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Patch 10.2 Mythic+ Testing – September 14th – 18th 2023

Quote from: Blizzard

Greetings!

Dragonflight Season 3 Mythic+ testing begins on PTR realms Thursday September 14th. The test period will begin Thursday September 14th at 10:00 PDT (13:00 EDT, 20:00 CEST), and end Monday September 18th at 10:00 PDT (13:00 EDT, 20:00 CEST). Please note that the test period may be adjusted in the event of technical difficulties.

This first weekend includes 6 of our season 3 Mythic+ dungeons featuring both Dawn of the Infinite dungeon wings and updates to the doors in Waycrest Manor:

• Galakrond’s Fall
• Murozdon’s Rise
• Waycrest Manor
• Atal’Dazar
• Darkheart Thicket
• Black Rook Hold

During the test period you’ll be able to acquire and customize Mythic Keystones by talking to the Keystone Vendor in Valdrakken, and the nearby Dungeon Teleports NPC will assist you with transportation.

We look forward to hearing your feedback!

Amirdrassil, the Dream’s Hope: Raid Testing Schedule 11 September 2023

Quote from: Blizzard

The raid testing schedule is very fluid and subject to the realities of a test environment. There’s the possibility of having to change the time of a testing session, change the bosses being tested, or cancel a test entirely due to bugs, server hardware issues, etc.

Keep an eye on the PTR forum for the boss feedback threads and the latest information. Thank you in advance for testing and providing feedback.

Amirdrassil, the Dream’s Hope: Raid Testing Schedule

The final boss of the raid, Fyrakk, will not be available for testing.

Thursday, September 14

  • Heroic
    • Gnarlroot – 13:00 PDT (16:00 EDT, 22:00 CEST)
    • Igira the Cruel – 14:00 PDT (17:00 EDT, 23:00 CEST)

Friday, September 15

  • Heroic
    • Council of Dreams – 13:00 PDT (16:00 EDT, 22:00 CEST)
    • Smolderon – 14:00 PDT (16:00 EDT, 23:00 CEST)

Thursday, September 21

  • Heroic
    • Larodar, Keeper of the Flame – 13:00 PDT (16:00 EDT, 22:00 CEST)
    • Volcoross – 14:00 PDT (16:00 EDT, 23:00 CEST)

Friday, September 22

  • Heroic
    • Nymue, Weaver of the Cycle – 13:00 PDT (16:00 EDT, 22:00 CEST)
    • Tindral Sageswift, Seer of the Flame – 14:00 PDT (16:00 EDT, 23:00 CEST)
  • Normal
    • Start – 15:00 PDT (18:00 EDT, 00:00 CEST)
    • End – Monday, September 25 at 09:00 PDT (12:00 EDT, 18:00 CEST)

Thursday, September 28

  • Mythic
    • Gnarlroot – 13:00 PDT (16:00 EDT, 22:00 CEST)
    • Igira the Cruel – 14:00 PDT (16:00 EDT, 23:00 CEST)

Friday, September 29

  • Mythic
    • Council of Dreams – 13:00 PDT (16:00 EDT, 22:00 CEST)
    • Smolderon – 14:00 PDT (16:00 EDT, 23:00 CEST)
  • Raid Finder
    • Wing 1: Incarnate’s Wake – Gnarlroot, Igira the Cruel, and Smolderon
      • Start – 15:00 PDT (18:00 EDT, 00:00 CEST)
      • End – Monday, October 2 at 09:00 PDT (12:00 EDT, 18:00 CEST)

Thursday, October 5

  • Mythic
    • Larodar, Keeper of the Flame – 13:00 PDT (16:00 EDT, 22:00 CEST)
    • Volcoross – 14:00 PDT (16:00 EDT, 23:00 CEST)

Friday, October 6

  • Mythic
    • Nymue, Weaver of the Cycle – 13:00 PDT (16:00 EDT, 22:00 CEST)
    • Tindral Sageswift, Seer of the Flame – 14:00 PDT (16:00 EDT, 23:00 CEST)
  • Raid Finder
    • Wing 2: Molten Incursion – Volcoross and Larodar, Keeper of the Flame
      • Start – 15:00 PDT (18:00 EDT, 00:00 CEST)
      • End – Monday, October 9 at 09:00 PDT (12:00 EDT, 18:00 CEST)

Friday, October 13

  • Raid Finder
    • Wing 3: The Viridian Weave – Council of Dreams and Nymue, Weaver of the Cycle
      • Start – 15:00 PDT (18:00 EDT, 00:00 CEST)
      • End – Monday, October 16 at 09:00 PDT (12:00 EDT, 18:00 CEST)

Hotfixes: September 8, 2023

Quote from: Blizzard

September 8, 2023

Dragonriding

  • The Loamm Roamm Reverse Challenge silver medal should again be rewarded correctly.

Quests

  • Chromie now offers “No Limits”, a questline delving into Eternus’s past, without requiring the Dawn of the Infinites dungeon to be completed.
  • When “Stepping into the Shadows”, Maiev Shadowsong should no longer point at invisible Felflame Braziers.
  • Moraidormi now stops disappearing and Nozdormu will enter stealth more appropriately during the quest “Not Today, Fate.”
  • Demon Hunters who previously could not interact with the Control Console can now return to The Fel Hammer continue with their Order Hall campaign.
  • Tinkmaster Overspark is visible, and “The Legend of Mechagon” is once again available to players above level 60.

Patch 10.2 Guardians of the Dream Interview Roundup

Patch 10.2.0 has been announced and that means there’s new developer interviews! Below is a roundup of new information:

World content/Reputation

  • The Dreamwardens will have 20 levels of renown. (MrGM)
  • It won’t be in this patch but they might update existing renown tracks later on. (MrGM)
  • You will get the biggest reward from the Superbloom event the first time you do it per week. (MrGM)
  • The owl dragonriding mount cannot be used outside of the Dragon Isles. (MrGM)

Gear/Itemization

  • The item upgrade system continues into season 3 but there will no longer be fragments. And crests will now be in the currency tab! (MrGM)
  • If you’re capped on a type of crest for the week and you do an activity that rewards you another crest, it will be converted to the next lower crest level! (MrGM)
  • To slow down gearing a bit you’ll be able to earn 6 crests per week per type, down from 10 in season 2. (MrGM)
  • Heroic and M0 dungeons will also contribute to the Great Vault! (MrGM)
  • The legendary two handed axe will be available to Paladins, Death Knights and Warriors. (Dot esports)
  • The Creation Catalyst will be available in week 1 of the new season. However you will get 1 charge every 2 weeks instead of every week. (Forbes)

Classes

  • No new class/race combinations coming in 10.2 (MrGM)
  • Druids are getting new customisations. An example is moonkin forms and will be earnable through various sources, one of which is the raid. A certain flame druid boss’s form might be one! (MrGM)
  • Rogues, Druids, Discipline Priests and healers are getting class/specialisation updates (Icyveins)

Dungeons/Mythic+/Raiding

  • In combination with the item upgrade system adjustments they feel confident about where the new raid’s tuning will land (Fandy)

PvP

  • The Battleground Blitz brawl is a test just like solo shuffle was for a potential solo queue rated battlegrounds (MrGM)

Lore

  • Malfurion is staying in Ardenweald for now. Guardians of the Dream will have a large cast of other characters. (Fandy)
  • Vyranoth and Wrathion are going to recruit the Netherwing in Outland and the Storm Drakes in Stormheim to help defend Amirdrassil (Icyveins)
  • The new world tree Amirdrassil will not be in Kalimdor. It will be on the Dragon Isles. (Polygon)

Collectables

  • No new mount collection achievement for 10.2. There will be one in the future. A question they have when adding new collection achievements is whether they should add 1 new high bar achievement for hardcore collectors or add multiple achievements for the average player. (Fandy)
  • Fyrakk will drop 2 dragonriding customisations. One has a small chance to drop on all difficulties and the other will be rewarded by Ahead of the Curve (Icyveins)

UI

  • They would like to hear from the community what they are still missing from the UI revamp (Fandy)
  • Brewmaster Monks and Death Knights are getting updates to their resource UI elements (Forbes)

Misc

  • They have nothing to say if 10.2 will be the last major patch of Dragonflight. There’s more story told. (MrGM)
  • Nothing to announce yet on a pre- or post-blizzcon release date. (MrGM)
  • Blizzard has noticed a staggering improvement in player retention thanks to the content releases every 8 or so weeks. (Gamespot)
  • They plan to continue the 8 week release schedule in the foreseeable future. (Gamespot)
  • The team has discarded the idea of an entire expansion being old god themed. It would “feel pretty oppressive” were the team to stick to the dark tone its subject matter demanded for an entire expansion. (Gamespot)
  • An old world revamp is something that is “likely to happen” in the future, but that the team would learn lessons from Cataclysm (Gamespot)
  • No Brawler’s guild in 10.2. They want to bring it back in an evergreen way in the same way they did for the Mage Tower (Icyveins)

Full Interviews/Sources:
Dev Interview MrGM
Dev Interview Fandy
Dev Interview Icy Veins
Gamespot Dev Interview
Forbes Dev Interview
Dot esports legendary weapon article
Polygon Guardians of the Dream Article

Patch 10.2 PTR Blue Posts: Tier Sets, Healing Updates and Battleground Blitz Brawl

We’re also getting regular flying in 10.2!

Quote from: Blizzard
Pathfinder will be coming in 10.2. Its implementation has not been finalized on PTR. More details will be coming soon. Unlocking pathfinder will allow you to use your non-dragonriding mounts in the Dragon Isles.

Class Sets in Guardians of the Dream

Quote from: Blizzard

Guardians of the Dream features all new Tier Set armor for every class. We’re excited to share them with you today.

Please note that the designs and values below are a work in progress. When these sets are ready for testing, the Guardians of the Dream PTR may include values that are older than what you see here, and values may be updated on the PTR with changes to these sets via hotfix at any time.

Class Set Design

In the Guardians of the Dream update, set bonuses can interact with or modify talents anywhere on the talent tree. We expect them to shake up some builds that you’ve been using, enable entirely new builds, or further augment some high-powered abilities as you gear up in Season 3.

Set Bonuses

Death Knight

Blood

(2) Set Bonus: Consuming a Bone Shield charge has a chance to cause your next Heart Strike to apply Ashen Decay, reducing damage dealt to you by 10% and increasing your damage dealt to afflicted targets by 20% for 8 seconds.

(4) Set Bonus: Soulreaper’s execute damage and Abomination Limb’s damage applies Ashen Decay to enemy targets, and Heart Strike and Blood Boil’s direct damage extends Ashen Decay by 1 second.

Frost

(2) Set Bonus: Chill Streak’s range is increased by 4 yds and can bounce off of you. Each time Chill Streak bounces off an enemy your damage is increased by 4% for 10 seconds, stacking up to 5 times.

(4) Set Bonus: Chill Streak can bounce 2 additional times and each time it bounces, you have a 40% chance to gain a Rune, reduce Chill Streak cooldown by 5 seconds, or reduce the cooldown of Empower Rune Weapon by 10 seconds.

Unholy

(2) Set Bonus: Set Bonus: Apocalypse summons an additional Magus of the Dead. Your Magus of the Dead Shadow Bolt now fires a volley of Shadow Bolt’s at up to 4 nearby enemies.

(4) Set Bonus: Set Bonus: Each Rune you spend increases the duration of your active Magus’ by 0.5 seconds and your Magus will now also cast Amplify Damage, increasing the damage you deal by 5% for 10 seconds.

Demon Hunter

Havoc

(2) Set Bonus: Each slash of Blade Dance has a 50% chance to Throw Glaive an enemy for 35% damage.

(4) Set Bonus: Throw Glaive reduces the remaining cooldown of The Hunt by 0.4 seconds, and The Hunt’s damage over time effect lasts 4 seconds longer.

Vengeance

(2) Set Bonus: Sigil of Flame’s periodic damage has a chance to flare up, shattering an additional Soul Fragment from a target and dealing additional damage. Each 40 Fury you spend reduces its cooldown by 1 second.

(4) Set Bonus: When you attack a target afflicted by Sigil of Flame, your damage and healing are increased by 2% and your maximum health is increased by 2% for 8 seconds, stacking up to 5.

Druid

Balance

(2) Set Bonus: When Eclipse ends or when you enter combat, enter a Dreamstate, reducing the cast time of your next 2 Starfires or Wraths by 40% and increasing their damage by 60%.

(4) Set Bonus: Starsurge or Starfall increase your current Eclipse’s Arcane or Nature damage bonus by an additional 3%, up to 15%.

Feral

(2) Set Bonus: Feral Frenzy grants Smoldering Frenzy, increasing all damage you deal by 20% for 8 seconds.

(4) Set Bonus: Feral Frenzy’s cooldown is reduced by 15 seconds. During Smoldering Frenzy, enemies burn for 10% of damage you deal as Fire over 10 seconds.

Guardian

(2) Set Bonus: 20% of your damage and healing and 100% of the armor you gain during Rage of the Sleeper fuel the growth of Dream Thorns, which wreath you in their protection after Rage of the Sleeper expires, absorbing 10% of damage dealt to you while the thorns remain.

(4) Set Bonus: Each 40 Rage you spend while Rage of the Sleeper is active extends its duration by 1 second, up to 5. Your Dream Thorns become Blazing Thorns, causing damage absorbed to be reflected at the attacker.

Restoration

(2) Set Bonus: You and your Grove Guardian’s Nourishes now heal 2 additional allies within 40 yds at 40% effectiveness.

(4) Set Bonus: Clearcasting now causes your Regrowth to also cast Nourish onto a nearby injured ally at 200% effectiveness, preferring those with your heal over time effects.

Evoker

Augmentation

(2) Set Bonus: Every third Prescience lasts 100% longer.

(4) Set Bonus: Casting Prescience enhances your next Eruption with smaller fissures for each Prescience you have active, each dealing 110% SP damage and extending Ebon Might by 0.2 seconds.

Devastation

(2) Set Bonus: While Dragonrage is active you gain Emerald Trance every 6 seconds, increasing your damage done by 5.0%, stacking up to 5 times.

(4) Set Bonus: When Dragonrage ends, Emerald Trance persists for 5 seconds per stack and grants you Essence Burst every 5 seconds.

Preservation

(2) Set Bonus: Empower spells cast Living Flame at enemies or allies struck at 40% effectiveness.

(4) Set Bonus: Living Flame has a chance to apply Echo at 100% effectiveness on allies healed, or a nearby ally who doesn’t already have Echo.

Hunter

Beast Mastery

(2) Set Bonus: Bestial Wrath summons a Dire Beast for 15 seconds.

(4) Set Bonus: Dire Beasts now obey your Kill Command and can gain Beast Cleave.

Marksmanship

(2) Set Bonus: Rapid Fire launches a Volley at the target for 2 seconds.

(4) Set Bonus: Legacy of the Windrunner now gives Volley a 15% chance to fire Wind Arrows at targets when dealing damage.

Survival

(2) Set Bonus: Fury of the Eagle increases you and your pet’s critical strike chance by 15% and critical damage dealt by 15% for 12 seconds.

(4) Set Bonus: Fury of the Eagle throws a free Wildfire Bomb at your current target at 100% effectiveness, generates 1 charge of Wildfire Bomb, and increases the damage Wildfire Bomb deals to your primary target by 40% for 12 seconds.

Paladin

Holy

(2) Set Bonus: When Glimmer of Light dissipates or is refreshed, it creates a Holy Reverberation on its target to heal an ally or damage an enemy for over 8 seconds. Multiple Holy Reverberations may overlap, up to 3 times.

(4) Set Bonus: The cooldown of Daybreak is reduced by 15 seconds.

Retribution

(2) Set Bonus: Expurgation lasts an additional 4 seconds and deals 50% increased damage. Casting Judgment or Divine Toll on a target with Expurgation causes Wrathful Sanction, dealing Holy damage to the target and resonating 20% of the Holy damage up to 4 nearby enemies.

(4) Set Bonus: Wrathful Sanction grants you Echoes of Wrath, causing your next Templar’s Verdict and Divine Storm to deal damage a second time at 50% effectiveness. This effect does not consume Judgment.

Protection

(2) Set Bonus: Judgment grants a stack of Sanctification, increasing your armor by 1% per stack. Upon reaching 10 stacks, your next cast of Consecration is empowered, increasing its damage and healing by 200% and its radius by 30%. Sanctification’s stacks are reset when your empowered Consecration ends.

(4) Set Bonus: While you are within an empowered Consecration, your abilities have a chance to deal 20% bonus damage or healing as Fire.

Mage

Arcane

(2) Set Bonus: Consuming Clearcasting increases spell damage by 2% for 15 seconds, stacking up to 10%.

(4) Set Bonus: After consuming Clearcasting 6 times, your next Arcane Missiles deals 75% increased damage and fires at up to enemies near your target.

Fire

(2) Set Bonus: When Pyroblast and Flamestrike critically strike you gain Searing Rage, increasing your critical strike damage by 3% for 12 seconds, stacking up to 15%.

(4) Set Bonus: Activating Combustion increases the critical strike damage bonus of Searing Rage by 100% for 12 seconds.

Frost

(2) Set Bonus: Glacial Spike damage increased by 10% and it explodes when it Shatters a frozen target, dealing 20% of its damage dealt to nearby enemies. Deals reduced damage beyond 8 targets.

(4) Set Bonus: Casting Glacial Spike has a 40% chance to trigger Brain Freeze.

Monk

Brewmaster

(2) Set Bonus: Breath of Fire deals 20% bonus damage as Shadowflame and causes you to heal for 50% of all Fire damage dealt.

(4) Set Bonus: Your attacks against targets afflicted by Breath of Fire have a chance to deal 5% extra damage as Shadowflame, and each Celestial Brew also grants a Stagger absorb equal to the amount of Shadowflame damage you have dealt, causing damage delayed by Stagger to instead be prevented.

Mistweaver

(2) Set Bonus: Renewing Mist and its jumps apply Chi Harmony, increasing its targets healing taken from you by 50% for 8 seconds.

(4) Set Bonus: 15% of all healing you do to targets with Chi Harmony is stored and then dispersed evenly among your allies with Renewing Mist when Chi Harmony fades or is refreshed.

Windwalker

(2) Set Bonus: Melee attacks have a chance to make your next Spinning Crane Kick free. Free Spinning Crane Kicks grant Ebontoes, increasing the damage of your next Blackout Kick by 100%.

(4) Set Bonus: Ebontoes empowered Blackout Kicks reduce the cooldown of Fists of Fury, Rising Sun Kick, Strike of the Windlord and Whirling Dragon Punch by 1 second.

Priest

Discipline

(2) Set Bonus: Smite and Penance damage increased by 20% and Smite extends the duration of an active Atonement by 2 seconds.

(4) Set Bonus: Smite has a 100% chance to cast an additional time during Shadow Covenant, dealing Shadow damage.

Holy

(2) Set Bonus: Holy Word: Serenity applies 14 seconds of Renew to its target. Holy Word: Sanctify applies 5 seconds of Renew to allies it heals.

(4) Set Bonus: Renew’s healing has a chance to cause your next Holy Word: Sanctify or Holy Word: Serenity to not consume a charge when cast and cost 50% less Mana, stacking up to 2 times.

Shadow

(2) Set Bonus: Shadow Word: Death triggers 2 additional times at 50% effectiveness. Triggers again 1 additional time at 50% effectiveness if Deathspeaker is active or your target is below 20% health.

(4) Set Bonus: Each time you take damage from Shadow Word: Death, gain a stack of Death’s Torment, increasing the initial damage of your next cast of Shadow Word: Pain by 250% or the damage of your next Shadow Crash by 50%, stacking up to 12 times.

Shaman

Elemental

(2) Set Bonus: Primordial Wave also casts an Elemental Blast at the target at 100% effectiveness, and grants you all three Elemental Blast bonus effects for 15.0 seconds.

(4) Set Bonus: For 10 seconds after using Primordial Wave, whenever you consume Lava Surge, your next Lightning Bolt or Chain Lightning is instant cast and deals 25% increased damage.

Enhancement

(2) Set Bonus: Primordial Wave summons a Lightning Feral Spirit that increases your Nature damage dealt by 20% for 15 seconds.

(4) Set Bonus: Summoning a Feral Spirit reduces the cooldown of Primordial Wave by 7.0 seconds.

Restoration

(2) Set Bonus: Chain Heal, Healing Surge, and Healing Wave mark their initial target with a Tidal Reservoir, causing them to receive 15% of all Riptide healing you deal for 10 seconds.

(4) Set Bonus: Riptide’s healing is increased by 15%. If Riptide is active on the same target as Tidal Reservoir, its heal over time effect has a 10% chance to create a new Riptide on a nearby ally.

Rogue

Assassination

(2) Set Bonus: Each 10 energy you spend grants Natureblight, granting 1% attack speed and 1% Nature damage for 6 seconds. Multiple instances of Natureblight may overlap, up to 15.

(4) Set Bonus: Envenom with Envenom active explodes, dealing Nature damage to all enemies within 8 yards. Deals reduced damage beyond 8 targets.

Outlaw

(2) Set Bonus: Sinister Strike has an additional 15% chance of striking an additional time.

(4) Set Bonus: Roll the Bones additionally refreshes a random Roll the Bones combat enhancement buff you currently posses for 40 seconds.

Subtlety

(2) Set Bonus: Using Eviscerate, Rupture, or Black Powder has a chance to summon a shadow clone to echo your finishing move for 50% additional Shadow damage.

(2) Set Bonus: Your shadow clones deal 10% increased damage with all attacks and grant you 2 combo points per clone when summoned.

Warlock

Affliction

(2) Set Bonus: Soul Rot deals 15% increased damage and lasts an additional 4 seconds.

(4) Set Bonus: Soul Rot causes your next 3 casts of Malefic Rapture within 12 seconds to deal 50% increased damage and extend the duration of your Agony, Corruption, Unstable Affliction, Haunt, Vile Taint and Phantom Singularity by 2 seconds.

Demonology

(2) Set Bonus: Demonbolt now applies a Doom Brand that explodes after 20 seconds, dealing (79% Spell Power) Shadow damage to nearby enemies. Demonbolt and Hand of Gul’dan reduce the duration of the primary target’s Doom Brand by 1 second.

(4) Set Bonus: Hand of Gul’dan damage increased by 15%. When Doom Brand explodes, you have a chance to summon a Doomfiend that blasts your target for (81% Spell Power) Shadow damage every 3 seconds for 15 seconds.

Destruction

(2) Set Bonus: Immolate damage increased by 20%. Immolate periodic damage has a chance to grant a charge of Dimensional Rift.

(4) Set Bonus: Dimensional Rift can now summon a powerful Flame Rift which fires 20 Searing Bolts that deal (25% of Spell Power) Fire damage to its target and an additional (10% of Spell Power) Fire damage over 10 seconds to nearby enemies.

Warrior

Arms

(2) Set Bonus: Rend damage increased by 30% and has a chance to trigger Sudden Death.

(4) Set Bonus: Sudden Death also causes your next Execute to cut deeply, causing the target to bleed for 50% of the damage of the Execute and triggers a Thunder Clap that deals 100% additional damage.

Fury

(2) Set Bonus: Odyn’s Fury deals 50% increased damage and causes your next 3 Bloodthirsts to deal 150% additional damage and have 100% increased critical strike chance against its primary target.

(4) Set Bonus: Bloodthirst critical strikes reduce the cooldown of Odyn’s Fury by 2.5 seconds.

Protection

(2) Set Bonus: Spending Rage has a chance to cause your next Shield Slam to consume your bleeds on a target, instantly dealing 100% of remaining damage and reducing the target’s damage dealt to you by 10% for 5 seconds.

(4) Set Bonus: When your bleeds are consumed on a target, their damage dealt to you is reduced by an additional 2% per bleed consumed, the cooldown of Thunder Clap is reset, and the cooldown of Thunderous Roar is reduced by 1 second.

Healing Throughput and Mana Generation in Guardians of the Dream

Quote from: Blizzard

Healers have a lot of decisions and resources to manage that change depending on the type of content you are doing. At its core, we want healers to have interesting abilities and choices to make while healing, and we want you to have to manage your mana pool. We’re hoping our changes reduce the amount of overhealing and make mana matter slightly more, which should make healing across the game a more enjoyable experience.

Single target healing spells currently don’t feel like they move the health bar enough. We want these heals to be impactful and have a purpose, and hope this makes healing a Mythic+ dungeon less stressful for healers.

Group healing spells have seen a lot of modifications and increases to their total throughput over the course of Dragonflight. These spells often feel like they are rapidly increasing a raid from a damaged state to a full health state. We plan on adjusting the effectiveness of many of these spells.

Raid survivability cooldowns feel like they have all entered the territory of making your raid feel nearly invulnerable when being used. While it’s a great moment for everyone to stack in a Power Word: Barrier and reduce damage taken and stack a few healing cooldowns, we think the combined power of these has escalated to a point where they make the raid slightly too sturdy.

Mana generation is a problem that’s related to all of the above. We want mana to feel like a finite resource and for the few ways you can still generate mana to be relevant, but want your spell choices during a raid fight to matter. We’re reducing the effectiveness of many mana restoration class abilities and specific items.

Please test healing in the Guardians of the Dream PTR and use this thread for any general feedback you have about it.

Thank you!

Guardians of the Dream Preview: Battleground Blitz Brawl

Quote from: Blizzard

Our first venture into a solo rated PvP in World of Warcraft was Solo Shuffle. Following its success, we’re now looking to experiment with a format we’re calling “Battleground Blitz”, for solo queue Rated Battlegrounds.

Battleground Blitz is an 8v8 solo queue Battleground experience, and our first foray into what could potentially become solo queue rated battlegrounds in the future. We learned a lot from Solo Shuffle that informed the gameplay considerations of battlegrounds in a solo queue environment for this brawl, which will be discussed here.

Design Considerations

We’ve been happy with how Solo Shuffle lowered the barrier to entry in rated Arenas and served as an accessible PvP game mode. The biggest obstacle we faced was the low ratio of healers to damage dealers, which was typically 4 damage dealers for every healer waiting in queue during the most active times. This leads to long queue times for damage dealers. It was an early concern when we first launched Solo Shuffle as a brawl, especially after shifting away from using tanks to be the anchors in Solo Shuffle matches.

We previously experimented with other formats for Battlegrounds, like the “Deep Six” Brawl in Legion. We felt the team sizes were too small for some of the available maps, especially the larger ones like Arathi Basin.

Additionally, we want to try some updates to map formats that we think will make a better solo queue experience in rated battlegrounds. For example, in domination maps (such as Deepwind Gorge), the role of being a base sitter can result in tension in a solo queue environment. We also think that shorter match lengths would be more fun for solo queue players, bringing in more frequent moment-to-moment gameplay and decision making.

Battleground Blitz Format

Our plan is an 8v8 format that can be queued solo, or as a duo if there is a healer in the pair. Map mechanics and pacing are adjusted to be quicker, with the goal of 10-to-12-minute average match lengths.

Team Composition

  • The 8 players on each team will be made up of 2 healers, 5 to 6 damage dealers, and 0 to 1 tanks.
  • Opposing teams will always have the same number of tanks (0 or 1).
  • Matches that do not include tanks will not take place on Capture the Flag maps (Warsong Gulch and Twin Peaks).
  • Matches made with a tank on each team can take place on any map.

Our goal with the increased ratio of healer to damage dealers as well as healers having a duo queue option aims to alleviate potential longer queue times.

Map Pool and Mechanics

Initially, the map pool will be that of the Rated Battleground pool: Warsong Gulch, Twin Peaks, Temple of Kotmogu, Eye of the Storm, Silvershard Mines, Arathi Basin, and Deepwind Gorge.

In Battleground Blitz, there are some general mechanical changes made across all the maps.

  • On maps where you cast to take an objective, the cast time has been reduced from 6 seconds to 4 seconds.
  • On domination maps, control points are captured in 30 seconds after being contested (reduced from 1 minute).
  • On all maps, players will gain a buff that provides a large increase in mount speed.
  • On several maps, there are new power up runes.
    • Shield of Protection provides a large absorb shield.
    • Into the Shadows provides a player with stealth and increased movement speed.
    • Rune of Frequency increases cooldown rate.
    • Shadow Sight provides Stealth and Invis detection.

 

 

The goal with the changes above is to provide more moment-to-moment decision making while adapting maps to make sense for 8 player team sizes, while ensuring the macro strategy that players find to be fun in battlegrounds is still intact.

We looked at several factors for each map, including average game lengths, the size of the map, and individual mechanics to make some modifications to have them make sense in Battleground Blitz. Eye of the Storm, Arathi Basin, and Deepwind Gorge will have the most significant changes of the pool.

  • Eye of the Storm
    • 4 nodes available, only 2 capturable at a time (1 per side) which award points, with the middle flag being available to capture.
      • Mage Tower or Draenei Ruins and Fel Reaver Ruins or Blood Elf Tower.
      • When the middle flag is captured, previous nodes move to neutral and reset.
      • 2 nodes (1 per side) re-activate, alternating.
    • Points for capturing a flag significantly increased.
    • When a flag is captured, the existing available nodes will become uncapturable. After 15 seconds, the other set of nodes will become available.

 

 

  • Arathi Basin and Deepwind Gorge
    • 5 capturable nodes.
    • Increased resource acquisition.
    • After you capture a node entirely, you control it for 45 seconds. It then deactivates and can be captured again 5 seconds later.
      • To fully capture a node, you have to complete the 4 second cast then hold the point for 30 seconds without the enemy team recapturing.

 

 

  • Warsong Gulch and Twin Peaks
    • The flag carrier debuff, Brutal Assault, stacks 100% faster (each stack every 15 seconds, up from 30 seconds).
    • Maximum game length set to 12 minutes.
  • Battle for Gilneas
    • Increased resource acquisition rate.
  • Silvershard Mines and Temple of Kotmogu
    • No changes planned initially, these maps are fast-paced already.

As mentioned above, we are cognizant of the tension that can come from having dedicated defender roles within a battleground. The gameplay changes for Arathi Basin, Deepwind Gorge, and Eye of the Storm aim to alleviate that tension.

Looking Ahead

We’re approaching this idea in a tempered manner, as adding a new format to PvP is a big commitment. Our intent is to implement this feature as a PvP Brawl first, so we can experiment with the format, discover any problems, and consider player feedback. If the format is well-received during the brawl, we can dig into additional details on the plan for a rated mode, including rating changes, how the ladder will work, rewards, leavers, and additional team matching, such as limiting the number of a single spec per team.

We will host a PvP Brawl with the Blues event focused on Battleground Blitz on the Guardians of the Dream PTR on Saturday, 16 September from 00:01 – 02:00 CEST. Keep an eye out for an upcoming post with additional details for the PvP with the Blues event.

Please share your thoughts and feedback with us here. We’re eager to hear it!

Patch 10.2 Guardians of the Dream PTR Development Notes 7 September 2023

Quote from: Blizzard

This Public Test Realm (PTR) is a testing environment for the content coming with the Dragonflight: Guardians of the Dream update.

Dragonflight: Guardians of the Dream 10.2 Update Development Notes

NEW ZONE: THE EMERALD DREAM

  • Defend the Dream and the World Tree, Amirdrassil from Fyrakk, primalists, djaradin, and his new ally: the Druids of the Flame.
  • New Campaign Chapters are available for testing. Chapters 5 and 6 will not be available on the PTR.
  • Emerald Dream world quests, local stories, treasures, and rares are available for testing.
  • New Faction: Dream Wardens

NEW WORLD BOSS: AUROSTOR THE HIBERNATING

Aurostor follows a strict regiment of sleep. Fyrakk’s assault on the Emerald Dream has disturbed this cycle, rousing the Furbolg Wild God from his slumber too soon. In a sleep deprived state, this raging Wild God attacks any passersby in an attempt to wear himself out.

NEW RAID: AMIRDRASSIL, THE DREAM’S HOPE

Having been carefully nurtured within the Emerald Dream, Amirdrassil is preparing to bloom and cross into Azeroth. But the fate of the new world tree cannot be secured until Azeroth’s champions come together to face Fyrakk and his molten allies, before he devours the heart of Amirdrassil and bathes the world in flame.

  • Amirdrassil, the Dream’s Hope features nine boss encounters: Gnarlroot, Igira the Cruel, Volcoross, Council of Dreams, Larodar, Keeper of the Flame, Nymue, Weaver of the Cycle, Smolderon, Tindral Sageswift, Seer of the Flame, and Fyrakk the Blazing.
  • Raid testing begins at a later date. Stay tuned for the PTR raid testing schedule.

DREAM’S HOPE CLASS ARMOR SETS

  • Class armor sets are available for testing, please visit Setzertauren in Orgrimmar and Stormwind. Details can be found in the feedback thread. Please share bugs you find via the in-game bug reporting tool and your feedback about the bonuses in the feedback thread.

BATTLEGROUND BLITZ BRAWL

  • The Battleground Blitz brawl is a new Brawl coming in Guardians of the Dream that is a 8v8 solo queue Battleground experience. It’s our first foray into what could potentially become solo queue Rated battlegrounds in the future. For more information and specifics about this feature, please check out our forum post.

CHARACTERS

  • New customization options for Druid Moonkin Form. Available for testing in a later PTR build.
  • 4 new hair colors for Blood Elf.

CLASSES

  • Healing Throughput and Mana Generation in Guardians of the Dream.
  • DEATH KNIGHT
    • Unholy
      • Developers’ note: In Guardians of the Dream we are looking to redistribute Unholy’s damage profile. Unholy has some of the highest burst in the game which means most of their damage profile needs to be tuned around that window. The goal with these changes is to reduce their 3 minute burst while increasing their rotational damage and giving more impact to their 45 second windows which should allow for an overall more healthy damage profile across a fight. We fully expect Unholy will still excel in their Gargoyle windows but they should now also have a little more impact outside of it as well.
      • Unholy Assault now increases all damage dealt by 20% (was granting 20% Haste for 20 seconds).
        • Developers’ note: At the moment Unholy has access to multiple sources of Haste that can make their opener a little unwieldly which often leads to an abundance of wasted resources. While this change doesn’t completely rectify the situation it should help reduce some of it.
      • Raise Dead (Main Ghoul) damage increased by 10%.
      • Summon Gargoyle damage reduced by 30%.
      • Soul Reaper damage increased by 20%.
      • Army of the Dead damage of ghouls reduced by 25%.
      • Ghouls summoned by Apocalypse now have their own scaling from the Death Knight’s stats separate from Army of the Dead.
        • Developers’ note: This gives us the opportunity to tune Apocalypse independently of Army of the Dead and vice versa.
      • Apocalypse Ghoul damage increased by 12%.
      • Death Coil damage increased by 12%.
      • Scourge Strike damage increased by 12%.
      • Festering Strike damage increased by 20%.
      • Festering Wound damage increased by 10%.
  • DEMON HUNTER
    • Developer’s note: Updates for Demon Hunter talents are in progress but were not ready for testing just yet. Goals for the updates include: improving pathing and connections in the Class tree; addressing underused talents; increasing access to key Havoc utility that currently clashes with DPS; updating existing talents to improve resultant gameplay; improving Vengeance’s Sigil-related talents as a possible build identity or to be incorporated into other builds more successfully; and adding a couple new talents that help achieve those goals.
      We expect Demon Hunter talent changes to roll in over the course of the next few PTR updates. Check back soon!
  • DRUID
    • Innervate duration is now 8 seconds (was 10 seconds).
    • Balance
      • Developers’ note: In Guardians of the Dream we’d like to diversify Balance’s talent builds in different content and provide more viable options. Wild Mushrooms was too expensive to compete with other talent options, so we combined it and Fungal Growth into a single point. Wild Mushrooms is now a choice node with a revised Orbital Strike that is no longer tied to Celestial Alignment – you can choose the steady damage of Wild Mushrooms or a less frequent, big burst of damage with Orbital Strike. We also removed the conflict between maintaining Rattle the Stars and maximizing Starlord – we like the “save resources and spend during Eclipse” gameplay of Balance and feel Starlord epitomizes it better.
      • Damage of all abilities increased by 2%.
      • Nature’s Grace now grants 10% Haste (was 15%).
      • Power of Goldrinn damage increased by 20%. Moved to where Starlord was located in Fractures in Time.
      • Starlord has moved to where Power of Goldrinn was located in Fractures in Time.
      • Rattle the Stars has been redesigned – It is no longer a buff that stacks when you cast Starsurge or Starfall and is now a passive bonus that always reduces the cost of Starsurge and Starfall by 10% and increases their damage by 12%.
      • Orbital Strike has been redesigned – Call down a bombardment of celestial energy over the target area, blasting all enemies for Astral damage and applying Stellar Flare to them for 16 seconds. Generates 30 Astral Power. Orbital Strike still hits enemies in a 40 yard line and has a 90 second cooldown. Now a choice node with Wild Mushroom.
      • Fungal Growth has been removed. Wild Mushrooms now includes the effects of Fungal Growth.
      • Wild Mushrooms’ damage has been reduced by 20% and the Fungal Growth damage over time has been reduced to 60% of Wild Mushroom damage (was 70%). Fungal Growth’s damage over time now deals damage over 10 seconds (was 8 seconds).
    • Feral
      • Developers’ note: Some minor shakeups to Feral in Guardians of the Dream. Apex Predator’s value varies a lot in single target and AOE, so we’re evening that out a little. We’re trying a new version of Ashamane’s Guidance, as we don’t love the randomness of the current version with the updated Berserk design – it’s hard to optimize its damage and resource generation without using external tracking mods. The new version will have more consistent value and rewards you for maintaining your most important bleeds.
      • Apex Predator’s chance to trigger is increased against a low number of targets and decreased against a high number of targets. Its chance to trigger is about the same as before against 4 targets.
      • Cat’s Curiosity has been replaced with a new talent: Saber Jaws – When you spend extra Energy on Ferocious Bite, the extra damage is increased by 40%/80%.
      • Ashamane’s Guidance’s effect for Incarnation: Avatar of Ashamane has been redesigned – During Incarnation: Avatar of Ashamane and for 30 seconds after it ends, your Rip and Rake each cause affected enemies to take 3% increased damage from your abilities.
    • Restoration
      • Cenarius’ Guidance’s Incarnation: Tree of Life functionality has been redesigned – During Incarnation: Tree of Life, you summon a Grove Guardian every 10 seconds. The cooldown of Incarnation: Tree of Life is reduced by 5 seconds when Grove Guardians fade.
      • Incarnation: Tree of Life now additionally empowers Wrath, causing it to deal 20% more damage and be instant cast.
      • Reforestation now grants Incarnation: Tree of Life for 10 seconds (was 9 seconds).
      • New Talent: Liveliness – Your damage over time effects deal their damage 25% faster, and your healing over time effects heal 5% faster.
      • Circle of Life and Death has been removed.
      • Grove Tending healing increased by 30%.
      • Grove Guardian’s Nourish healing decreased by 16%.
      • Grove Guardian’s Swiftmend healing reduced by 20%.
      • Grove Guardian’s Wild Growth healing from Wild Synthesis reduced by 20%.
      • Luxuriant Soil now causes Rejuvenation to have a 1%/2% chance to jump to a nearby ally (was 1.5%/3%).
      • Regrowth initial healing increased by 20%.
      • Regrowth heal over time effect increased by 42%.
      • Rejuvenation healing increased by 25%.
      • Wild Growth healing increased by 15%.
      • Wrath and Starfire damage increased by 90%.
      • Abundance caps at 12 stacks, for a maximum of 60% crit/cost reduction.
      • Cenarion Ward healing increased by 25%.
      • Swiftmend healing increased by 30%.
      • Inner Peace now reduces the cooldown of Tranquility by 30 seconds (was 60 seconds).
      • Spring Blossoms healing reduced by 25%.
      • Sunfire now costs 1.8% base mana (was 2.4%).
      • Embrace of the Dream healing reduced by 30%.
      • Flourish now extends the duration of all your heal over time effects on friendly targets within 60 yards by 6 seconds (was 8 seconds), and increases the rate of your heal over time effects by 25% (was 100%) for 6 seconds (was 8 seconds).
      • Flourish procs from Convoke the Spirits now extends heal over time effects by 3 seconds (was 4 seconds) and lasts 3 seconds (was 4 seconds).
        • Developers’ note: We are reducing the effectiveness of Flourish and increasing the power of rotational heal over time spells with the goal of moving more power into the baseline kit.
      • Aberrus, the Shadowed Crucible (2) Set Bonus – Now increases the healing of Regrowth’s periodic heal by 35% (was 50%).
      • Aberrus, the Shadowed Crucible (4) Set Bonus – Now increases the rate of your heal over time effects by 26% (was 30%).
  • EVOKER
    • Devastation
      • Developers’ note: We are reducing the effectiveness of Mastery: Giantkiller and adding a health floor for the damage bonus. The goal is to bring some damage out of Dragonrage due to the talent Tyranny and make Devastation less reliant on hitting high health targets, while still retaining the flavor and gameplay of the Mastery. This makes them less bursty in PvP and allows them to be more flexible in raid and dungeon content. To compensate for the reduced damage during Dragonrage, we’re increasing Devastation’s overall damage as well.
      • All damage increased by 5%.
      • Mastery: Giantkiller reduced by 25%. For example at level 70, 180 Mastery rating now grants 1.5% Mastery (was 2%). In addition, damage no longer falls off once the target reaches 30% health.
    • Preservation
      • Spiritbloom healing increased by 25%.
      • Living Flame healing increased by 20%.
      • Verdant Embrace healing increased by 35%.
      • Resonating Sphere applies Echo to the first 3 allies it hits (was 5).
      • Cycle of Life now accumulates 10% (was 15%) of your healing over 8 seconds (was 10 seconds).
  • HUNTER
    • Fixed an issue where Entrapment didn’t share diminishing returns with other root abilities.
    • Beast Mastery
      • Developers’ note: Aspect of the Wild and Call of the Wild have struggled to be compelling choices during Dragonflight. Both of these cooldowns were competing for similar design space to make you and your pets feel stronger in a way that feels different than Bestial Wrath. After evaluating these abilities, we have decided to replace Aspect of the Wild entirely and convert it into passive options on the talent tree. The removal of Aspect of the Wild allows us to double down on Call of the Wild being a strong pet summoning cooldown for the Beast Mastery spec. We’re also lowering the number of talent points in the Thrill of the Hunt and Dire Command talent nodes from 3 to 2, which should give you some extra flexibility in your talent choices.
      • Aspect of the Wild has been removed.
      • New Talent: Savagery (Passive) – Kill Command damage is increased by 10%. Barbed Shot lasts 2 seconds longer. Replaces Aspect of the Wild.
      • Master Handler has been redesigned – Each time Barbed Shot deals damage, the cooldown of Kill Command is reduced by 0.5 seconds.
      • Call of the Wild has been slightly redesigned – Cooldown reduced to 2 minutes (was 3 minutes) and the base ability now also has the added functionality: Whenever Call of the Wild summons a pet, the cooldown of Kill Command and Barbed Shot are reduced by 50%.
      • Choice nodes for Call of the Wild updated:
        • While Call of the Wild is active, all of your pets are affected by Beast Cleave. Each time Call of the Wild summons a pet, all of your pets Stomp.
        • While Call of the Wild is active, each time you Kill Command, your Kill Command target takes 3% more damage from all of your summons. This effect stacks.
      • Thrill of the Hunt is now a 2-rank talent (was 3). Each point grants 2% critical strike chance, stacking up to 2/4 times (was 3%, stacking 1/2/3 times).
      • Dire Command is now a 2-rank talent (was 3). Each point grants 15/30% chance to trigger (was 10/20/30%).
      • Snake Bite has been removed.
    • Marksmanship
      • Developers’ note: Windrunner’s Guidance being unreliable has added too much variance to a hunter’s performance on each dungeon or raid attempt. This should keep the Wind Arrow theme strong and useful, while being predictable and reliable for how it interacts with your other abilities and the Trueshot cooldown.
      • Windrunner’s Guidance has been redesigned – Each Wind Arrow fired reduces the cooldown of Rapid Fire by 0.5 seconds, and every 8 wind arrows increases the duration of your next Trueshot by 1 second, up to a maximum of 10 seconds.
    • Survival
      • Wildfire Bombs now correctly states that damage is reduced when damaging more than 8 targets.
        • Developers’ note: This is not a functionality change for Wildfire Bomb, but rather a tooltip clarity update. This has been in effect since Shadowlands.
      • Wildfire Bombs now deal 40% increased damage to your primary target.
        • Developers’ note: The Aberrus Survival set bonus increases the value of Wildfire Bomb while in single target encounters in a way that has worked out well. We want to keep this interaction going forward for Survival, so we are removing it from the set bonus and just making all variants of Wildfire Bomb, including any periodic damage effects, deal 40% increased damage to your primary target when using Wildfire Bomb.
      • Aberrus, the Shadowed Crucible (4) Set Bonus – No longer causes Kill Command to increase damage taken from Wildfire Bombs.
  • PALADIN
    • Holy
      • All healing reduced by 3%.
      • Holy Light healing increased by 40%.
      • Flash of Light healing increased by 30%.
      • Daybreak now restores 2000 mana per Glimmer consumed at level 70 (was 3000).
      • Reclamation now restores up to 12% of Crusader Strike and Holy Shock’s mana cost (was 15%).
      • Glimmer of Light healing and damage is now increased by 4% per target (was 6%).
      • Glimmer of Light damage increased by 10%.
  • PRIEST
    • Power Infusion Haste reduced to 20% (was 25%) and duration reduced to 15 seconds (was 20 seconds).
      • Developers’ note: Power Infusion has proved to be too impactful due to how it stacks with cooldowns on specializations that excel at dealing damage in a short window. We’re reducing it’s duration and amplitude to balance our burst classes and keep them more in line with steady-state damage dealers.
    • Shadow Word: Death now deals 8% of the Priest’s maximum health in damage when it fails to kill a target instead of the backlash damage being based on damage dealt.
    • Tithe Evasion now reduces Shadow Word: Death damage dealt to the Priest by 50% (was 75%).
    • Shadow Word: Death backlash damage is now reduced by damage reduction effects.
    • Mass Dispel cooldown is now 2 minutes (was 45 seconds).
      • Developers’ note: We’re reducing the frequency that Priests have access to Mass Dispel as the value of the spell is exceeding the value of other utility at its current power level and cooldown. We’re looking to allow for more situations where magic debuffs are applied to multiple players without having a Priest trivializing the intended difficulty of the mechanics.
    • Improved Mass Dispel is now a PvP Talent and reduces the cooldown of Mass Dispel by 60 seconds (was 20 seconds).
    • Improved Mass Dispel no longer reduces the cast time of Mass Dispel.
    • Improved Mass Dispel has been replaced with Mental Agility in the Priest talent tree.
    • New Talent: Mental Agility – Reduces the mana cost of Purify, Purify Disease, and Mass Dispel by 50% and Dispel Magic by 10%.
    • Rhapsody now only highlights Holy Nova at max stacks while in combat.
    • Discipline
      • Developers’ note: The goal of these changes is to simplify Discipline’s damage rotation as well as the number of stacking modifiers used when ramping up for burst healing. This should make it smoother to play by reducing the number of abilities pressed in sequence, allowing players to focus on managing Atonement and triaging their allies instead.
      • Schism has been redesigned to be a passive talent – Now causes Mind Blast to fracture the enemy’s mind, increasing your spell damage to the target by 10% for 9 seconds.
      • Shadow Covenant has been redesigned to be a passive talent – Shadowfiend or Mindbender enters you into a shadowy pact, transforming Halo, Divine Star, and Penance into Shadow spells and increasing the damage and healing of your Shadow spells by 25% for 15 seconds (7 seconds with Mindbender).
        • Developers’ note: Shadow Covenant is another ability that must be sequenced correctly and is usually stacked with other damage modifiers. By merging this effect with Shadowfiend, we can streamline the damage rotation and make Shadowfiend a more exciting cooldown at the same time.
      • Mind Blast now has a 24 second cooldown (was 9 seconds).
      • Mind Blast damage has been increased by 30%.
      • Dark Indulgence no longer grants an additional charge of Mind Blast. Instead, Mind Blast has a 100% chance to grant Power of the Dark Side.
      • Inescapable Torment damage increased by 60%.
      • Inescapable Torment now triggers from Penance in addition to Mind Blast and Shadow Word: Death.
      • Inescapable Torment is now a 1-point talent (was 2).
      • Power Word: Solace has been removed.
        • Developers’ note: Power Word: Solace has a long history, but it was another example of a short cooldown damage button that cramped the rotation, so we’re removing it.
      • Harsh Discipline no longer triggers after 4 spell casts of Smite, Mind Blast, or Power Word: Solace. Instead, Power Word: Radiance has a 30/60% chance to cause your next Penance to be free and fire 3 extra bolts.
        • Developers’ note: While Harsh Discipline was fun to play with, it added another thing you had to do before paying off on your Atonements. By triggering from Power Word: Radiance, this will now automatically happen after applying your Atonements. This will also reduce the frequency of Harsh Discipline procs, and allow regular Penance to deal more damage and healing.
      • New Talent: Sanctuary – Smite prevents the next 80% damage dealt by the enemy.
      • New Talent: Ultimate Penitence – Ascend into the air and unleash a massive barrage of Penance bolts, causing Holy damage to enemies or healing to allies over 6 seconds. While ascended, gain a shield for 50% of your health. In addition, you are unaffected by knockbacks or crowd control effects.
      • New Talent: Heaven’s Wrath – Each Penance bolt you fire reduces the cooldown of Ultimate Penitence by 2 seconds.
      • New Talent: Overloaded with Light – Ultimate Penitence emits an explosion of light, healing up to 10 allies around you and applying Atonement at 50% of normal duration.
      • Penance damage increased by 15%.
      • Penance healing increased by 30%.
      • Power Word: Barrier now reduces 20% of all damage taken (was 25%).
      • Atonement now heals for 32% of damage done (was 40%).
      • Atonement healing is now increased by 50% when not in a raid.
      • Flash Heal healing increased by 40%.
      • Power Word: Shield absorption increased by 10%.
      • Divine Aegis is now a 1-point talent (was 2).
      • Light’s Wrath, Resplendent Light, Wrath Unleashed, and Make Amends have been removed.
    • Holy
      • Holy Word: Serenity healing increased by 30%.
      • Flash Heal healing increased by 40%.
      • Holy Word: Salvation’s cooldown is now reduced by 15 seconds (was 30 seconds) by Holy Word: Serenity and Holy Word: Sanctify.
      • Symbol of Hope now restores 10% of missing mana (was 15%).
      • Symbol of Hope recovers 40 seconds of cooldown for a major defensive ability (was 60 seconds).
      • Holy Word: Sanctify now heals up to 5 allies (was 6).
      • Divine Star healing decreased by 25%.
      • Halo healing decreased by 15%.
    • Shadow
      • Shadow Crash damage is now reduced beyond 5 targets.
      • Surge of Insanity now triggers from every 3 casts of Devouring Plague instead of every cast of Devouring Plague.
        • Developers’ note: The rotation has a lot going on and much of that is due to the frequency that Mind Flay: Insanity and Mind Spike: Insanity are available, so we’re adjusting the frequency of the effect.
      • Mind Flay damage increased by 10%.
      • Mind Flay: Insanity damage increased by 30%.
      • Mind Spike: Insanity damage increased by 20%.
  • MONK
    • Mistweaver
      • Life Cocoon healing increased by 33%.
      • Soothing Mist healing increased by 40%.
      • Enveloping Mist healing increased by 25%.
      • Misty Peaks chance to trigger reduced to 2.5/5% (was 5/10%).
      • Enveloping Breath now heals up to 5 nearby targets (was 6).
      • Invigorating Mist’s healing is increased by 25%.
      • Invigorating Mist’s healing is now reduced beyond 5 targets.
      • Burst of Life healing increased by 100%.
      • Vivify direct healing is increased by 30%.
      • Clouded Focus now increases the healing and decreases the mana cost of Vivify and Enveloping Mist by 15% per stack (was 20%).
      • Ancient Teachings’ range increased to 40 yards (was 30 yards).
      • Ancient Concordance now costs 1 point.
      • Aberrus, the Shadowed Crucible (2) Set Bonus has been redesigned – Now increases the healing of Renewing Mist, Soothing Mist, and Enveloping Mist by 12%.
  • ROGUE
    • Developer’s note: In Guardians of the Dream we are updating all 4 Rogue talent trees to bring them up to current standards. A sweeping pass was needed to make significant adjustments to address notable concerns, like: moving the first gate from row 3 to row 4 to match all other classes; improving pathing and increasing interconnectedness on every tree; removing 3-point nodes; and reducing the percentage of minor DPS talents taken in the Class tree to make room for more flavorful and robust utility options. We also wanted to use the opportunity where so many things are changing to rework or redesign some talents that needed the update, and also just to make some new talents to experience and (hopefully) enjoy. Let us know what you think!
    • Many changes have been made to Class talent positions and connections.
    • Sap is now a baseline ability.
    • Shiv damage increased by 20%.
    • Shiv now costs 30 Energy (was 20) and has a 30 second cooldown (was 25 seconds).
    • New Talent: Featherfoot (Passive) – Sprint increases movement speed by an additional 30%, and duration increased by 4 seconds.
    • New Talent: Superior Mixture (Passive) – Crippling Poison reduced movement speed by an additional 10%.
    • New Talent: Graceful Guile (Passive) – Feint has 1 additional charge.
    • New Talent: Stillshroud (Passive) – Shroud of Concealment has 50% reduced cooldown.
    • Vigor’s location has changed and is now a 2-point talent, increasing max Energy by 50/100 and increasing Energy regeneration by 8/15%.
    • Deadly Precision is now a 1-point talent. Per point value has not changed.
    • Nightstalker’s location has changed and now increases damage while Stealth is active by 8/15% (was 4/8%).
    • Reverberation now increases Echoing Reprimand damage by 100% (was 75%).
    • Deadened Nerves now reduces physical damage taken by 5% (was 3%).
    • Echoing Reprimand now charges a combo point from 3/4/5 (was 2/3/4).
    • Marked for Death has been adjusted:
      • Cooldown adjusted to 40 seconds for all specializations (was 30 seconds for Assassination and Subtlety, 60 seconds for Outlaw).
      • Grants full combo points (was 5).
      • Now increases the damage your finishing moves deal to the target by 15%.
      • Lasts 15 seconds (was 60 seconds) and resets cooldown if the target dies during the effect.
    • Assassination
      • Developers’ note: Assassination is known for having strong single target damage, but has two areas of concern we hope to address in Guardians of the Dream. First and foremost, their AoE has been notably weak and left them far behind the pack for M+ and certain raid encounter types. Secondly, Assassination’s damage performance does not improve at a similar rate compared to most specs when players improve their play and coordination to take on bigger challenges, like when moving from Heroic to Mythic level raiding. We hope the changes here will raise the floor of Assassination’s AoE, especially before reaching and needing capstone talents to do so, and that it will feel like a distinct Assassination-like way to deliver AoE damage and not just copy/paste of another spec’s gameplay. As for the second concern, it’s very important to us that we not completely rewrite the book and threaten to undermine what makes Assassination appealing for so many players from both fantasy and gameplay perspectives. That said, the changes aimed at addressing this issue are more subtle. We intend to create more room for players tackling high-end content to use their resources and encounter knowledge to get improved performance outcomes, while not increasing the number of hoops players at all levels need to jump through to get results similar to the past.
      • Many changes have been made to Assassination talent positions and connections.
      • Shadowstep is now a baseline ability.
      • New Talent: Sudden Demise (Passive) – Your Bleed damage increased by 10%. Targets below 35% health instantly bleed out and take fatal damage when the remaining Bleed damage you would deal to them exceeds 200% of their remaining health.
      • New Talent: Caustic Spatter (Passive) – Using Mutilate on a target afflicted by your Rupture and Lethal Poison applies Caustic Spatter for 10 seconds. Caustic Spatter causes 30% of Poison damage dealt to splash onto other nearby enemies, reduced beyond 5 targets. Limit 1.
      • New Talent: Path of Blood (Passive) – Increases max Energy by 100.
      • Envenom duration reduced by 1 second.
      • Improved Shiv now increases Nature damage by 30% (was 20%).
      • Venomous Wounds’ effect now restores 8 Energy (was 7).
      • Elaborate Planning is now a 1-point talent, and its effect now increases damage by 5% (was 4/8%).
      • Improved Poisons is now a 1-point talent. Per point value has not changed.
      • Bloody Mess is now a 1-point talent. Per point value has not changed.
      • Thrown Precision has been adjusted:
        • No longer increases Fan of Knives damage by 15%.
        • Now increases Fan of Knives critical strike chance by 10% (was 5%).
        • Now causes Fan of Knives critical strikes to always apply your weapon poisons.
      • Seal Fate has changed:
        • Moved from Class talent tree to Assassination.
        • Now a 1-point talent.
        • Effect now always triggers from critical strikes (was 50/100% chance).
      • Internal Bleeding’s effect is now also applied by Rupture.
      • Crimson Tempest has been adjusted:
        • No longer has an instant damage component.
        • Now has an initial damage over time tick on application.
        • Damage per tick reduced by 25%.
        • Duration increased by 2 seconds.
        • Now deals bonus damage when multiple enemies are afflicted, increased by 20% per target, up to 100%.
        • Now deals reduced damage beyond 5 targets (was 8).
      • Lightweight Shiv now increases Shiv damage by 100% in addition to its previous effect.
      • Exsanguinate has been redesigned:
        • Active version: 1 minute cooldown. Garrote, Rupture, and Crimson Tempest consume 10 Energy to duplicate 100% of any damage dealt. Lasts 10 seconds.
        • Passive version: While above 100 Energy your Garrote, Rupture, and Crimson Tempest consume 8 Energy to duplicate 40% of any damage dealt.
          • Developers’ note: There are two updated versions of Exsanguinate available to test on PTR, located on the talent tree as a choice node with one being active and one being passive. Based on testing, feedback, and possible iteration, we will likely keep one to continue on for patch release and discard the other.
      • Flying Daggers now increases Fan of Knives damage by 15%, in addition to its previous effects.
      • Venom Rush’s effect now refunds 6 Energy (was 7).
      • Vicious Venoms has been adjusted:
        • Bonus damage effect increased to 35/70% (was 10/20%).
        • Now increases Ambush and Mutilate energy costs by 5/10.
      • Poison Bomb now affects an area within 8 yards (was 6 yards).
      • Zoldyck Recipe is now a 2-point talent. Per point values have not changed.
      • Dashing Scoundrel effect now generates 1/2 Energy (was 1 Energy at both ranks).
      • Scent of Blood is now a 2-point talent, and its effect now increases Agility by 1.5/3% (was 1/2/3%).
      • Arterial Precision’s effect now increases Bleed damage by 30% (was 20%).
      • Dragon-Tempered Blades now causes your weapon poisons to apply 30% less frequently, in addition to its previous effect.
      • Indiscriminate Carnage has been redesigned – Garrote and Rupture apply to 2 additional nearby enemies when used from Stealth and for 3 seconds after breaking Stealth. Passive Talent.
    • Outlaw
      • Developers’ note: Outlaw’s talent tree has produced some fun gameplay so far in Dragonflight, but it has significant issues with rigidity, lack of pathing options, high tension between early tree DPS and utility nodes, and far above average number of unskippable core skills. Some of those skills have returned to Outlaw baseline, creating room for improved pathing and interconnectedness. We have also reworked or redesigned some existing talents and introduced some new options, with the hope that it will expand the gameplay space and options available to popular Outlaw builds.
      • Many changes have been made to Outlaw talent positions and connections.
      • Grappling Hook, Blade Flurry, Roll the Bones, and Restless Blades are now baseline abilities.
      • Prey on the Weak has moved from the Class talent tree to Outlaw, and has been renamed Sting Like a Bee.
      • New Talent: Airborne Irritant (Passive) – Blind applies to 4 additional nearby enemies while Blade Flurry is active, but has 20% reduced duration.
      • New Talent: Crackshot (Passive) – Between the Eyes has no cooldown and also Dispatches the target for 100% of normal damage when used from Stealth.
      • New Talent: Underhanded Upper Hand (Passive) – Slice and Dice does not lose duration during Blade Flurry. Blade Flurry does not lose duration during Adrenaline Rush. Adrenaline Rush does not lose duration during Stealth. Stealth abilities can be used for an additional 3 seconds after Stealth breaks.
      • Between the Eyes’ critical bonus effect is now a buff on the Rogue (was a debuff on the target).
      • Thief’s Versatility has been adjusted:
        • Moved from Class talent tree to Outlaw.
        • Now a 1-point talent.
        • Now increases Versatility by 4% (was 2/4%).
      • Fatal Flourish effect now has a 50% chance to trigger (was 60%).
      • Deft Maneuvers has been redesigned – Blade Flurry’s initial damage is increased by 100% and generates 1 combo point per target struck.
      • Swift Slasher has been adjusted – Now causes Slice and Dice to grant additional attack speed equal to 100% of your Haste (was based on combo points spent).
      • Ace Up Your Sleeve now grants 5 combo points (was 4) and has 5% chance per combo point to trigger (was 4%).
      • Triple Threat is now a 1-point talent, granting 10% chance to trigger its effect (was 5/10%).
      • Improved Main Gauche is now a 1-point talent. Per point value has not changed.
      • Weaponmaster has been removed.
      • Improved Adrenaline Rush has been adjusted:
        • No longer grants full combo points when Adrenaline Rush ends.
        • Now grants full Energy when Adrenaline Rush ends.
      • Ghostly Strike has been adjusted:
        • No longer affected by global cooldown.
        • Cooldown increased to 1.5 minutes (was 35 seconds).
        • Energy cost increased to 35 (was 30).
        • Damage increased by 33%.
        • Now increases damage to the target by 15% (was 10%).
        • Duration increased to 12 seconds (was 10 seconds).
      • Dreadblades has been adjusted:
        • Effect now grants full combo points (was 5).
        • Energy cost reduced to 30 (was 40).
        • Backlash damage increased to 8% of current health (was 5%).
      • Killing Spree has been adjusted:
        • Moved to capstone location.
        • Now a finishing move, increasing number of total strikes per combo point (1 strike + 1 per combo point spent).
        • Damage per strike increased by 33%.
        • No longer reduces damage taken during effect.
        • Now causes 100% of damage taken during effect to be delayed, instead taken over 8 seconds.
        • Haste now affects duration, reducing the time between strikes.
    • Subtlety
      • Developers’ note: Subtlety and its talent tree have been in a similar position as Outlaw. The gameplay outcome has been mostly good during Dragonflight so far, but many talents are underused, and rigid pathing with insufficient connections have restricted talent options. We have changed, redesigned, and added new talents alongside improvements to pathing and interconnectedness that will hopefully add up to feeling like there is more gameplay diversity and flexibility in the tree. And while we noted that gameplay outcomes thus far in Dragonflight have been ‘good’, there have been some negative trends we hope to address. To start, Subtlety’s Energy and combo point resource economies have been overflowing, which creates a cascade of issues. Uptime for key cooldowns (predominantly Shadow Dance) has also been higher than expected, forcing overall damage tuning to result in a relatively flat damage profile, especially for a spec that is often known for having moments of increased intensity and burst within those frequent cooldown windows. So, in addition to the more general improvements and additions for talents, there are some changes that affect Subtlety’s Energy and combo point flow that will reduce the floor of their steady downtime rate, and increase the relative value of effects that temporarily offer more resources. It will require tuning and iteration to get to the amounts of total resource generation and damage output in a good state, so any gameplay feedback you would like to share on these topics is welcome. Let us know!
      • Many changes have been made to Subtlety talent positions and connections.
      • Shadowstep and Black Powder are now baseline abilities.
      • Backstab Energy cost increased to 40 (was 35).
      • Shadowstrike Energy cost increased to 45 (was 40) and damage increased by 16%.
      • Shadow Techniques has been adjusted:
        • No longer grants a combo point immediately when its effect is triggered.
        • Now stores combo points with a stacking buff, up to double your max combo points.
        • Abilities that generate combo points can expend any stored combo points to generate extra, up to your max combo points.
        • Energy generation reduced to 3 (was 4).
      • Find Weakness has been adjusted:
        • Moved from Class talent tree to Subtlety.
        • Now a 1-point talent.
        • Now causes attacks to bypass 30% of armor (was 15/30%).
      • Shadow Blades has been adjusted:
        • Now causes all attacks (was combo point generating abilities) to deal 20% additional damage as Shadow (was 50%).
        • Now causes abilities that generate combo points to generate full combo points (was 1 additional).
      • New Talent: Ephemeral Bond (Passive) – Increases healing received by 12%.
      • New Talent: Shadowcraft (Passive) – While Symbols of Death is active, your Shadow Techniques triggers after 1 fewer attack, stores 1 additional combo point, and finishing moves can also expend stored combo points.
      • New Talent: Goremaw’s Bite – Lashes out at the target, inflicting Shadow damage and causing your next 3 finishing moves to cost no Energy. Awards 3 combo points. Costs 25 Energy. 1 minute cooldown.
      • New Talent: Stunning Secret (Passive) – Kidney Shot has 100% increased cooldown and Energy cost, and now creates shadow clones to stun all other nearby enemies.
      • New Talent: Warning Signs (Passive) – Symbols of Death increases your Haste by 6%.
      • Shrouded in Darkness now causes Shroud of Concealment to persist after leaving its area, in addition to its previous effect.
      • Eviscerate damage increased by 10%.
      • Gloomblade Energy cost increased to 40 (was 35).
      • Planned Execution is now a 1-point talent and increases critical strike chance by 6% (was 5/10%).
      • Improved Shadow Dance is now a 1-point talent and increases Shadow Dance duration by 2 seconds (was 1/2 seconds).
      • Shadowed Finishers is now a 1-point talent and its effect causes 25% additional damage as Shadow (was 20/40%).
      • Shadow Focus now reduces Energy costs by 10% (was 15%).
      • Deepening Shadows now reduces Shadow Dance cooldown by 0.5 seconds per combo point spent (was 0.7).
      • Perforated Veins has been redesigned as a 1-point talent – After striking 5 times with Gloomblade, your next attack that generates combo points deals 50% increased damage.
      • Lingering Shadows is now a 1-point talent. Per point value has not changed.
      • Deeper Daggers is now a 1-point talent. Per point value has not changed.
      • Finality buffs no longer have a duration.
      • The Rotten has been adjusted:
        • Bonus to damage and critical strike now applies to any attack that generates combo points (was Backstab, Gloomblade, and Shadowstrike).
        • Effect no longer generates combo points.
  • SHAMAN
    • Mana Spring now restores 150 mana for Enhancement Shamans (was 250), 150 mana for Restoration Shamans (was 350), and 100 mana for Elemental Shamans (was 150) at level 70.
    • Enhancement
      • Primordial Wave spell damage increased by 500%.
    • Restoration
      • Healing Stream healing increased by 20%.
      • Healing Surge healing increased by 30%.
      • Healing Wave healing increased by 30%.
      • Primordial Wave replicates Healing Wave at 40% effectiveness (was 60%).
      • Cloudburst Totem now accumulates 20% of your healing done (was 30%).
      • Ascendance now duplicates 80% of all healing done (was 100%).
      • Mana Tide Totem now increases mana regeneration by 80% (was 100%).
      • Resurgence now restores 20% less mana.
  • WARLOCK
    • Affliction
      • Grand Warlock’s Design has been redesigned – Summon Darkglare cooldown is reduced by 30 seconds.
    • Demonology
      • Developers’ note: Demonology’s damage profile is currently too reliant on Nether Portal and Tyrant windows. In Guardians of the Dream, we’re redistributing this power to other parts of Demonology’s rotation and decoupling the synergy between these two cooldowns so that they can stand on their own rather than being dependent on one another. We still want Nether Portal and Demonic Tyrant to be impactful, powerful cooldowns – just not the only source of meaningful output for a Demonology Warlock.
      • Gul’dan’s Ambition has been redesigned – When Nether Portal ends, you summon a Pit Lord that serves you for 10 seconds.
      • Grand Warlock’s Design has been redesigned – Summon Demonic Tyrant cooldown is reduced by 30 seconds.
      • Ner’zhul’s Volition has been redesigned – Demons summoned from your Nether Portal deal 15/30% increased damage.
      • Demonic Knowledge now has a 10% chance of causing Hand of Gul’dan to generate a Demonic Core (was 15%).
      • New Talent: Volatile Fiends – Implosion deals 10% increased damage. Bilescourge Bombers deal 20% increased damage and your spells now have a chance to summon a Bilescourge Bomber.
      • Summon Demonic Tyrant has been redesigned – Summon a Demonic Tyrant to increase the duration of your Dreadstalkers, Vilefiend, Felguard, and up to 10 of your Wild Imps for 15 seconds. Your Demonic Tyrant increases the damage of affected demons by 15% while damaging your target.
      • Reign of Tyranny has been redesigned – Active Wild Imps grant 1 stack of Demonic Servitude and active greater demons grant 3 stacks of Demonic Servitude, up to 15 stacks. Demonic Tyrant deals 10% additional damage for each stack of Demonic Servitude active at the time of his summon.
      • Inner Demons no longer has a chance to summon an additional demon during combat.
      • Demonic Core is no longer baseline.
      • Demonbolt now grants the passive Demonic Core when learned.
      • Shadow Bolt damage increased by 30%.
      • Demonbolt damage increased by 15%.
      • Vilefiend damage increased by 15%.
      • Bloodbound Imps has been removed.
    • Destruction
      • Developers’ note: We’re removing Madness of the Azj’Aqir and introducing a new talent, Chaosbringer, that increases the output of Chaos Bolt, Shadowburn, and Rain of Fire. Additionally we are adding damage to Chaos Bolt baseline. We are doing this specifically to decrease how penalizing movement can feel as a Destruction Warlock while also making these spells feel more impactful.
      • New Talent: Chaosbringer – Chaos Bolt damage increased by 8/15%. Rain of Fire damage increased by 5/10%. Shadowburn damage increased by 5/10%.
      • Chaos Bolt damage increased by 15%.
      • Grand Warlock’s Design has been redesigned – Summon Infernal cooldown is reduced by 60 seconds.
      • Madness of the Azj’Aqir has been removed.

DRAGONRIDING

  • New glyphs to collect to learn 3 new traits:
    • Swift Skimming (Passive): Ground Skimming can occur now while affected by Thrill of the Skies.
    • Wind’s Respite (Passive): After activating Aerial Halt, experience a brief moment of weightlessness as the effects of gravity are reduced for 4 seconds.
    • Second Wind (Active, 3 charges, 3 minute recharge): Instantly generate 1 vigor.
  • New dragonriding races and world quests in the Emerald Dream.
  • New dragonriding mount: Flourishing Whimsydrake
  • New Grotto Netherwing Drake appearances to collect.

ITEMS

  • Rashok’s Molten Heart mana restore effect reduced by 70%.
  • AMIRDRASSIL, THE DREAMS HOPE RAID REWARDS
    • Developers’ note: Players can test several new raid trinkets, the Incandescent Essence helm enchantment, and several weapons with additional effects by acquiring them from Trinketaur in Orgrimmar and Stormwind. Class sets are available on Setzertauren. We look forward to your feedback! Additional trinkets and weapons will be added in future PTR builds.
    • INCANDESCENT ESSENCE
      • Players will begin a questline to acquire this reusable helm enchantment shortly after entering the raid and can expect to acquire it in their second month of raiding. This powerful item grants players a different effect based on their current role and is not consumed on use. These effects will be disabled in PvP.
      • Quest progress is capped on a weekly basis and will be accelerated five weeks after the season begins to allow players to easily catch up if they miss the start of the season.
  • PROFESSIONS
    • New recipes have been added.
  • UPGRADE SYSTEM
    • Hero upgrade track length increased to 6 (was 5).
    • Myth upgrade track length increased to 4 (was 3).
    • Crests are now currencies and will no longer take up inventory space.
    • Fragments have been removed. Sources that previously awarded fragments will now award crests.
    • Once a player has purchased all possible upgrades with a type of crest, they can visit Vaskarn in Amirdrassil to exchange those crests for higher level crests.
      • For example: Using Season 2 item level numbers, players would become eligible to trade their Whelpling Crests up to Drake Crests when every gear slot had reached item level 411 or higher. Trading up to Wyrm Crests would become available at 424 (again, in every gear slot, using the same rules as crest redundancy), and trading up to Aspect Crests would open at 437.
    • PvP gear can now have its PVE item level upgraded with flightstones and crests (was Honor). The PvP item level will remain unchanged.
      • All PvP activities will reward flightstones, and crests can be earned from rated activities.
    • Players can earn 90 crests of each type per week, which is enough to afford 6 upgrades of each crest type per week (was 10 upgrades).

PET BATTLES

  • New wild pets to collect in the Emerald Dream.

PLAYER VERSUS PLAYER

  • The cooldown of Gladiator’s Medallion is now 90 seconds for all healer specializations (was 120 seconds).
  • Fixed an issue causing Precognition to trigger if the player is immune to an interrupt while casting.
  • EVOKER
    • Preservation
      • Living Flame healing is no longer increased by 12% in PvP combat.
      • Verdant Embrace healing is no longer increased by 20% in PvP combat.
  • HUNTER
    • Survival Tactics has been redesigned – Feign Death reduces damage taken by 90% for 3 seconds.
  • MONK
    • Mistweaver
      • Enveloping Mist no longer increased by 15% in PvP combat.
      • Vivify direct healing is now reduced by 20% in PvP combat (was 10%).
  • PALADIN
    • Holy
      • Holy Light no longer increased by 47% in PvP combat.
      • Flash of Light no longer increased by 30% in PvP combat.
  • PRIEST
    • Discipline
      • Atonement is now 36% more effective in PvP Combat (was 89%).
      • Flash Heal is no longer increased by 30% in PvP Combat.
    • Shadow
      • Focused Will now reduces physical damage taken by 15% and magic damage taken by 5% (was all damage by 10%) for Shadow Priests.
  • SHAMAN
    • Restoration
      • Healing Surge no longer increased by 20% in PvP combat.
      • Healing Wave healing increased by 20% in PvP combat (was 56%).
  • WARLOCK
    • Demon Skin now additionally grants a 45/90% armor increase.
    • Affliction
      • Developers’ note: We’re making some adjustments to Affliction with the goal of allowing Warlocks to opt into spending Soul Shards to reduce the amount of global cooldowns spent applying damage over time and curse effects to enemies, so more time can be spent on higher-impact spells.
      • Rapid Contagion has been removed.
      • New PvP Talent: Jinx – Casting a curse now applies Corruption and Agony to your target, but curses now costs 1 Soul Shard.
      • Corruption damage is now increased by 25% in PvP combat (was 10%).
      • Agony damage is now increased by 40% in PvP combat (was 25%).
      • Unstable Affliction damage is now increased by 40% in PvP combat (was 25%).
      • Oblivion now costs 2 Soul Shards (was 3).
      • Rampant Afflictions now reduces the damage of Unstable Affliction by 50% (was 25%).
  • WARRIOR
    • New PvP Talent – Safeguard: Intervene now has 2 charges and reduces the ally’s damage taken by 20% for 5 seconds. Intervene’s cooldown is increased by 10 seconds.
    • New PvP Talent – Battlefield Commander: Your Shout abilities have additional effects.
      • Battle Shout: Increases Stamina by 3%.
      • Piercing Howl: Roots targets hit for 2 seconds.
      • Berserker Shout: Range increased by 8 yards.
      • Intimidating Shout: Cooldown reduced by 15 seconds.
      • Rallying Cry: Removes movement impairing effects and grants 30% movement speed to allies.
      • Thunderous Roar: Targets receive 5% more damage from all sources while bleeding.
    • Storm of Destruction has been redesigned – Reduces the cooldown of Ravager and Bladestorm by 30%, and Ravager and Bladestorm now also snare all targets you hit by 70% for 8 seconds.
      • Storm of Destruction is now available as a PvP talent for Fury and Protection Warrior.

USER INTERFACE AND ACCESSIBILITY

  • TALENTS UI
    • We’ve reworked the user experience to make reallocating talent points easier. You can now remove a point and spend it elsewhere without a large part of your build disappearing. Disconnected talents are simply marked in red, and can be reconnected to make the build valid again.
    • To perform the old behavior of mass unlearning all dependent talents, press Shift + Right Click.
  • PING SYSTEM
    • Added a option to add shortcut to Chat Settings so you can more easily control which chat windows display pings.
  • TRADING POST
    • You can now click the frozen item slot to select it instead of having to locate it in the list.
  • Added a tooltip to the magnifying glass on the World Map.

In Development: Guardians of the Dream

Quote from: Blizzard

When Guardians of the Dream arrives, champions will be tasked to protect a new zone—The Emerald Dream, engage in new Public Events—Superbloom and Emerald Bounty, build Renown with the Dream Wardens for unique rewards, and save the new World Tree from the Fyrakk’s forces in a new Raid—Amirdrassil, the Dream’s Hope.

Join us as we chat about the next Dragonflight content update, Guardians of the Dream, as Assistant Lead Encounter Designer Taylor Sanders and Senior Narrative Designer Anne Stickney, along with our host, Community Manager Bethany Stout, take us on a journey through the new zone—The Emerald Dream zone, the next Raid—Amirdrassil, the Dream’s Hope, new Public Events, Dragonriding updates, and more.


New Outdoor Zone: The Emerald Dream

A special seed, planted by Tyrande, has grown into a new World Tree and is on the verge of crossing over into Azeroth. Fyrakk and his forces, including his new allies—the Druids of the Flame, move among the roots of the World Tree, inflaming the Dream denizens as they attempt to tear into the Emerald Dream to infuse the heart of the World Tree with fire and use it as a conduit to spread eternal flames throughout Azeroth.

There is plenty of Renown to be earned with a new faction—The Dream Wardens. Help denizens of the Dream comprised of Keepers, dryads, druids, green dragonflight, and runebears to earn Renown and rewards.


New Raid: Amirdrassil, The Dream’s Hope

Fyrakk has arrived in The Emerald Dream, intent on exacting his evil plans with the help of the Zaqali Djaradin and the resurgent Druids of the Flame. If he claims the World Tree, Amirdrassil, it will deliver a time of fire and chaos to Azeroth.

Within the Emerald Dream and near the growing World Tree of Amirdrassil lies an ancient temple built by the Green Dragonflight. Here, the energy of the Emerald Dream is a potent and abundant resource.
Fyrakk blazes through the Emerald Dream, intent on gaining its power to exact his evil plans.

This Raid includes nine bosses, including a Dragonriding encounter, leading to the ultimate showdown with Fyrakk at the top of Amirdrassil, the Dream’s Hope. Prepare to mount up, take to the sky with your allies, and come face-to-face with Fyrakk.

End Fyrakk’s chaos and earn great rewards for your efforts, like new class sets and a new Legendary weapon—Fyr’alath, the Dream Render.

New Public Events: Superbloom, Emerald Frenzy, and Emerald Bounty

A new cycle of Public Events that feed into each other begins with the Superbloom—follow Sprucecrown, an Ancient, as it spreads the bloom, helping it complete its purpose by fighting off enemies and assisting with various tasks. Trigger the Emerald Frenzy, where a sapling appears, and champions are encouraged to collect items to help usher in the Emerald Bounty. Here, defenders test their green thumbs by encouraging a seed to grow and gain rewards for the efforts once the seed blooms.


Season 3

Guardians of the Dream ushers in Dragonflight Season 3, which delivers a rotation of eight dungeons, including Dragonflight dungeons, along with additional dungeons from previous expansions to the Mythic+ rotation (some never seen before in Mythic+), including:

  • Dawn of the Infinite: Galakrond’s Fall
  • Dawn of the Infinite: Murozond’s Rise
  • Waycrest Manor (Battle for Azeroth)
  • Atal’Dazar (Battle for Azeroth)
  • Darkheart Thicket (Legion)
  • Black Rook Hold (Legion)
  • The Everbloom (Warlords of Draenor)
  • Throne of the Tides (Cataclysm)

A new PvP season begins with new cosmetic rewards, mounts, and achievements.


More Dragonriding!

Champions will be able to take to the skies of The Emerald Dream from day one and explore the skies in pursuit of three new traits and more glyphs, customizations, and races for you and your scaled sky pal to master. Also, a new mount—the Faerie Dragon—can be earned with customizations as you venture forth.


New World Boss: Aurostor the Hibernating

Don’t poke a sleeping bear! Too late. A new World Boss—Aurostor the Hibernating has been awoken from a deep slumber, and defenders must join forces to fight to put him back to sleep again for a chest full of rewards.


More to come as we enter the next development phase for Dragonflight. Watch the official World of Warcraft news site for more details.