Node: Temple Training and Xuen’s Guidance

  • Temple Training: The healing of Enveloping Mist and Vivify is increased by 10% (Mistweaver). Fists of Fury and Spinning Crane Kick deal 10% more damage (Windwalker).
  • Xuen’s Guidance: Teachings of the Monastery has a 15% chance to refund a charge when consumed. The damage of Tiger Palm is increased by 30%.

Courage of the White Tiger: Tiger Palm has a 15% chance to cause Xuen to claw your target for physical damage, healing a nearby ally for 200% (Mistweaver) or 100% (Windwalker) of the damage done. This chance is increased while Invoke Yu’lon, the Jade Serpent or Invoke Chi-Ji, the Red Crane (Mistweaver) or Invoke Xuen, the White Tiger (Windwalker) is active.

Choice Node: Restore Balance & Yu’lon’s Knowledge

  • Restore Balance: Gain Refreshing Jade Wind while Chi’Ji the Red Crane or Yu’lon the Jade Serpent is active (Mistweaver). Gain Rushing Jade Wind while Xuen, the White Tiger is active(Windwalker).
  • Yu’lon’s Knowledge: Refreshing Jade Wind’s duration is increased by 10 seconds (Mistweaver). Rushing Jade Wind’s duration is increased by 4 seconds and multiple uses may overlap(Windwalker).

CONDUIT OF THE CELESTIALS ROW 2

Heart of the Jade Serpent: Consuming 8 stacks of Sheilun’s Gift causes Yu’lon to decrease the cooldown time of Renewing Mist, Rising Sun Kick, Life Cocoon, and Thunder Focus Tea by 100% for 8 seconds [Mistweaver]. Consuming 30 Chi causes Yu’lon to decrease the cooldown time of Rising Sun Kick, Fists of Fury, Strike of the Windlord, and Whirling Dragon Punch by 100% for 8 seconds (Windwalker).

Developer’s Note: Heart of the Jade Serpent’s required stacks to activate for Mistweaver will change to 16 when talented into the Veil of Pride passive.

Strength of the Black Ox: After Xuen assists you, your next Enveloping Mist’s cast time is reduced by 50% and causes Niuzao to grant an absorb shield to 5 nearby allies for 5% of your maximum health (Mistweaver). After Xuen assists you, your next Blackout Kick causes Niuzao to stomp at your target’s location, dealing damage to nearby enemies, reduced beyond 5 targets (Windwalker).

Flight of the Red Crane: Refreshing Jade Wind (Mistweaver), Rushing Jade Wind (Windwalker), and Spinning Crane Kick have a chance to cause Chi-Ji to quickly rush to 5 targets, healing each target (Mistweaver) or dealing physical damage to each target struck (Windwalker).

CONDUIT OF THE CELESTIALS ROW 3

Choice Node: Niuzao’s Protection and Jade Sanctuary

  • Niuzao’s Protection: Fortifying Brew grants you an absorb shield for 25% of your maximum health.
  • Jade Sanctuary: You heal for 10% of your maximum health instantly when you activate Celestial Conduit and receive 15% less damage for its duration.

Chi-Ji’s Swiftness: Your movement speed is increased by 25% during Celestial Conduit and for 3 seconds after being assisted by any Celestial.

Choice Node: Inner Compass and August Dynasty

  • Inner Compass: You switch between alignments after an August Celestial assists you, increasing a corresponding secondary stat by 3%.
    • Crane Stance: haste
    • Tiger Stance: critical strike
    • Ox Stance: Versatility
    • Serpent Stance: Mastery
  • August Dynasty: Casting Jadefire Stomp increases the damage of your next Rising Sun Kick by 30% or healing of your next Vivify by 50% (Mistweaver only).

CONDUIT OF THE CELESTIALS CAPSTONE

Unity Within: Celestial Conduit can be recast once during its duration to call upon all of the August Celestials to assist you at 200% effectiveness. Unity Within is automatically cast when Celestial Conduit ends if not used before its expiration

Specializations: Elemental and Restoration

Harness your spiritual magic, improving your spell casting capabilities and empowering you to call upon ancestors to aid you and your allies in combat.

FARSEER KEYSTONE

Call of the Ancestors: Primordial Wave (Elemental) or Unleash Life (Restoration) calls an Ancestor to your side for 6 seconds. Whenever you cast a healing or damaging spell, the Ancestor will cast a similar spell.

FARSEER ROW 1

Choice Node: Latent Wisdom and Ancient Fellowship

  • Latent Wisdom: Your Ancestors’ spells are 20% more powerful.
  • Ancient Fellowship: Ancestors have a 15% chance to call another Ancestor when they expire.

Choice Node: Heed My Call and Routine Communication

  • Heed My Call: Ancestors last an additional 2 seconds.
  • Routine Communication: Lava Burst casts have an 8% chance to call an Ancestor (Elemental). Riptide has a 15% chance to call an Ancestor (Restoration).
  • Elemental Reverb: Lava Burst gains an additional charge and deals 5% increased damage (Elemental). Riptide gains an additional charge and heals for 5% more (Restoration).

FARSEER ROW 2

Offering from Beyond: When an Ancestor is called, they reduce the cooldown of Fire Elemental and Storm Elemental by 10 seconds (Elemental) or Riptide by 2 seconds (Restoration).

Primordial Capacity: Increases your maximum Maelstrom by 25 (Elemental). Increases your maximum mana by 5% (Restoration).

Spiritwalker’s Momentum: Using spells with a cast time increases the duration of Spiritwalker’s Grace and Spiritwalker’s Aegis by 1 second, up to a maximum of 4 seconds.

FARSEER ROW 3

Choice Node: Nature Harmony and Earthen Communion

  • Natural Harmony: Reduces the cooldown of Nature’s Guardian by 10 seconds and causes it to heal for an additional 5% of your maximum health.
  • Earthen Communion: Earth Shield has an additional 3 charges and heals you for 25% more.

Maelstrom Supremacy: Increases the damage of Earth Shock, Elemental Blast, and Earthquake by 8% (Elemental). Increases the healing done by Healing Wave, Healing Surge, Wellspring, Downpour, and Chain Heal by 8% (Restoration).

Final Calling: When an Ancestor expires, they cast Elemental Blast on a nearby enemy (Elemental). When an Ancestor expires, they cast Hydrobubble on a nearby injured ally (Restoration).

  • Hydrobubble: Surrounds your target in a protective water bubble for 10 seconds. The shield absorbs incoming damage, but the absorb amount decays fully over its duration.

FARSEER CAPSTONE

Ancestral Swiftness: Your next healing or damaging spell within 10 seconds is instant and deals 10% increased damage and healing. If you know Nature’s Swiftness, it is replaced by Ancestral Swiftness and causes Ancestral Swiftness to call an Ancestor to your side. Active ability. 45 second cooldown.

Specializations: Affliction and Destruction

From darkened corners of Azeroth and to the shattered lands of Outland, Satyrs have spread corruption and summoned hellfire in the name of their masters. Amongst their sects, Hellcallers are the most feared; weaving together the vilest of Shadow magic and entropic fel fire. Following in the footsteps of epochal Hellcallers such as Xavius, Peroth’arn, and Xalan, you now wield their terrible, corruptive magic and may even lose yourself to the same promises of power that consumed them.

HELLCALLER KEYSTONE

Wither: Bestows a vile malediction upon the target, burning the sinew and muscle of its host, dealing Shadowflame damage over 18 seconds. Replaces Corruption (Affliction) or Immolate (Destruction).

HELLCALLER ROW 1

Xalan’s Ferocity: Shadow damage increased by 5%. Fire damage increased by 5%.

Blackened Soul: Your damaging abilities further corrupt enemies affected by your Wither, increasing its stack count by 1. Each time Wither increases it has a chance to become acute, dealing Shadowflame damage to its host every 1 second until 1 stack remains. Wither will always become acute after reaching 8 stacks or when its host reaches 20% health.

Xalan’s Cruelty: Fire critical strike chance increased 10%. Shadow critical strike chance increased 10%.

HELLCALLER ROW 2

Choice Node: Mark of the Legashi and Aura of Enfeeblement

  • Mark of the Legashi: Curse of Weakness also applies Curse of Tongues.
  • Aura of Enfeeblement: Enemies within 10 yards are affected by your Curse of Weakness and Curse of Tongues at 75% effectiveness.

Choice Node: Hatefury Rituals and Bleakheart Tactics

  • Hatefury Rituals: Wither deals 100% increased damage but its duration is 50% shorter.
  • Bleakheart Tactics: Wither damage increased 15%. When Wither gains a stack from Blackened Soul, it has a chance to gain 1 additional stack.

Choice Node: Zevrim’s Resilience and Illhoof’s Design

  • Zevrim’s Resilience: When you consume a Healthstone, you also restore 10% of your maximum health as Soul Leech.
  • Illhoof’s Design: Sacrifice 10% of your maximum health. Soul Leech now absorbs an additional 15% of your maximum health.

HELLCALLER ROW 3

Mark of Xavius: Agony damage increased 10%. Agony is now a combo skill (Affliction). Directly recasting Agony within 2 seconds applies Agony to 1 other nearby enemy. Wither damage increased 10%. Wither is now a combo skill. Directly recasting Wither within 2 seconds applies Wither to 1 other nearby enemy (Destruction).

Cull the Weak: Casting Wither directly or refreshing Wither with less than 4 seconds remaining causes Wither to gain 3 stacks.

Mark of Peroth’arn: Blackened Soul deals 5% increased damage per stack of Wither (Affliction). Agony deals damage 10% faster. Wither deals damage 10% faster (Destruction).

HELLCALLER CAPSTONE

Malevolence: Dark magic erupts from you and corrupts your soul for 20 seconds, causing enemies suffering from your Wither to take Shadowflame damage and increase its stack count by 3 (Affliction). While corrupted, your active Withers are acute, your haste is increased by 10%, and Malefic Rapture grants 1 additional stack of Wither to targets affected by Unstable Affliction. While corrupted, your active Withers are acute, your haste is increased by 10%, and Chaos Bolt grants 1 additional stack of Wither (Destruction).

Specializations: Arms and Fury

A Slayer has one goal: the execution of their chosen target, and woe betide any who stand between the Slayer and their prey. Slayers are unrelenting in their pursuit and attacks, overwhelming their foes with a furious, unending onslaught of steel. When a Slayer has you in their sights, your days are numbered.

SLAYER KEYSTONE

Slayer’s Dominance: Your attacks have a high chance to overwhelm your target’s defenses and trigger a Slayer’s Strike, dealing low damage and applying Marked for Execution, increasing the damage they take from your next Execute by 10%. Stacks 3 times.

SLAYER ROW 1

Imminent Demise: Sudden Death’s chance to reset the cooldown of Execute and make it usable on any target, regardless of health is increased.

Using Sudden Death accelerates your next Bladestorm, striking 1 additional time (max 3). Bladestorm’s total duration is unchanged.

Overwhelming Blades: Each strike of Bladestorm applies Overwhelmed to all enemies affected, increasing damage taken by 1% for 10 seconds.

Developer’s Note: Fury will have access to Bladestorm via specialization talents in The War Within.

Choice Node: Relentless Pursuit and Vicious Agility

  • Relentless Pursuit: Charge removes all movement impairing effects and grants you 70% movement speed for 3 seconds.
  • Vicious Agility: Heroic Leap reduces the cooldown of Charge by 5 seconds and Charge reduces the cooldown of Heroic Leap by 5 seconds.

SLAYER ROW 2

Death Drive: You heal for 50% of damage dealt by Sudden Death.

Choice Node: Slayer Reflexes and Constant Pressure

  • Slayer Reflexes: Slayer’s Strikes have a chance to reset the cooldown of Bloodthirst and Overpower.
  • Constant Pressure: Cooldown of Overpower reduced by 10% (Arms). Cooldown of Bloodthirst reduced by 10% (Fury).

Choice Node: Tunnel Vision and Thrill of the Kill

  • Tunnel Vision: Your auto-attack speed increases while you are in combat. Changing targets resets this effect.
  • Thrill of the Kill: Execute increases your auto-attack speed for 10 seconds.

SLAYER ROW 3

Slay: Marked for Execution increases the critical strike chance and critical strike Damage of your next Execute on the target by 5%.

Frenetic Flurry: Overpower (Arms) and Bloodthirst (Fury) have a chance to cause you to unleash a brief Bladestorm, striking all enemies around you once. You can now use Pummel and Storm Bolt while Bladestorming.

Slayer’s Focus: Overpower cooldown reduced by 10% (Arms). Bloodthirst cooldown reduced by 10% (Fury).

SLAYER CAPSTONE

Unrelenting Onslaught: When you Execute a target that you’ve Marked for Execution, reduce the cooldown of Bladestorm by 5 seconds per stack of Marked for Execution and apply stacks of Overwhelmed equal to the number of stacks of Marked for Execution the target had.